View Full Version : CHARACTER TD reel

07 July 2007, 10:56 PM

Hey everyone, take a journey in a world rigging! Hope you all enjoy.


Quicktime 38mb (
Quicktime 13mb (
Windows Media Player 40mb (
Windows Media Player 15mb (
Youtube (

E-mail me at for any questions. More info's at my site: (

07 July 2007, 02:36 AM
wow, this is full of awesomness :thumbsup:

"Animator friendly double-IKs" ? I would have never tought of that :D

I'm surprised there is no comments yet, it's a wicked rigging reel :shrug:

So Nice job !! :)

07 July 2007, 04:33 PM
Thanks Eric! Next time I'm going to develop a pull-out-your-hair double ik legs just for you hahahah. it'll take the world by storm!

07 July 2007, 07:38 PM
yes itīs a very cool reel man, keep it up!

07 July 2007, 07:52 PM
They sure do look nice, too bad they are max specific....

07 July 2007, 09:52 PM
hey Jason, what a nice reel man, those rigs and scripts looks very intuitive and well developed.
Congratulation for a great work.

I will like to suggest you, if i may:), to post your reel in the "Finished Work: Animation" section,or in any case ask a mod to move this thread over there....there are far more people visiting that section of the forum....

again, NICE WORK:thumbsup:.

07 July 2007, 03:23 AM
Thank you for the comments guys!

metamesh: Thanks!

FreakyDude: I'd like to try out some stuff in Maya soon enough, in due time.

yolao: Don't worry, I did post this over at the "Finished Work: Animation" while I posted this up. Thank you for the kind words!

07 July 2007, 05:47 AM

Inspiring stuff! Thanks so much for sharing!


07 July 2007, 06:31 AM
this is one of the most impressive TD reels I have seen. Its also the most complete reel ive seen with animation examples for all ur charaters. I cant say I have any complaints or sugestions. I am especially impressed with the muscle rig since you didnt use any plugins. As a maya user, I really cant see myself setting up a muscle rig without Cmuscle since it really makes my life easier. Great work and hope to see more of ur work. Congrats!!!

07 July 2007, 10:53 AM
Thank you for the comments guys!

metamesh: Thanks!

FreakyDude: I'd like to try out some stuff in Maya soon enough, in due time.

Heh, I use neither max nor maya, I use blender. I used max quite a while ago by now, before I really tried rigging.
Now I'm trying to make some kind of template rig, with a template character. I know it can be done, and it's probably simpler than I can see for now. But I'm sifting through so many different rigs and ways of doing things, and whenever I think something works the way I want it to, something about it is still behaving like crap. Currently trying to find the best way to setup an arm rig, with decent elbow control, without having the arms rotate beyond their physical limits, seems tricky, with limits it's way harder to control, and when I remove them the arm can do all kind of impossible things.... Getting offtopic...
the superman rig with the muscles looks cool, do the meshes that represent muscles actually deform the superman mesh? like a lattice? or are they stretchy bones that display as objects?

07 July 2007, 02:12 PM
Jason, your going to make me look bad...Keep it up!

Incase any one is interested Jason has just graduated from the Humber College 3D program (

08 August 2007, 12:25 AM
nice stuff :thumbsup: i really like the frog and the dragonfly

08 August 2007, 05:14 PM
hey jasson
amazing work you've done
great systems in cartooni rigs,you keep up my sprit man.
5* fro me.

08 August 2007, 03:53 PM
Mr-Bullfrog: Thanks, glad you enjoyed it.

bsb312: Wow big compliments, thank you! I'd like to try out plugins for the muscles like skinFX and see how much further they can be taken.

FreakyDude: I never really tried out blender, how do you like it compared to other packages? The muscles on the superman are just stretchy bones displayed as objects.

PEN: I owe Paul a big thanks for all the help he's given, and for not kicking my butt too bad.

juako: Thanks, juako!

wamo: Thank you very much! I need to start working on more cool realism stuff like you had going.

08 August 2007, 11:51 AM
Hey, I could tell a lot about blender, pretty much all good things, but before you know it this thread would be hijacked and might turn into another flame war. Suffice it to say, I've used cinema and 3dmax before, didn't like the closed nature of it, went to blender, and it can do pretty much everything I might need from a 3d app. The community is a big plus too.
The biggest hurdle for newcomers is the very different UI and the way you select and manipulate things at first. But if you spend a little time to get used to it, it gets very fast.
If you feel like trying it and and you get stuck, there's plenty of people around to help you get past the basic hurdles anyway.

Thanks for the info on the stretchy bones, maybe I'll try to do something like that if I figure out how to get that armthing done....

08 August 2007, 11:47 PM
Hey, FreakyDude, what type of things did you achieve in Blender that you couldn't in Max or Maya?

08 August 2007, 01:14 PM
I started to reply to that, but it was getting offtopic and might start the infamous flame wars, so I just send you a PM instead. The important thing isn't really what I can't do in max or maya, but what I can do in blender. If you want features, is the site, features:
etc etc

I went over your demoreel again, most notably the superman rig, and I have another question.
Did you use helper bones besides the stretchy "muscle" bones? If so are they targets for the muscle bones, and are they in turn parented/linked to the main bones or are they constrained in some way to get a better motion for the deformation?

08 August 2007, 05:20 AM
Nice reel. I'd say you know what you are doing and it looks efficient. My only crit on it is the presentation of the reel itself. I did feel that the reel was way too long. Maybe just speed up the pace of the reel? The content was great, and showing the animations helped definitely. I wouldn't take out anything, just speed up the pace of it or cut the reel faster or something. Also some wireframe/grey views of the models deforming would be a big plus - deformations are very important especially in a muscle system rig, so an easy to see non textured wireframe of the character deforming would make it that much better. This goes for every character.

Other than that, its really good stuff - I liked the feather/bird rig, birds are very hard to do and that seemed to work pretty nicely with what you had setup. :thumbsup:

08 August 2007, 11:22 PM
FreakyDude: Thanks for the info, I guess like any piece of software, I would have to experience it first hand to see how it performs.

csc2h: I knew someone would mention it sooner or later! Yes it definitly is too long. I was originally aiming it to be at the most 3 minutes, then it turned to 4. At this point, I think I would have to start cutting out content. I already tried speeding up the footage and chopping them up, but then it starts to becoming confusing and unclear. Thank you very much for the suggestions.

CGTalk Moderation
08 August 2007, 11:22 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.