This tool creates first property page which asks the user to give joints name and amount of controls neededfor creating one muscle with user specified name. On creation of the muscle it creates second property page which has the editable properties of the muscle created.The muscle's start and end point can be shifted and volume can be controlled and linked with joint specified with given axis. Separate volume control is added which enable the user to animate the muscle's volume with key frames.
Saturday, September 10, 2011
MuscleSystem_DiptiXSI
This tool creates first property page which asks the user to give joints name and amount of controls neededfor creating one muscle with user specified name. On creation of the muscle it creates second property page which has the editable properties of the muscle created.The muscle's start and end point can be shifted and volume can be controlled and linked with joint specified with given axis. Separate volume control is added which enable the user to animate the muscle's volume with key frames.
Friday, September 9, 2011
Skin sliding over muscles
The above video shows that the vertex stays in the same position while muscle moves under the skin. It can be seen from front view that vertex stays in same position and in other three views vertex deform on movement of muscles.
A detailed study was done for my personal study project to see the behaviour of skin when the muscles move under the skin. It was observed that when the muscles move under the skin, it does not sticks to the muscles. It stays on the same position and just slides over the muscle. A small test was done to see the behaviour of skin when the muscle moves under it.
The Host


Set Rigger

Head modelled to match the shadows and outer structure of the set.


Dylan Dog: Dead of Night (2010)

In this project, my task was to rig the monster and help in the process of human deforming to a monster.
For human deforming to a monster, the first step needed was its veins growing all over the hand and the face. To achieve this, I wrote a script which extruded the mesh over the trees of veins created from curves. The script created separate attributes for the excursion and maintaining the radius of veins, which made it easier for the animators to animate the flow of veins forming on hands and the face.
I also rigged the monster with its huge wings and tail . Many secondary controls were added to the wings to show its secondary motions of wings flapping in pain. Its shoulders were given special attention in rigging. Many secondary joints were added as scapula,chest and deltoid to get deformation near to realistic movements.
Space Chimps 2: Zartog Strikes Back Poster MOVIEmeter SEE RANK Down 809 this week View rank on IMDbPro » Space Chimps 2: Zartog Strikes Back (2010)

In this movie I was handling the flow of rigged characters in the pipline for animators ,Lighting artists and effects department. I was handling rigging of some environments and editting the rigged characters to fill in the requirements of Animators.
For the lighting artist I wrote a script in which they could adjust the specular higlights in the eye with timeline. In the script they specified the character's name and the control was made which was connected to the texture map of Eye_Specular. So with the movement of the Control they handled the eye specular.
In this project I had a greate experience in which I learned how the characters were handled and given a good deformation without using any BlendShapes with help of joints. This project took me forward to explore Mel(Scripting Language) and Explore the world of LINUX.
Zokkomon (2011)

After the rig was done it was transfered to the high poly model.
In this model the most time consuming and valuable experiance for me was to maintain its Deformations of cloth near the shoulders and other parts. These deformations were handled with help of Blend Shapes and extra added joints. Many of such deformations were handled in ZBrush which helped me to bring its movements near to realistic world.

Sunday, March 28, 2010
Koochi Koochi Hota hai

videocon adds

There were Five Adds done to show the new Logo of Videocon and to give a new message to the users. This fat character was rigged with toony spine, methods of Reverse spine was used in the lower part of the body. This character was handled with all toony features accompanied by Blend Shapes.
The Girl on the Bridge and the other Props were also Rigged as required by the scene.
Chubbs Chubbs

This Character(Santa) involves all toony features which were specially made for maintaining the volume of face and spine during streach and squash (involved the attribute to specify the area of Squash).
Special attention was paid towards its Beard, to make it more spongy (This was done with the help of Deformers.)
Unstable Fables Goldilocks And The 3 Bears
Body

· The rig was also updated with ability of its hand sticking to its Head , Hips ,Torso and Locking with itself.
· Automation of arm with script :- His arm was completed with script which
involves building of IK/FK with full stretch and squash with controllable limitations and forearm twist. This Rig was preceded with IK/FK switch to make this Character more Flexible.
Facial Setup

This facial setup was made will all Toony Features
Jaw setup was done with toony features which can control all the stretch and squash with area specified, where we need the Squash and the amount of Squash was controlled by the attribute which helped in maintaining the volume and shape of jaw.
Head Toony :- Head was created with the concept of gamma factor which helps in controlling volume of stretch and squash of Head.
Lip setup - Floating Controls over the lips were provided to give secondary motions of the lips accompanied with the Blend Shapes.
Fleshy Eye -Attribute was provided which can control the amount of fleshiness needed near the eyes.
Brow setup - Attributes with front, back and side motions were provided for more Flexibility to animators.
4 Legged Character
3.Rage
