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Auto-Rigger for Bipeds [MEL]

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My bipedal auto-rigger was my first big scripting project. It was born from the need to create many bipedal character rigs, over and over and over again (the reason for making most scripts), for the project I was a character TD on. This script is great for quickly rigging a bipedal character, but can also be used for quadrupeds by positioning the nodes during the Pre-Build step in such a way that it resembles a dog, horse, etc.





Wallpaper Photoshop Tool [Javascript]

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The UI artists on Infinite Crisis had the job of positioning, cropping, and saving wallpapers for the champion wallpapers that the concept team made. They manually stepped through this process, entering dimensions, typing file names, and locating directories. All of this was done by hand, 10 times per champion wallpaper. This process sounded quite painful, so I automated the entire process with this Javascript Photoshop Extension, eliminating any human error. The only user-input needed was to choose the wallpaper to work with, and to position it within the masked space (which represented its final image size within the game).





Havok Ragdoll Setup [MEL]

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A few years ago I found myself on a project using Havok Ragdolls. The pipeline for creating ragdolls was mostly the same from character to character, with small variations. After I made several of these manually, I created this script to expedite the process. It functions similar to my Auto-Rigger for Bipeds script wherein there is a positioning phase (nudge and scale your capsules into place) and a finalizing phase (which sets conventional values for the Havok Ragdoll attributes and the capsules' hierarchy, ready for tweaking and Exporting).





Export Prepper [Python]

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On the Infinite Crisis project, we had several types of export files: rig, cloth, and ragdoll. The manual process involved creating an export node (a pre-existing, proprietary tool), populate it with a directory, export prefix, and set checkbox booleans based on export type, reference in the character rig file, create a layer, and populate it with the proper nodes (export node, export skeleton, etc.). This script automates all of that in a matter of a few seconds. With many characters, each with its own ragdoll, several costumes, and any number of cloth assets, this saved a lot of time during setup, and most importantly it eliminated human error!




FBX Exporters (Unreal, Steam Workshop, & Unity) [Python]

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This Exporter script will setup a character's rig or animation for export, and export it as an FBX. The manual process for this would include unparenting specific joints from the rig hierarchy, baking the export skeleton on every available frame in the scene, and deleting extraneous nodes (driver joint chains, controls, etc.), selecting your FBX Export settings, and finally the directory and file name you wish to save it as. This script automates this process with the click of one button, saving huge amounts time for the user!