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Rigging Technical Artist
Demo Reel
Scara_bartend.png

Reel Breakdown

00:00 - 00:12

Skater Girl

Biped Character Rig

This character was purchased from Sergi Caballer, who provided the model as well as the textures. I created the rig as part of a rigging class at Carnegie Mellon University. The rig features blendshapes for facial expressions, IK/FK switching on the spine and on the arms, and squash and stretch on the spine as well as on the legs. The whole sequence was animated and rendered in Maya by Qisheng Chen. 

Horse Sketch

Pegasus Rig

00:12 - 00:26

This was an rig I created as part of an independent study at Carnegie Mellon University. I studied horse anatomy in depth and the flight of bats in order to build this rig. The model itself was purchased from WDall Graphics. I collaborated with animator Lew Flowers (SCAD) for notes on creature animation and rig improvements, making iterations to the rig design and features based on his feedback. I built this rig using antCGI's Ribbon tool for the spine and my own custom controls creation tool for the controllers. The wings are joint-based and allow articulation of individual finger joints on top of the IK-driven wing flapping movement.

Dancing Woman

Asha Rig

This character was created for a PC game built in Unity. I did the modelling, retopology, and rigging for this character asset. The entire setup is joint-based to avoid slowing down the frame rate in Unity. The character needed to be able to traverse a 3D environment and to converse with the player, so the rig I designed incorporates this functionality. The character also has three different appearances, and the rig allows you to change the character mesh with a simple click.

00:26 - 00:53

Blue Robot

Animation Project: Art of Weightlessness

00:53 - 01:04

This was a short film created for a CMU faculty-led animation project. I worked alongside a team of other artists, animators, and technical artists. I created the rig for the doctor character and background characters. The rig focuses on the deformations of individual finger joints to create appealing hand poses. It also contains extra twist joints in the arm bone in order to prevent volume loss with twisting around the wrist and the elbow. This allows the rig to perform twisting motions without the use of dual quartenion skinning.

Client 1

FK IK Controls Creator

01:04 - 01:32

This tool creates, constrains, and cleans up the channel box of NURBS controllers and color-codes them by type. The user need only supply a selection of joints with appropriate suffixes following a standard naming convention.

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