Mr. BallBot “The Transfomer Concept”

A quick concept art that I sketched up for my new upcoming workshop on Transformer setup!

Mr. BallBot transforms from a spherical ball into a bipedal robot, therefore the name goes Mr. BallBot. The concept is still a work in progress and I am constantly figuring out new ideas. The idea is to keep everything simple and subtle.

Well the sketching part was fun now comes the time to start modelling which is going to be fairly technical. Once the modelling is done, I will be posting a 360 turntable video prior to rigging!

I am already excited to see BallBot transform and come to life πŸ™‚

Stay tuned folks The Transformer Workshop is coming soOn … well not that sOon πŸ˜›

Shadow Rig by Martial FONTAN

Check out this unique rig! Very Flexible and intuitive design for a shadow character. Really liked the way the head, facial and finger controls are setup-ed on 3D geometry and later projected onto 2D shadow πŸ™‚

Making of The Smurfs

Very informative and interesting video showcasing the breakdown and making of Sony Pictures Imagework “The Smurfs” movie. See how the 2D characters are brought to life!

Workshop Assets

A compilation image for some of the assets used during the training purpose! Check out The pupPetEEr’s Lounge webpage showcasing some new training workshops for Workshop ON Demand. Cheers πŸ™‚

Rigging Survey

The above image has nothing to do with this post, it’s just a bit of a humor I say!

Like any other form of art and technology, rigging is constantly evolving. As a character rigger need to adapt to evolve. What I think, is keeping stuff simple and organized! We shouldn’t miss out reference (live, image, video, etc), after all rigging or building a puppet is a way to mimic the natural organic or inorganic world as close as possible and this includes a study of art and building tools to ease the workflow.

A proper naming convention, structured rig hierarchy, directory structure, skeleton layout and orientation (understanding the anatomy) are some of the crucial factors. Creating a clean, fast and functional rig in time demands a clean rig layered with base rig, deformation, automation and dynamics as needed and art directed.

Rigging being a bridge between modelling and animation; during production, there tends to be some back and forth between each departments that deals with aritistic and technical changes and it’s a challenge for the rigger to keep the flow and this includes efficient workflow, tool building and referencing. Working closely with modeller, animator and every other department is vital to deliver better output. There will be many challenges and hurdles, as a rigger we need to stand up to it and that’s how we learn and avoid problems.

Cheers πŸ™‚