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c. A Joint based Facial Rig with:

i. Joint structure motion path controlled by curves.

ii. Blendshapes controlling curves to pose different emotions. 

iii. Sculpt deformer to give realistic movement for eyes. 

iv. A 3 level control setup with Expressions and custom attributes that start with top most layer controlling the movement of mouth, eyes, cheeks, nose and secondary layer control set different to control different parts of the face with a tertiary set to get finer control.  

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A Biped Rig ready for Production Animation with the following:

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a. A flexible plane based system for spine and neck which has a joint system with:

i. twist and wire deformers attached through blend shapes.

ii. Squash and stretch node setup implemented for more flexibility.

iii. Connections and attribute setup for each control to dynamically follow the preceding controller.

iv. Follicle based system to keep joints on the plane surface.

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b. An FK/IK systems for arms and legs with: 

i. Node setup to implement Squash and stretch implemented for both FK and IK systems.

ii. Bend controls implemented for forearms, elbow, biceps, thighs, knees, and tibia.

iii. An IK based clavicle system to get isolation in shoulder motion.

iv. A separate IK joint setup with connection setup to shoulder and bound to the shirt to isolate it from twisting joints.

v. A reverse foot-lock setup with custom attributes for banking, foot bend, toe bend, foot bend, and heel bend. 

Bi-ped Rig

Low Poly Quadruped -Rig (Deer)

 I have created a Rig for a Quadruped which has a Flexible Spine System with squash, stretch and twist control.

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The best thing about this rig is that it has a volume control which influences the squash and stretch of the individual joints in the spine and neck where the flexible spine system is integrated. 

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I have created node networks to implement the twist, squash and stretch in the rig.

Origami Bunny - Rig

This is the rig I created for my Year-Long animation project. 

 

The biggest challenge in rigging this model was the lack of geometry to work with.

 

It has a squash and stretch spine. It can be animated like paper but it retains the character of the creature.

 

Origami - Dragon

Origami - Dragon

Rigging this character was one of the biggest challenges because the animator wanted it to behave like paper but still be playful and do cute things. 

 

To start with, there are limited deformations and geometry to work with.

 

For this model the animator wanted particular poses for the dragon's wing hence it has a unique rig structure for the wings. Hence a controller set to give maximum control over the wings while animating it.

I have tried to bring the FK behavior for the IK legs using different groups and breaking the rig to make it have a non-linear hierarchy. 

It has squash and stretch implemented into its neck and spine. 

Ant Robot

The main motive is to come up with a rig that isolates movement through the body as well as the joints. The rig was completed using the following: 

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a. A locator based vertebral system with offset controls.

b. A spline Ik solver system for antennae

c. IK Spring solvers for the legs with Pole vector controls for uniform distribution of rotation across the leg joints.

d. A built-in Wing structure with custom attributes for wing expansion and control.

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Transformer robot

This transformer Rig has two rigs built within a Global Control. 

The following are the unique features of this rig: 

Foot Roll setup along with a Reverse foot.

Custom attributes for basic hand poses. 

Locator based piston setup in arm to give realistic piston movement. 

Scale constraint based neck setup to give realism while head transforms from chest. 

Dynamic arm setup to follow chest. 

Lattice setup for tires to show pressure. 

Custom attributes for wheel spin and wheel transformation.

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Creature - Alien

a. A flexible plane based system for spine and neck which has a joint system with:

i. twist and wire deformers attached through blend shapes.

ii. Squash and stretch node setup implemented for more flexibility.

iii. Connections and attribute setup for each control to dynamically follow the preceding controller.

iv. Follicle based system to keep joints on the plane surface.

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Arms and Legs: 

Stretchy IK/FK System

Offset Knee Bend Controls

Counter Twist setup for thigh, ankle, wrist and shoulder.

IK based system for clavicle movement. 

FK based stretchy system for small arms

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