xsinyc.com/rigElements

xsinyc.com

turbolinea.com

email:raffaele@turbolinea.com




Rigging Elements/Solutions

Here a few example videos showing how I have solved several common rig problems.

Remember
All rig are scripted for automated assembly, making it possible and manageable to add complexity.
Rigging assembly are design a set of modular generalized script designed to make it easy for multiple riggers to work on the same rig/and or upgrade either on a per character basis or globally (IE propagate changes to every character ).


Toggle Rig

Part of my rig process includes building toggles in the rig to visually turn on and off different parts of the complex rigs. This helps animators to turn on only what they need to animate, and helps TDs to turn on anything they may need to troubleshoot the rig throughout the production process.
qt / wmv (4.8/1.9Mb)

Face Rig

This is an example of my facial rig setup. The facial rig assembly is also scripted, and drives a combination of blend shapes and muscle/skeleton elements.
qt / (7.4Mb)

Hand Rig

This is an example of my hand rig setup. This rig design is setup to help animators quickly animate groups of finger together, and still tweak any finger individually.
handRig qt / wmv (6.4/1.7Mb)

Foot Rig

This is an example of my foot rig setup. This rig design is setup to help animators animate the foot, by linking all of the seperate foot pivots as a set of sliders onto one control.
qt / wmv (6.7/1.9Mb)

Arm Twister Rig

This is an example of my arm twist control rig setup. This rig design to help control the arm's mesh twist / bending for any arm/forearm pose. It is design to keep the arm volume and prevent the candy wrapper effect (or mesh thining) that happens in certain arm poses.
qt / (5.8Mb)

Spine & Stretcheable Long Limbs Rig

This is an example of my spine control rig setup. This version is a simplified version of a tenacle system rig design for a monster on Sinbad at Dreamworks (see demoreel). The main focus of the control system was to be able to easily control the curvature / overall shape of the spine/tail/long necks as well as easily twist it without running into the dreaded joint flipping problem associated when kinking a spine.
The tentacle version develloped for Sinbad (see demoReel) also included bulging (able to scale up individual parts of the limbs, shedding it off), and strech/cling or slip&slide the tentacles off.
qt / (8.6Mb)

IK/FK Bone/Rubberband Arm Rig

This video (WILL) show a IK/FK strechable arm than can blend to act as a "rubber" curved arm. The premise for this use is to offer highly strechable limbs for character to either act out following a rigid bone structure, or peel off and arc out as controllable curves. My current rigging process now includes the "stretchable layer" to do this.
Video Coming soon,
please refer to "spaghetti cowboy"
clips to see intial examples.
( Creative & Technical Supervisor on project ... as well as voice ).