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Jorge Cereijo-Perez
Character TD
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Character TD Demo Reel 2018
Jul 1, 2018
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Compilation of work up to 2018. Mixture of Technical Animation, Simulation, and Rigging. Work from Disney, and Method.
0:02-0:05
Moana
Character TD
All sails and ropes simulated using Fabric a cloth solver at Disney. Moana and Maui hair sim and cloth sim using dynamic wires and fabric respectively.
Tools:
Fabric, Dynamic Wires, Maya
0:05-0:11
Moana
Character TD
Moana’s hair simulated using Dynamic Wires, foot contacts of Kakamura are simulated on Moana’s skirt using simplified geometry and parenting. I was responsible for all of the swallowing shots HeiHei had in Moana (he swallows a rock and spits it out too). This specific shot uses the motion of the heart in the input of the fabric simulation we use for hei hei’s feathers as his neck didn’t stretch so much so that it broke the simulation. There was sculpting and post work done after sim to keep his feathers properly covering his neck and giving an appealing pose throughout the gross motion. On the other 2 rock swallowing shots I simulated the gross motion first and used a post process to stretch his neck and feathers around the shape of the rock.
Tools:
Fabric, Dynamic Wires, Maya
0:11-0:21
Moana
Character TD
Moana & Maui hair and cloth in Dynamic Wires and Fabric respectively. Hei Hei’s feathers during pecking scenes tended to explode under the force of the animation. He pecks on 1’s which would cause the feather sim to lose it’s mind. I wrote a tool to let me sim pecks on sub-frames while simming the rest normally and animated damping to assist in simulating on pecks.
Tools:
Fabric, Dynamic Wires, Maya
0:21-0:29
Moana
Character TD
HeiHei’s feathers are simulated using Fabric, I tried to allow light motion as he walked so you could feel his feathers move. This involved lowering stiffness settings while he walked then raising them for the collisions to preserve his shape. The collisions against the boat are also simulated using simplified geometry. A few loose feathers are sculpted back into place once the proper motion was achieved.
Tools:
Fabric, Maya
0:29-0:44
Guardians of the Galaxy Vol. 2
Character TD
Rocket Raccoon shots were all simmed in nCloth at Method Studios. All elements on his suit have some form of proxy mesh we sim with, belt, pouches, jump suit, shoulder pads and straps. My shots managed to achieve some nice wrinkling that we then turned into deltas and propagated as correctives to other shots for our team. I also assisted on multiple tasks on Rocket’s rig. I was tasked with adding breathing clusters and helping connect together the LOD system for his multiple mesh resolutions. Rig scripts were all written in Python.
Tools:
nCloth, Maya
0:44-1:06
Zootopia
Character TD
Wooly shots were a beast to handle in Zootopia. His input cloth geometries were not rigged to his body and as a fat character he fluctuated in volume quite a bit. I spent quite a bit of time sculpting his input geometry to properly fill out his suit and remove large self collisions in the arms. His wool maine was simulated using PhysGrid a muscle solver which jiggled the growth surface that the Xgen description rode on. The jiggling had to be tuned to reduce the amount that the Xgen curves intersected with one another on his maine as the curves had no sense of collision. Post sculpts were used on the growth surface to resolve penetrations against his arms or suit, and to maintain volume on the squishes as his arm entered the volume. Post sculpts and sim constraints were used to keep his suit tucked properly into his neck while giving the proper rounded silhouette and hard creased folds. xGen description was used to cull any hairs around the neck line of the suit.
Tools:
Fabric, PhysGrid, Maya
1:06-1:09
Zootopia
Character TD
Simulated cloth and hair on all characters, and Muscle on hechman. Simulated cloth and hair on all characters, and muscle on henchman. I also animated the door slam and sculpted the door damage. Initially I tried a more exaggerated approach where the henchman's horns left an imprint in the door, but it looked too much like the Dodge Ram logo. We opted for more of a cannon ball or dispersed damage instead.
Tools:
PhysGrid, Fabric, Maya
1:09-1:12
Zootopia
Character TD
Simulated cloth hair and fur on Hopps and Nick.
Tools:
Fabric, Maya
1:12-1:13
Big Hero 6
Character TD
Cloth and hair simulation on Yokai and Hiro. Input cleanups on BayMax armor.
Tools:
Fabric, Dynamic Wires, Maya
1:14-1:15
Big Hero 6
Character TD
Setup and sim for the noodle cart props and cloth pieces. Cloth sim on Noodle cart vendor and policeman. Animated the hat being blown off, approved by director after we showed him.
Tools:
nCloth, Fabric, Maya
1:16-1:25
Zootopia
Character TD
Cloth and Fur sim on Hopps and Nick. Setup and sim on the vines underneath the bridge. Foliage added to vines later by another department.
Tools:
Fabric, Maya
1:25-1:29
Big Hero 6
Character TD
Cloth and Hair simulation for all characters on screen. Direction was to keep SR sweater pocket out of the way. He’s putting the money into hammer space/his pants.
Tools:
Fabric, Dynamic Wires, Maya
1:30-1:40
Big Hero 6
Character TD
Cloth and Hair sim on Hiro. Input sculpts and armor cheats to keep BayMax on model. Belly gag is sculpted throughout to maintain a perfectly rounded belly. Armor tricks usually involve pushing and pulling armor to camera to avoid collisions at all costs. In this shot BayMax’s whole arm initially went through his body as he moved it up.
Tools:
Fabric, Dynamic Wires, Maya
1:41-1:45
Moana
Character TD
Turtle rig built/scripted from scratch and weighting.
Tools:
Maya
1:46-1:54
Big Hero 6
Character TD
Weighted the Ninja character keeping his peripherals attached as well. Added rig controls for his sword and ninja stars. The sword needed to be able to change spaces from his sheath to his hand so space switches were included. I did corrective weighting for the Sensei’s body and cloth which was then used as inputs for the cloth animation in the shot.
Tools:
Maya
1:55-2:07
Big Hero 6
Character TD
Created build scripts for a variety of car components in this sequence. Created build scripts to pipe car damage from modelling into rig variant controls. Fixed bugs with car shocks and re skinned model components missing from default car rig build. Rigged all car components that fall off or jiggle as a result of damage. Fixed seat belt rig that is used throughout the sequence.
Tools:
Maya
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