CARTOON RIGGING by Ludovic Habas For each project, a new challenge |
Gorillaz G-Shock - Feed Me Light |
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So I used my auto-rig as the main base, but I had to improve the cartoons options of it in order to get more flexibilities in exaggerated poses. |
Safeguard - Feed Me Light On this project I had to take care of all the rigs of the main characters. If this was relatively standard and did not pose any particular problem, it was not the case of the clouds and drops of water which of simplistic appearance, proved to be much more complex to realize. |
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Indeed, the drops of water and clouds had to be able to deform to the extreme in order to be able to represent different designs thanks to rig. Eyebrows, teeth and other parts should be able to appear or disappear depending on the chosen design. But the most complex was that an overlay of balls in constant motion on their surface should give them a cloudy appearance. The solution was found thanks to the combination of modifiers at the expense unfortunately of the framerate of these rigs. |
TNZPV - Les légandaires Les légendaires is without a doubt one of the biggest projects I have been entrusted with. |
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The animation was then to be shared between 3 studios (Tu Nous Za Pas Vu, Cube créative and La Station animation). The TNZPV studio contacted me to manage the rig part with my auto-rig. That allowed to have identical rigs on the 3 studios and to realize all the rigs in time. |
Development |
Discovering Unity and real time. Most of my rig work is for precalculated projects. When Nexus contacted me to do rigs for a real-time project on Unity I jumped at the chance. This allowed me to have an experience on this kind of project and to adapt my rigs. |
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Mighty Nice Mighty Nice was one of the first studios to trust me. The list of projects on which we collaborated is long and has allowed me to greatly improve my rigs over time and problems encountered. |
Pilot priest - Collective Brutus |
I was then able to improve these techniques and, on projects allowing it, to propose new systems of facial rig without controllers thus giving a better visibility to the animator. |
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