What excites me about cartoon rigging is that each project is a unique challenge. Whether it’s a simple bubblegum ball or a multi-limbed monster, every rig presents its own complexities. |
Gorillaz G-Shock – Feed Me Light I was responsible for the rigs of all the main characters and the main alien villain. The challenge here was to create flexible rigs to easily exaggerate the poses within a relatively short timeframe. |
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So I used my auto-rig as the main base, but I had to improve its cartoon options to get more flexibility in exaggerated poses. |
Safeguard – Feed Me LightOn this project, I was responsible for rigging all the main characters. While this was relatively straightforward, the clouds and water droplets proved to be more challenging. |
These elements needed to deform extensively to match various designs, with features like eyebrows and teeth appearing or disappearing as needed. The most complex aspect was adding a layer of constantly moving bubbles to give them a cloudy appearance. The solution involved using a combination of modifiers, although this did affect the rigs’ framerate. |
TNZPV – Les Légendaires“Les Légendaires” is undoubtedly one of the largest projects I’ve worked on. The series had been started and then abandoned by a previous studio, so I had to rework and re-rig over 150 characters. |
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The animation was to be split between three studios (Tu Nous Za Pas Vus, Cube Creative, and La Station Animation). TNZPV contacted me to manage the rigging with my auto-rig tool, ensuring consistent rigs across all studios and timely delivery. |
DevelopmentOne challenge was that my tools were not initially suited for a series. I spent two months developing a suite of tools to simplify managing such a large number of characters and animations. The result was a robust toolset that allowed animators to import characters, manage their display and controllers easily, and save and share animations and poses with the entire team. |
Discovering Unity and Real-TimeMost of my rigging work is for pre-rendered projects, so when Nexus contacted me to create rigs for a real-time project in Unity, I jumped at the chance. This experience allowed me to adapt my rigs for real-time applications and expand my skill set. |
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Mighty Nice Mighty Nice was one of the first studios to trust me with their projects. Our long list of collaborations has significantly improved my rigging techniques over time. |
Pilot priest – Collectif Brutus For this music video project, I created the complete rig for the main character, including the facial rig. The creative freedom given by Collectif Brutus allowed me to experiment with new techniques. |
This led to the development of facial rigs without controllers, offering animators better visibility and control. An example of this can be seen in a test for Engine-house studio. |