Markus Daum

Markus Daum

Senior Rigging TD / Rigging Pipeline TD

Senior Rigging Artist / Mid-level Rigging Pipeline TD / 20 yrs

Vancouver, Canada

Hire Me

Rigger

The Quarry (2022)

Senior Character Rigger

Dune (2021)

Senior Character Rigger

Fast & Furious Presents: Hobbs & Shaw (2019)

Senior Character Rigger

Men in Black: International (2019)

Senior Character Rigger

Alita: Battle Angel (2019)

Senior Character Rigger

Meg (2018)

Senior Creature Technical Director

Deadpool 2 (2018)

Senior Character Rigger

Pacific Rim: Uprising (2018)

Character Rigger

The Runaways (2017)

Lead Rigger

The fate of the furious (2017)

Senior Creature TD

Fantastic Beasts and Where to Find Them (2016)

Senior Character Rigger

Westworld (2016)

Westworld (2016)

Senior Creature TD

Star Trek Beyond (2016)

Senior Character Technical Director

The Huntsman's Winter War (2016)

Senior Rigging Technical Director

Point Break (2015)

Rigging Technical Director

San Andreas (2015)

Rigging TD

Chappie (2015)

Visual Effects

Ender's Game (2013)

Rigger

G.I. Joe: Retaliation (2013)

Effects Artist

John Carter (2012)

Visual Effects Rigger

Paul (2011)

Senior Character TD

Alice Through the Looking Glass (2010)

Visual Effects Rigger

Scott Pilgrim vs. the World (2010)

3D Artist

Prince of Persia: The Sands of Time (2010)

Character Rigger / Tools Developer

Hellboy II: The Golden Army (2008)

Animation Technical Director / Character Technical Director

Happy Feet (2006)

Work History
  • Rigging Pipeline TD

    Digital Domain

    November 2020 - December 2024
    Vancouver, Canada
  • Senior Rigging Artist

    Digital Domain

    December 2020 - July 2022
    Vancouver, Canada
  • Senior Rigging Artist

    Animal Logic

    June 2020 - December 2020
    Vancouver, Canada
  • Character TD

    Double Negative

    May 2015 - May 2020
    Vancouver, Canada Area
  • Rigging TD

    Image Engine

    December 2013 - May 2015
    Vancouver, Canada Area

    - Worked on Neill Blomkamp's "Chappie" as Rigger.

  • Rigger, Rigging & Pipeline Developer, Animation TD

    Reliance MediaWorks

    November 2011 - March 2013

    - 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).

    ENDER'S GAME:
    - Vehicle rigging (Shuttle): physics based, automatic animation generation.

    G.I. JOE 2 - RETALIATION:
    - Vehicle rigging (Zeus Satellite, Cobra Chopper, Speed Boats).

  • Rigger, Character Developer, Character FX TD

    Double Negative

    October 2010 - September 2011

    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).

Education
  • Linear Algebra through Computer Science Applications

    Coursera / Brown University

    March 2015 - May 2015
  • CGSociety - CGWorkshop [online]

    2011 - 2011
  • Fachhochschule Furtwangen - Hochschule für Technik

    1999 - 2003
  • Ruhr-Universität Bochum

    1994 - 1999