Scripting: Rigging Automation                                                                                                                                                                    In order of Hoaxland

Automated Rigging: Learning productional rigging in Maya has been a real eyeopener for the possibilities scripting can have on creating a faster workflow. Working closely together with Hoaxland we developed an automated rigging tool in mel-script. It is able to put a full body-rig in about any possible character by just placing a few helpers, naming some essentials and clicking rig. Rig specifics: Arms/Legs: IK/FK, Bendy, deformable. Spine: Hierarchy is fully two directional, meaning base controll can be switched to be at hip OR at Neck. Feet: Banking, Toetwist, HeelTwist, Heelraise, Toeraise. Hands: FingerSpread, Fingerbends (picture above is one of the older incarnations of the project, more to follow...)

 

Coding: Zen

Zen: coded in object-oriented C++, making use of a homebrewed HLSL Toon-Shader and a selfdesigened controller using a phidget-accellerometer chip which track's three-axis rotation. The red box with the arrows on the bottom of the screen shows how the user is holding the controller.
 

Coding: Donkey Kong Country Remake

Donkey Kong Country: My first C++ game made together with Waldo Bronchart.