Between Times

Really great clients of mine, Tiny Inventions, have released a really nice short.
I did the rigging for the characters for this in C4D. It was an interesting job as the faces were 2d images animated in a stop-motion kind of way that were rigged to follow the 3d characters. The short is a hybrid of CG and photographed sets and models.

Shadow Face Rig for iAnimate


Today I delivered the finished version of a brand new rig for the iAnimate character ‘Shadow’. I re-rigged the body a while back and now I’ve added a very flexible face rig too which features both a GUI and on-face controls. The rig runs at real-time speeds and should be very fun to animate with. It was a little daunting building a rig to be used by an entire animation school but I learned a lot while building it and I’m pretty proud of it now and excited to see what the students do with it. I have a couple of ideas for shots I’d like to try with it myself..

Speed Rigging

Speed rigging through scripting, 22 sculpt controllers hooked up in under 60 seconds..

I run one proc at the start which does most of the work then I select each controller and hit ‘G’ (repeat last command) to do the rest. The final script you see me running finds and connects the translates of each controller to the relevant joints translates to drive the deformations.
I’m building this rig for the awesome online animation school iAnimate and it will be available for all of the students during the next block.


I’m doing a lot of rigging in Cinema 4D recently but I really like to use the ngSkin tools plugin in Maya for the skinning (it beats the pants off the native skinning tools in either Maya or C4D IMO) so I’m working on a MEL script that allows me to export the weights straight to C4D without having to export FBX each time. When run it saves the skinning information to a text file that Cinema 4D R14/15 can read and import.