Character Rig: Niya
Niya is a beloved original character that I decided to model + rig in order to bring her to life. My main goal with this rig was to better my rigging practices and identify pain-points in my personal pipeline.
Model information: 5.5k vertices. Modeled, rigged, and animated in Maya 2017
Flexible Tail Ribbon Rig
I set up the tail using a ribbon rig, with aim constraints on both ends of the tail. There is an additional control on the tail end, for more control of the tail’s secondary motion.
Facial Rigging: Two Approaches
I actually think that building controls in Maya using curves is really fun, so I decided to make a bunch of blendshape controls!
Facial Area Controls
I saw a Peach face rig that was tweeted by the Super Mario Odyssey JP account, and felt inspired to create individual controls for specific areas of the face!
I gave her arms/legs pretty standard IK/FK controls, paying close attention to the skinning in order to maintain anatomically-correct movement in a stylized character model.
(WIP) Fanart scene for Hilda, the Netflix series. Twitter thread with periodic updates here!
Characters modeled, rigged, and animated in Maya. Level built and rendered in Unity. I created all models, particle systems, and shaders, and scripted all behaviors.