Here is a pack of 12 rigs, designed to be used for honing in those body mechanics and acting skills. Check them out at: http://artofjoe.blogspot.com/p/blog-page.html These rigs are for educational and non-commercial character animation use. They are not a rigging tool. If you want a robust and fast character setup tool, I recommend checking out Rapid Rig Advanced: http://www.creativecrash.com/maya/script/-rapid-rig-advanced-auto-rig-for-maya Cheers, Joe

Here is a pack of 12 rigs, designed to be used for honing in those body mechanics and acting skills. Check them out at: http://artofjoe.blogspot.com/p/blog-page.html These rigs are for educational and non-commercial character animation use. They are not a rigging tool. If you want a robust and fast character setup tool, I recommend checking out Rapid Rig Advanced: http://www.creativecrash.com/maya/script/-rapid-rig-advanced-auto-rig-for-maya Cheers, Joe

Reel Rig

Novo Dia, Animação 3d, Plataformas, Aprender A Desenhar, 3ds Max, Arte Conceitual, 3d Design, Animais, Anime Comics

Jellyfish Rig in Maya

Plataformas, Água-viva, Maia, Photoshop

This is my personal facial rigging project.  This rig is fully based on FACS, interactive controllers, over 100 joints deforming the model without any blendshapes. And I try to create wrinkles using a custom DX11 shader which is able to blend several normal maps with masks.

This is my personal facial rigging project. This rig is fully based on FACS, interactive controllers, over 100 joints deforming the model without any blendshapes. And I try to create wrinkles using a custom DX11 shader which is able to blend several normal maps with masks.

This is one of the characters from Animsquad school I've been rigging lately.   It's been quite a change on the method I have used for the facial rig, since it's based almost entirely on joints and on-face controllers, instead of the usual blendshape-based with sliders GUI style (still, there are quite a bunch of corrective blendshapes used here!). It also has a new PickerGUI created for using the face controllers while hiding them in the viewport in order to keep the character's face clean.

This is one of the characters from Animsquad school I've been rigging lately. It's been quite a change on the method I have used for the facial rig, since it's based almost entirely on joints and on-face controllers, instead of the usual blendshape-based with sliders GUI style (still, there are quite a bunch of corrective blendshapes used here!). It also has a new PickerGUI created for using the face controllers while hiding them in the viewport in order to keep the character's face clean.

Mery Project: Antonio Mendez Lora  Jose Manuel García Alvarez  - Animation - Jesus Almela Bittini - https://vimeo.com/user6965553 - Modeling, Look Development, Dynamic hair, Lighting  Compositing: Jose Manuel García - https://vimeo.com/jositiko - es.linkedin.com/pub/jose-manuel-garcia/21/b58/866/ - Character Setup  Tools Development: Antonio Mendez Lora - http://www.antonio-mendez.com/  Thanks: Ignacio de la Cruz, Alejandro Delgado Rubianes and Jose Luis ...

Mery Project: Antonio Mendez Lora Jose Manuel García Alvarez - Animation - Jesus Almela Bittini - https://vimeo.com/user6965553 - Modeling, Look Development, Dynamic hair, Lighting Compositing: Jose Manuel García - https://vimeo.com/jositiko - es.linkedin.com/pub/jose-manuel-garcia/21/b58/866/ - Character Setup Tools Development: Antonio Mendez Lora - http://www.antonio-mendez.com/ Thanks: Ignacio de la Cruz, Alejandro Delgado Rubianes and Jose Luis ...


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