Bearded Dragon FK/IK Switch
This is the first of a set of scenes I made to demonstrate how to rig a nonhuman creature - in this case, a bearded Dragon. This one is an FK/IK switch for the tail.
Bearded Dragon - Skeletal/N-Cloth Hybrid Rig.
This Rig uses a combination of N-Cloth and skeletal animation to replicate the expanding frill of an angry Bearded Dragon.
Mechanical Rigging - Petroglyph Games
Faction X Repair Depot
This is an early example of the rigging work I did for Petroglyph Games. It was the first of a line of animated stations that would modify active units. I was fortunate enough to be given the chance to not only rig this depot, but animate it as well. It features IK manipulators and particle effect visibility switches. Particle Effects done by the renown Craig Nisbet.
Faction Y Utility Drone
This is a rigging example of the work I did for Petroglyph games. This unit was particularly tricky, as it had to have prehensile arms as well as the ability to "transform" into a compact shape. The animator and I agreed that the best option was a low IK skeleton with controllers on each joint.
Faction Z Infantry "Rifleman"
This is a rigging example of the work I did for Petroglyph games. I am especially proud of this one, as it employed many of the techniques I prototyped for the character animators, including the ability to keyframe movements through 3DS Max's Biped system, and Maya-style IK controllers at the same time.
OoN "Turtle" Tank 00
This was the first boss unit I rigged for Petroglyph. It was a real challenge to give motion and 'life' to such a monolithic design. I wrote expressions to control the main gun barrel as well as the vent flaps with steam effects.
OoN Assault Super 00
The OoN Super Assault Vehicle was designed to roll up and down grades, much like the tumbler in 'Batman Begins'. To facilitate this, I had to write expressions that control both of the front wheel-arms independently (for bumps), governed by an altitude expression (for up and down grades).
This is a quick overview of some of the other, more exotic units I rigged for End of Nations. These shots were rendered in-engine, with particle effects done by the incomparable Craig Nisbet.