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Markus Daum

Andy Nicholas » Blog Archive » How to Read a 3×3 Matrix - 3 views

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    nice tutorial about how to easily read and interpret a 3×3 Matrix (incl. video).
simonp91

More character goodness please - 3 views

So, Markus introduced me to this diigo group a while back, and no one at all has posted in that time. Tut tut!!! This is a cool group, so I am instigating motivational kick-em-up-ze-bottle....which...

rigging maya character animation muscles

started by simonp91 on 13 Aug 12 no follow-up yet
Markus Daum

Animation Buffet - 3 views

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    large collection of free maya rigs
Markus Daum

Articulation Home Page - 3 views

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    deformation / articulation reference animations on a (3D) biped character.
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    oh hippydrome, nice website, shame it doesn`t get more updates...
Markus Daum

Tech Artists - 3 views

shared by Markus Daum on 03 Jan 10 - Cached
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    A forum for and by technical artists in video-game development.
Dave Short

~*~ The Huge Gallery of Anatomy ~*~ | The Endless Forest - 3 views

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    Links to some decent anatomy reference.
Markus Daum

PETER SHIPKOV - portfolio - 2 views

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    interesting collection of free plugins for maya
Jakub Krompolc

Jan Berger on Rigging Dojo - 2 views

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    hi guys, this is tec-wizard Jan Berger describing his custom full IK body system he made as plugin for Maya. Streamed from live broadcast archive of Rigging Dojo, a Texas based group of rigging mentors (btw. they were originally named "Rigging Mentor", but guess who insisted with legal issues... ;)
Markus Daum

"Rapid Rig: Advanced" - Auto Rig for Maya - Character Scripts / Plugins for Maya - 2 views

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    The rapid rig is a tool designed to bridge the gap between character modeling and character animation. Using the user interface, the script enables the user to set up a bi-pedal character skeleton and rig in minutes, a process which can take up to several days. The advanced version of the rig comes with enhanced features including: * customizable number of fingers and toes * stretchy and "toony" arms, legs, neck and spine * elbow and knee locking and following in inverse kinematics * orientation control for hips, shoulders, head and eyes * optional geometry created based on the user's rig set-up, as well as other animator-friendly controls. * animation interface for speeding up animation pipeline
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    thanks for the link, Jakub! :)
Jakub Krompolc

Lucia Modesto from DreamWorks - 2 views

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    there`s not much here, I just accidentaly found this old video. You can see some rigging presentation from DW in cut outs as she talks about Shrek. Puss in Boots is apparently the Shrek`s most complex character :) I see, so that`s why it`s got its own movie! :)) ---> http://youtu.be/yg_z0t_H26c
Jakub Krompolc

TD to TD - 2 views

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    doo dee doo, TeeDeeTooTeeDee... :)) it could be song! anyway, if you want to listen a story of a lighting TD started in DreamWorks or RealFlow TD in Cafe FX choose this podcast and find there are maybe even bigger nerds then you, or me ;) Oh the first one, I realized is guy who worked in MPC until 2008 - Chris Armsden!
simonp91

Shameless self-marketting - 3 views

Volume 1 of 3 of my new CMI VFX rigging series.....8 hours of it :-) Please feel free to pass the link on, to friends, colleagues, runners, graduates, alumni newsletters, uni mailing lists, your bl...

rigging character maya animation

started by simonp91 on 19 Sep 12 no follow-up yet
Markus Daum

B-Ling - corrective blendshapes plugin for maya - 1 views

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    A plugin version of a corrective blend shape solution for rigging in maya.
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    - thanks for the link, Shorty! :)
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    We had Christian (b-ling) write a tangent space blendshape when he was still new at Framestore, and he made the comment that he made was that it was much easier, faster and more effective than the corrective blendshape.
Brad Noble

Creation Platform Rigging Paradigm | Fabric Engine - 3 views

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    An interesting read from Phil Taylor, one of the key guys behind CAT, ICE and now Fabric. He's gone from building an entire rigging system within a program, then building an entire node network system within a program to building an entire program to support a whole new rigging system. He doesn't lack for ambition.
simonp91

Fun with biomechanics - 2 views

1) Inside Natures Giants : http://www.channel4.com/programmes/inside-natures-giants/ 2) Interesting Stuff: http://www.wellcome.ac.uk/Education-resources/Teaching-and-education/Big-Picture/All-iss...

rigging character maya 3d muscles animation

started by simonp91 on 16 Aug 12 no follow-up yet
Dave Short

Leg Length, Body Proportion, and Health: A Review with a Note on Beauty - 1 views

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    Abstract Decomposing stature into its major components is proving to be a useful strategy to assess the antecedents of disease, morbidity and death in adulthood. Human leg length (femur + tibia), sitting height (trunk length + head length) and their proportions, for example, (leg length/stature), or the sitting height ratio (sitting height/stature × 100), among others) are associated with epidemiological risk for overweight (fatness), coronary heart disease, diabetes, liver dysfunction and certain cancers.
Markus Daum

A New Form of Peristaltic Locomotion in a Robot - YouTube - 1 views

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    This robotic concept uses a braided mesh that can be continuously deformed to create smooth waves of motion. http://biorobots.cwru.edu/projects/softworm/
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    let's throw in some random stuff... ;-)
Markus Daum

R&D at the Institute of Animation, Filmakademie Baden-Wuerttemberg, Germany - 1 views

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    Animation Tools - a set of free Maya-tools targeted at reducing the amount of tedious work associated with the setup process of high quality, animatable characters. The Adaptable Facial Setup is capable of driving any humanoid geometry, drawing from an extensive, FACS-based library of facial movement components. The process of fitting the head skeleton to the individual geometry is simplified by offering a standard set of skin weights that accommodates the typical deformation regions of the face. Any skin weights may be cloned topology-independent from one head to another utilizing the Geometry Matching Tool. The Corrective Blendshape Manager offers a useful way to add subtle deformations to a skinned mesh. Blendshape targets can be created and edited, and are computed with respect to the bind pose of the skinned mesh.
Markus Daum

Reference sites related to Maya API | LinkedIn - 1 views

Dave Short

Mark McDonnell: Working with Style & The Female Form Union/Disney Handout - 1 views

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    I don't generally share too much of what I teach as it's either for the Studio's or for the classes I teach at the Animation Union/American Animation Institute) and I would like to give the students some one-of-a-kind instruction and first dibs on the ideas I teach.
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