The Arlene rig was designed and developed by myself following design specifications given to me from the producers and director of Deathline.
This rig was built up from the ground up using a variety of tutorials and resources available online.
Arlene's limbs are built using a inverse kinematic
and forward kinematic built in to allow for animator flexibility. The system also uses a constraint with a float variable to allow for ease transitions between the systems if required.
Arlene's hands are fitted with Metacarpal joints controlled by a node multiplier from the finger controls. This design allows for the character to adjust the shape of his palm, such as cupping the hand, without the need for excess controls.
Arlene's foot features a reverse foot joint system parented to the skeletal joints. It features a inner and outer side roll, toe tap, and a key driven foot roll.
The eye joints have two additional eyelid joints, upper and lower, that are child constraints with a 0.25 multiplier. This allows the eyelids to slightly adjust and follow the eye tracking system giving a more expressive range of controls on the eyes. The eyes have also been fitted with iris and pupil scaling using blendshapes.
Arlene's limbs each contain two roll joints that calculate the difference in rotation between each of the limb joints. This allows for the mesh to rotate steadily across the limbs and minimize distortion.
Due to the characters cartoon appearance, the character features squash & stretch limbs that can be turned on an off as required, to enable efficiency for animators.
Using a blend shape group system that allows the functionality of a joint system with the ability to add and edit new controls on the fly. The lip blend shapes feature three layers of controls to allow for Arlene to smile, frown, pucker, general position and more.
Arlene's arms feature a switchable parenting system, which allow the hands to follow a variety of joints and spaces. Including, world space, body, clavicle and hips.
The system also extends to the environment, which allow objects to target Arlene's hands and head for parenting. This streamlines animating and allows for the character to hold a variety of one-handed objects and ensures the hat follows Arlene's head correctly.
The system takes into account scalability and ensures the character can function effectively on any scale required for the environment.
Global systems have been built in to ensure animations are unable to interact with critical systems accidentally, effectively breaking the rig.
You can check out Arlene in action in Deathline, produced by Jessica Paton and Samuel Wilkinson, and directed by Kaz Sugiarto and Jessica Paton
Eugene Bugman was designed and developed using Cel Action. Bugman features a variety of functionally features and systems including, shape systems that allow the character to turnaround, double jointed limbs that offer an additional level of functionality and controls.
The rig was developed as part of Animating: Processes and Tools, under the guidance of Claire Renton. Which has led into to an internship at Ludo Studio in late 2021.
Eugene is equipped with a variety of facial and hand shapes, allowing the character the ability to be truly expressive.
Eugene's design has two joint systems integrated into his design allowing the character to have sharp elbow and knee rotations and bendy limbs simultaneously.
Eugene has been set up with default poses in front, side-on, and 3/4 for both left and right angle. Eugene's head also features back facing action shapes to allow for 360 degree rotation.
Esther & Boof rigs are built using the automation process of Advance Skeleton 5 for Maya.
Esther using the default biped and face rig with an additional joint path for her hair mesh.
For more details on Halloween Hubris, check out the film page.
Boof has been equipped with additional limbs that have been rivet constrained to his costume mesh. Allowing his outfit to follow his mesh rather than being built into his rig.
Both Esther & Boof feature a fully articulate facial system which allows for both characters to be expressive and intuitive for animators.