Pipeline
Art and animation pipeline organization and maintenance, custom main menu and shared shelf for tools and snippets. Initialization of required preferences and scene settings on startup.
Implementation of layer contents selection with the OpenMaya module per team request.
PySide2 and Qt Designer integration for quick UI development, .ui files easily loaded in Maya, Motionbuilder, and Substance Painter.
Maya
Maya tool to assist character artists with making quick changes to blendshapes. Made with Python.
Maya tool to assist animators with quickly copying animation between skeletons. Made with Python.
Custom rig with IK/FK blending scripted in Python.
Motion Builder
MotionBuilder tool to operate on keys. Made with Python.
MotionBuilder tool to rotate and mirror animation takes. Made with Python.
Substance Painter
Substance Painter tool to assist with browsing and bookmarking the Substance Python API. Made with Python.
Unity
Expanding on engine UI to give more detailed information to the user, including adding supplemental directories for visual reference.
Unity tool to assist users with object organization and bookmarking. Made with C# and UIToolkit.
Unity tool to assist animators with quickly previewing animation. Made with C# and UI Toolkit.
Unity tool to assist users with naming objects, adding prefix, suffix, numbering, and auto-suffix by type. I designated the asterisk (*) as a special character to allow replacement of multiple unique substrings. Made with C# and UIToolkit.
Unity tool to quickly set bouding box values. Made with C# and UI Toolkit.
Unity tool to assist users with visualizing prefabs in the project. Made with C# and UIToolkit.
Desktop
Desktop application to search recursively for image files by format. Images could be moved to a target directory for processing with Photoshop batch actions, and then moved back to their original locations. These locations were backed up via JSON to the user’s temp folder so they could be reloaded if necessary. Made with Python.
Shaders
Wrinkle map shader with RGB masking for isolated blending of detail normal maps. A placeholder scar was created to test the blending on top of required secondary normal maps.
Technical R&D
Research for new methodologies, including AI generation of internal concept and design materials.
Technical Presentations
Presentations given to the art team to expand technical knowledge, and improve production adherence to platform standards.