

The first one is entirely joint based and is the result of baking Maya Muscle simulation onto joints constrained to follicles on the surface of the cMuscle mesh.This is the second workshop I've taken in CG Circuit ( Character Rigging Production Techniques with Carlo Sansonetti back in 2015 was the first one) and I will definitely vouch for the learning platform, I think it's fantastic!įor this portfolio piece I explored two approaches for improving skin deformation in real-time:

I also learned a lot from the other students in the class, who came from different types of production backgrounds and always had valuable knowledge to share. Seeing what someone with Nico's experience looks for in a rig and how he evaluates not only the functionality but the appeal of it as well made it time very well spent. What I am most grateful about was the personal feedback on the project for the class, that is by far the most valuable thing I took from the workshop. It was an amazing learning opportunity and even though a lot of the techniques I learned relied on non-engine-friendly Maya deformers, the vast majority of things could be applied with some creativity to game rigs. I used a model from a facial rigging tutorial by Judd Simantov, which I tweaked a little following some feedback from Nico, whose experience ranges from Dreamworks to MPC and ILM. The video above is a simple animation test of the facial rig I built after completing the CG Circuit workshop Facial Rigging with Nico Sanghrajka.
