Psychadelic Panda Invasion, Matthew D Bayfield
Responsibilities: Asset creation and setup
.:PANDA GATES:.
-Modelling

-Rigging-
.:PANDA-BOT:.
-UV Unwrapping-

-Rigging/CharacterSetup-
-Rigging NotesRigging of the PandaBot was created using an indirect binding method which I like to call constraint binding.
Because the demands of the character have to be rigid body parts which can move together and opposing each other no deformation could occur at all on the geometry, but the geometry should not be selected either as a secondary action to selecting a control curve.
So using one of the arms as an example:
This way the geometry is controlled, like a rigid bind, through the specific CTRL null, but not selected, the CTRL Null is parented to the selected Joint, which houses the control curve. Eliminating mesh selection and allowing for easy editing of controls and constraints. This method also provided the fastest workflow aswell, as no skin binds be it rigid or smooth were created, no paint weights were required, nor membership set editing.Cog rotation on the shoulders is purely secondary automatic animation, the cogs are driven through a multiply Divide node, so the cogs move at 50% rotation in relation to the arm controls Rot Y, X and Z.
CRIT AND TESTING:
-After initial crit and testing by Matt, I was given a list of improvements to address on the rig, which were corrected, some of which include:
- Elimination of unescessary controls
- Adding translate values to the feet to allow them to follow with the main torso
- Adjustment of the main head pivot point to allow for better movement in relation to the body - - Removing the target control from the eye turret as it is no longer needed.
.:PANDA TROOPS & PANDA KING:.
CRIT AND TESTING:
-After initial crit and testing by Matt, I was given a list of improvements to address on the rig, which were corrected, some of which include:
- Elimination of unescessary controls
- Adding translate values to the feet to allow them to follow with the main torso
- Adjustment of the main head pivot point to allow for better movement in relation to the body - - Removing the target control from the eye turret as it is no longer needed.
.:PANDA TROOPS & PANDA KING:.
Responsibilities: Rigging/CharacterSetup
-IK/FK Arms and legs
-IK Influence snap Arms (Chest, head and world influences)
-Full FK spine
-3 Levels of smooth, 0-3 Divisions available from Master controller 'Proxy' Slider
-FK ear controls
-Arm Paw rotate XYZ
-Leg Paw rotate XYZ
CRIT AND TESTING:
- Matt originally requested that I add in a secondary set of controllers, to which the IK handles of both the legs and the arms could be snapped to at the flick of a switch, but after initial crit on the rig he decided it was no longer nescessary. Also smoother hip deformation was requested, which was implemented at once.
.:"UNCLE JAM":.

The uncle Jam rig is exactly the same as the panda troop rig, as they are identical meshes, with only small differences. Uncle Jam has all the same features are the Troop rig, with the exception of the extra crown control.
Raw Rig shots:

IK ENABLED
FK ENABLED
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.:MOUSTASHROOM:.Resonsibilities: Rigging/CharacterSetup
The character is required to bounce on the spot to the beat of the music score to the main film, so Matt requested keyeable squash and stretch controls on the character, aswell as the ability to bend the trunk and the head, but while remaining rooted to the ground.
Squash is controlled by a Null:
Squash Null > Scale X of Skinned joints
Then the squash null is driven through set driven keys by a slider on the head controller. Also volume expand on the bottom of the trunk is available through slider driven blendshape.
Squash is controlled by a Null:
Squash Null > Scale X of Skinned joints
Then the squash null is driven through set driven keys by a slider on the head controller. Also volume expand on the bottom of the trunk is available through slider driven blendshape.
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.:SUAVE TURNIPS:.
Resonsibilities: Rigging/CharacterSetup
Suave turnip 1, basically consists of two squash and stretch deformers attached to the body shape, which is them controlled through set driven keys through the translate Y of the nurbs controller on the body. The control has its rotate and translate X and Z options locked off to avoid control slipping and squash breaking. The same applies for the hat, again a squash and stretch deformer SDK controlled through a nurbs control curve.

Suave turnip 2, much like the first turnip, has a squash and stretch deformer attached to the body, which is controlled through the translate Y of the squash control curve. The problem with this rig came when Matt wanted the leaves on the head to move with the squash but not be affected by it.
So I created an empty group null and snapped it to the pivot of the squash control curve. This was then matched through set driven keys to follow the squash control from its maximum to minimum values, the leaves were then parented under this empty group node, as so to allow the leaves to follow with the stretch to the desired effect. Also on the leaves there are two bend deformers which allow for overlap on the leaves.
So I created an empty group null and snapped it to the pivot of the squash control curve. This was then matched through set driven keys to follow the squash control from its maximum to minimum values, the leaves were then parented under this empty group node, as so to allow the leaves to follow with the stretch to the desired effect. Also on the leaves there are two bend deformers which allow for overlap on the leaves.
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Responsibilities: Crowd Scene setup
-Scene removed from film
This was a slowed down scene within bax's film where one of his main protagonists had just been shot. The scene would have revealed the bullet wound through the crowd of people to which the two are fighting within. The scene would have consisted of basic paralaxing layers of characters and assets to show the freezeframe nature of the event.
This is a playblast of the planning of the scene, unfortunately Bax has now removed the scene from his film.
DayDream Film, Adam Childs
Responsibilities: Marble Beach and scene setup
-Yet to be completed
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