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Animation Demoreel
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Animation Demo 640x480 QuickTime 23Megs


Rigging Demoreel
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Rigging Demo 640x480 QuickTime 25Megs

Rigging Demo 320x240 QuickTime 18Megs

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Demo Reel Break Down 2006

Demo Reel Break Down 2006

 

 

Rigging Reel

 

This is a demonstration of just a few of the features of the Sergio Rig. The video highlights the automated squash and stretch, the general controls used to transport the rig through the scene, and also to add weight shifts, the IK/FK blending capabilities of the arms, the advanced finger controls used to quickly make dynamic hand poses, the Ospia-based facial controls and mouth blend shapes, and finally the heads line of action deformers used to accent movements. Some of the features the video did not cover are: Dynamic blendable parenting of appendages from world to the god/cog control, Manual squash and stretch keyable by the animator, Advanced foot controls used to make the foot roll and pivoting from the ball, Line of action controls for the arms and legs, and GhostMe’s used as tracking points for the animator to check arcs with,  just to name a few.

 

The rig was designed with “ease of use” in mind. More complex controls were omitted, to ensure any animator with any level of experience could sit right down and start “plugging” away. Much attention was also given to the aesthetics of the controls. Animators are artists, and they prefer looking at pleasing shapes and color schemes. This, combined with clear and easy to identify controls, contributes to its user friendliness

 

The rig is based primarily on blend shapes for its deformations. One of the benefits this has is an increased playback rate in real time, so the animator can more quickly see the results of edits. The main drawback is that it is RAM intensive and made for a memory foot print of about 55Megs.

 

Animation Reel

 

  1. Sergio Walk Cycle. This is a toony walk test for the rig in its early stages. It helped clearly define areas of deformation inconsistency. Credit: Animation, Rigging.
  2. Fire Rhino Walk Cycle. This was a walk cycle created for an Avitar license. Credit: Animation, Rigging.
  3. Giant Bat Flight Cycle. This was created for an Avitar license. Credit: Animation Rigging
  4. Ninja Run Cycle. This animation was created for an Avitar license for a party member character. Credit: Animation, Rigging.
  5. Maid Walk Cycle. This was created as a demo for the use of real time cloth in a game engine. The cloth was simulated using Maya Dynamics Hair driving chains of bones. Credit Animation, Rigging.
  6. Soldier Walk Cycle. This was created for an Unreal Tournament Mod. Credit: Animation, Rigging.
  7. Jelly Fish Idle cycle. This was created for a Sponge Bob Square Pants license. It employs a real time squash and stretch feature that is accepted by all game engines that support non-uniform scaling. Credit, Animation, Rigging
  8. Evil Cone Idle2 Cycle.  This was an extended idle cycle for a sentry type character. Credit Animation, Rigging.
  9. Butterfly Action Animation. This was created as a Click-event background animation. Credit: Animation, Rigging.
  10. Ninja Knocked Down/ Get Up. This was created as a cut scene animation where the character gets knocked out by a shot to the head, and a while later gets up. Credit: Animation, Rigging.
  11. WIP Sergio Dialogue. This is a work in progress of a test dialogue animation used to test the facial controls of the rig, Credit: Animation, Rigging.
  12. WIP Box Push. This is an animation attempt at recreating a photo real movement using the Pose Blocking Method. Credit: Animation, Modeling, Rigging.

¨    Andy Seredy   ¨   aseredy@gmail.com   ¨   www.andyseredy.com   ¨   954.907.7847   ¨