Morphologic Rigging & Deformation
Development of a new process paradigm for transformation rigging with deformations controlled by capture capsules of a highly detailed and articulating bone structure.
Responsible for all aspects.
Tools: Zbrush, Maya, Houdini
Sculpting of skeleton done in Zbrush and saved as OBJs for use to visualize deformation capabilities of rig. UV Layout in Maya.
The rig uses iterative relativity programming through expressions applied to each bone/bone chain in addition to looking at a locator to prevent separation during scaling, translating and rotating. This allows for mutability of the rig to meet production needs for all characters and allow for morphing of characters like Mr. Hyde from League of Extraordinary Gentlemen, Hulk from The Avengers, Werewolves, etc.
Houdini's procedural nature and built in expression handling allows for this concepts implementation at a fundamental level, while ZBrush provides a means to create a visual representation directly deformed by the rig's alterations through use of Houdini capture capsules.
If you have further questions about the process used in creating this process paradigm please contact me via email to setup a time to discuss it further.