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#character rigging
sangummeo · 11 months
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The weights have truly been painted
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Still have some polishing to do before I can stick a fork in this project! In the meantime, some pose tests of the beefy lady!
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messy-kobalt · 2 months
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Fox Girl Rig
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cancan-jpg · 4 months
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Been in the animation school trenches, but we're at the facial blendshapes stage of character rigging and i knew that the SECOND i could manipulate this guy's face i'd wanna put the fear of god in his eyes <3
(both because he has so much anxiety and ALSO as vengeance for my stress that one time his arm's IK handle broke and had to be remade✨️)
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artsekey · 2 years
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This may be a long shot, but if you or anyone you know works for a company in 3D animated feature film/television or video game development, I'm currently job hunting in those fields! Specifically for anything in Character TD/Rigging/Groom/Sim or 3D Modeling. I've got a background in Pipeline Development/Project Management as well!
For those interested, you can see examples of my work here.
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knairda · 5 months
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I never posted my face rig for Diamond :O
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raina-illune · 2 years
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toast-dude · 8 days
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My face when weight painting
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Haha I jest. This is a test of the lips weight painting, which I'm still not satisfied with after six hours of tweaking. Trying to get the mouth corners to behave in the correct fashion is very annoying. I am not sure if it's a rig issue, a topology issue, or a skill issue.
I also finished the teeth, finally. I was dragging my feet hard on finishing them because the molars were relatively complicated. I tried out the multiresolution modifier and that was the solution to getting it done.
I am making decent progress on finishing the character model. I have to weight paint the rest of the face and feet and hands. Maybe I can publish something before the one year mark in October.
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randys-ranch · 4 months
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Post cancelled look at my new oc instead
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haha ahaahaha aah ah aaaaahh
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divulgatoriseriali · 6 months
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i segreti della motion capture: Animazione 3D nei film e videogiochi
Nel processo animativo, si generano sequenze video mediante l’utilizzo di tecniche e tecnologie intersecanti e sinergiche. I primi tentativi di animazione 3D nasce negli anni ‘70/’80 per espandere le possibilità creative e incrementare la flessibilità per gli artisti nel creare e modificare immagini. In questo articolo esploreremo in particolare la tecnologia del motion capture: utilizzata per…
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stereodecor · 1 year
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I animate and rig 2D characters and illustrations in Moho since 2019 and will be happy to create for you a custom Moho RIG based on your design so you will be able to animate your character exactly the way you want: move and stretch limbs to make gestures and walks, turn the body and the head up to 360 degrees, lip-synch (talk), express lively emotions with custom facial features control. Moho is the right choice when you need a software to quickly and effectively animate cutout puppets for children's cartoons, marketing and music videos. Moho's powerful arsenal of drawing and rigging tools allows to create sophisticated and powerful 2D character RIGS that are easy and intuitive to use by animators.
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malinthapeiris85 · 1 year
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Testing Walk cycle bit summarized
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sangummeo · 8 months
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After like two or so fuckin years, I'm happy to say that v1.0 of the Kali rig is finally done! Go go gadget rig demo.
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Plus some celebratory pose test renders
Now to work on v1.1...
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mr-nohbdy · 1 year
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Huh, never put this here. Lets fix that. Just a slice of what I've worked on since 2015.
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cancan-jpg · 4 months
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Assignment work!* When rigging characters for animation, the final step is the "range of motion test" - an animation designed to show users of the rig what it's capable of, and also designed to help YOU (the rigging artist) check if any motions deform your rig badly.
anyway check out my boy absolutely shMOVIN'
(*between design, modelling, texturing and rigging, this is the culmination of four assignments actually)
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dylsexai · 2 years
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I thought I was bad at 3d character rigging for a long time because the characters kept deforming at the joints every time I posed them. Then like 4 years after I quit 3d animation I looked down at my and was like “why is my arm deformed like one of my old 3d characters” it was very funny to me because it turns out I’m actually amazing at character rigging
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shandzii · 1 year
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I got too silly
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