- Establishment of a rigging pipeline in collaboration with the rigging lead.
- Development of rigging and pipeline tools (Python, Maya API, git): Projection-Skinning-Tool, SkinCluster-Weights-Exporter, Curve-Shape-Exporter, Constraint-Exporter, Animation-Cache-Exporter, class based Modular-Rigging-System (WIP).
JOHN CARTER OF MARS:
- Creation of mocap modules (MEL) for the in-house modular rigging system in collaboration with the lead rigger, rigging of crowd characters as well as setup and scripting of advanced hand rigs for creature effects.
- Development of tools to copy, mirror and transfer UV data (Python API, PyQt).
- Part of a team of character effects artists to create muscle, tendon and wrinkle animation as well as skin-sliding and muscle dynamics on a per shot basis.
- Teaching Python classes to Double Negative’s Riggers and TDs.
Rigger, Animation TD
Double Negative
January 2010 - September 2010
PAUL:
- Creation of an advanced eye rig for the main character (Paul) in collaboration with the lead rigger.
- Development of procedural rigging scripts (Python).
- Rig maintenance and updates, animation scene and rig trouble-shooting.
Rigger
Double Negative
October 2009 - December 2009
SCOTT PILGRIM VS. THE WORLD:
- Creation of digi-double and prop rigs.
Rigger
Double Negative
April 2009 - September 2009
PRINCE OF PERSIA - THE SANDS OF TIME:
- Rigging of props and clothing for hero characters in collaboration with the rigging lead.
Rigger
Double Negative
April 2008 - March 2009
PAUL pitch:
- Responsible for all body deformations of hero character Paul.
- Adaptation of the rig to modify and expand the functionality of the in-house modular rigging system in collaboration with the animation lead.
Rigger, Character Developer
Double Negative
April 2007 - March 2008
HELLBOY 2:
- Scripting of character animation tools (MEL).
- Design and development of an UI framework (Character Picker) that allows for interactive, on-the-fly creation of versatile animation UIs in Maya without the need to program (MEL, Python).
- Rigging of mechanical character and prop rigs (self-assembling Golden Army fragments, Prince Nuada's self-assembling crown rig, Johann's deflating arm rig).
Animation Technical Director, XSI Trainer
Animal Logic
May 2006 - September 2006
HAPPY FEET:
- Responsible for solving animation related problems and optimizing the animation workflow for a team of more than 60 animators.
- Development and maintenance of Animal Logic’s custom animation tools (JScript, Python, SVN).
- Planning and execution of Softimage|XSI training sessions for more than 40 new starters in the animation department, advanced training sessions for usage of custom animation tools.
Character Technical Director, Character Developer
Animal Logic
July 2004 - April 2006
HAPPY FEET:
- Design and development of animation, rigging and pipeline related plugins, scripted operators and netview applications in Softimage|XSI (JScript, Python, HTML).
- Character rigging and weighting, following strict design specifications.
3D Generalist (freelancer)
M.A.R.K.13™
October 2003 - April 2004
- Development of custom muscle objects and character muscle setups (XSI).
- Creation of UV and texture maps for characters (XSI, DeepUV, DeepPaint).
3D Generalist (internship)
M.A.R.K.13™
October 2002 - February 2003
Worked as a 3D generalist on projects for IBM Germany, Muskote Germany, Logopilot GmbH and others.
- Development of various scripts for animation and rigging purposes (VBScript).
- Creation of UV and texture maps (DeepUV, DeepPaint, Photoshop) as well as modelling, animation and lighting tasks (XSI).