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Rigging

Facial Rigs

Facial Rigging for Production

Created facial rigs driven by joints and blend shapes with interactive controls on the face.

 

Advanced eye setup using joints to achieve the eyelid rolling around the eyeball.

Also created the head model within Maya.

Biped Rigs

Proxy Rigging

Creating proxy rigs for quick tool and system tests.

Custom body rigs made with FK & IK switch.  Make the most by optimizing controls with shoulder & foot rolls, wrist twist and eye follow controls and stretchy limbs.

Experienced rigging a complete full character with extra controls for extra pieces.

 

Rig includes:

  • Maya Skeleton & Control Rig

  • Motion Capture support

  • Imported into Unreal Engine 4

  • Dynamics & Ragdoll

Rigging for Games

Mocap

Normal rig set up with mocap support built into it.

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Created camera rigs, this one set up like a crane rig  used in movie production with a curve control for motion

Camera Rigs

Currently Working on

WinterHuntress.jpg

-A custom character rig, complete with FK, IK and Mocap.  Also, cloth physics using NVIDIA's PhysX Clothing.

-A python script to batch all the mocap animations onto the main rig,  then exporting out the skeleton data with all the animations separately.

-Unreal Engine animation blueprints and ragdoll physics.

MotionCaptureConverter_v1_Preview_wImage
WinterHuntress_AnimationBlueprint_Previe

© 2017 by Chris Carl Ginder

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