Does the rigs as software paradigm have a home in game animation? Short answer: yes. But what about its golden child, ephemeral rigging? Such an animation system could shine in a heavily iterative development cycle due to its rapid generation and animator-enabling approach. This article details my sketches of such a system.
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Python virtualenvs and Maya
Learn how to apply a virtual environment workflow to Maya python development.
Read MoreSurfRig - A NURBS Surface-Based Rigging Tool
In rigging for games, often we are restricted to a single hierarchy of joints to carry animations into the engine. This can make the human face, in particular, a real challenge. Enter SurfRig, my surface-based rigging tool - initially conceived for easy, game-ready face rigs.
Read MoreMore PySide2 Tools
Over the past while I've written a couple of Qt-related tools to streamline my UI development. No big write-up this time, I'll just drop the tools and move on.
Read MoreHow to safely capture new nodes in Maya
Learn about using custom Python context managers to make our Maya API development a little more organized, and a whole lot safer.
Read MoreuiMaster for Maya
A PySide1 tool for organizing Maya editors into simple and powerful panels.
Plus reflections on Maya UI development.
Read MoreMore Background: Tech Art Edition
My first forays into tech art and tools.
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