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Markus Daum

SynchroLux - 0 views

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    The animation and animation-related musings of Kevin Koch. Interesting details about eye animation in the "Eye Movements" category (with references from the BBC motion gallery website).
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.
Markus Daum

Vanilla Rigging - 4 views

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    blog about rigging spines
Tom Bracht

Superficial Anatomy - 0 views

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    Superficial Anatomy Reference
Tom Bracht

Musculo-Skeletal Reference Archive - 0 views

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    CG Papers and Abstracts Dealing with Muscles / Skin Deformation
Tom Bracht

Rob The Bloke - 1 views

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    MEL-Scripting & Maya API
Tom Bracht

MEL How-To - 0 views

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    Bryan Ewert MEL How-To's
Markus Daum

Facial Animation Rig for Delgo - Page 1 - Character Tutorials for Maya - 1 views

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    Facial animation rigs created for the "Delgo" movie. Tutorial by Warren Grubb.
Brad Noble

Bernhard Haux - 1 views

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    Pretty old now but some nice cartoony rigging demos.
Markus Daum

YouTube - themedicallectures's Channel - 0 views

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    great human anatomy reference in videos
Markus Daum

YouTube - Realistic facial animation test based on FACS (Withnail & I clip) - 0 views

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    Facial animation test including lip sync. Based on the Facial Action Coding System (FACS) by Dr Paul Ekman. Created with Softimage XSI by Paul Charisse (modeling, animation) and Andrea Interguglielmi (scripting).
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

rigging101 - 0 views

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    free rigs, scripts and character setup / rigging tutorials for maya and xsi.
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