Maintaining and extending the in-house animation pipeline.
In my time as Animation TD we cleaned up old tools and wrote a big part of the new animation pipeline at trixter using PySide, Python and C++
Tools included:
- scene manager (scene-setup, open/publish scene)
- asset manager (open/publish assets
- mirror animation
- poselibrary for storing and applying animation poses
- character picker for quick selecting certain parts of the character (divided into body/face/extra)
- ghosting tool
- batch tool for automising tasks like scene setup, export alembics, creating playblasts
and many more small tools to help animators in their daily life
Rigging Technical Director
TRIXTER
July 2012 - January 2013
Munich Area, Germany
Implementing animation control rigging systems for complex characters using Maya with strong focus on body and facial rigging
Close collaboration with CG Supervisor and Rigging Lead
Developing tools and plug-ins to optimise animation and rigging workflow
Technical Animation
Yager Development
2011 - July 2012
Berlin Area, Germany
- Rigging Quadruped, Biped, Mechanical, Bird characters.
- Defining a new Rigging Pipeline.
- Wrote a Modular Rigsystem (Python).
- Mocap import to Maya pipeline (Python).
- Writing Python Maya tools to support animators in their daily workflow.
- Writing Python MotionBuilder scripts.
- Supporting the Pipeline Dev Team in their tasks.
- Creation and Implementation of Matinees in Unreal for Cutscene setup.
- Animation Import, Export Maya to Unreal.
Character Technical Director (Freelancer)
BOX
2009 - November 2011
London, United Kingdom
- Rigging Quadruped, Biped, Mechanical, Bird characters.
- Writing Python Maya tools to support animators in their daily workflow.
- Wrote a Modular Rigsystem (Python).
- Mocap pipeline