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Bone Based Facial Rig

This facial animation rig was created with UDK and Unity in mind. Vertex influence does not go over three bones. Also, I tried to keep the bone count as low as possible while still being able to deliver enough control.

Dynamically Driven Tentacles

Venomthrope rig was created as a study in driving bones with mathematical expressions. This was the easiest solution I came up with for animating the secondary motion of twenty tentacles. The four main tentacle whips were the main parts that I saw being used for precision animation so I made those blend-able with FK controls. Perlin noise is added to the rotation of the bones in all of the tentacles to subtly break up the movement.