top of page
Juan Pablo Noyola 3D Projects
Faith Motion Capture Breakdown
This past month and a half I started developing a game with some friends from College! My responsibilities included doing rigging for the enemies and the main character of the game using the A.R.T. v.1 tool developed by Jeremy Ernst and then capturing and cleaning Motion Capture Data to apply to the rigs I created. Here is some of my work in progress taking the animation all the way from live action to Unreal Engine 4! Song: "Endless Motion" from bensound.com
JellyFish Rig Test
This character was rigged using sine wave expressions, time expressions, and automated dynamic chains for no keyframe animation. The tentacles were rigged using a texture deformer and time expression which can be controlled to increase or decrease the strength of the tentacle wave. Responsible for character modelling and rigging.
Scorpion Rig Test
This character was rigged using a ribbon spine setup for smooth spine deformations. The claws can be controlled both in FK and IK mode. All eight legs have been rigged to have a stretchy IK deformation with volume preservation. The tail is a blend between regular IK, stretchy IK, regular FK, and a dynamic chain. Responsible for character rigging. Model from CGTrader by Tomations (https://www.cgtrader.com/3d-models/animals/insect/scorpion-c8e8039b-9dd8-4bf6-8b2a-28da9f7d09b6).
This Character was rigged using a dynamic setup for both the tongue and the ears. The cheeks have a jiggle deformed which can be controlled for automated movement. The spine was rigged using a ribbon setup and the legs were done using an IK Spring Solver. Responsible for character Rigging. Model from CGTrader by ericapg (https://www.cgtrader.com/3d-models/character/other/dog-character-base-model).
Scourge Rig Test
Example of a quadruped rig. The spine was done by blending between an FK setup and a Ribbon setup which allows for more flexible control. The leg was rigged using an IK Sping Solver and a reverse foot setup. Finally, the tail can be controlled by adjusting settings that link to a sine expression in the expression editor in Maya, and it also has a dynamic switch which can be turned on for added responsive movement. I was responsible for the rigging of this character. All modelling was done by Spencer Parke (https://www.artstation.com/grenadekitten).
bottom of page