Senior Creature TD | Technical Artist
WORKS
Some of the projects which I have worked on, you can click the pictures to get more information about the projects.
Personal Works
Rigging Show Reel 2021

Old Lady Rig Demo & Character Picker

EXODUS
Modular Based Rigging System
The initial prototype of this plugin was developed way back in 2009 and it has many features including the ability to create a template to place the joints and rig it with just few steps.
Additionally, added some features required for rigging team.
#TODO : Update the existing rig with node editor type features.
#TODO : Update the rigs, update the packages
#TODO : Add in extra nodes required in the creation of rigs

aj_hermiteNode
A simple MPxNode done in C++ so that the user can get an array of matrices with Hermite Curve Behavior distributed uniformly between the provided matrix input. Inputs: Input Matrix - Array of input matrices used to calculate the points Tangent Scale - Attribute to scale tangent Output Count - Number of outputs needed in between points Aim Axis Up Axis Outputs: Matrix Array - Array of matrices calculated based on the output count and in between the input matrices. There is no curve generated and the twist is calculated using Quaternion SLERP.

Vortex Muscle System - Part 1
A custom WIP Muscle System in Autodesk Maya 2024 done in C++, which has one custom locator node, one deformer node and a dynamics node. In this part I am just showing what I have completed so far.
1. VortexMuscleCtrl - A custom locator in the shape of a cone, this is just a simple locator node just with a specific cone shape nothing else.
2. VortexMuscleDeformer - A custom deformer, which takes in matrix array as input and deforms the geometry. The calculation is based on input matrices it creates a BSpline curve data and use that for the interpolation. The twist is calculated using Quaternion Parallel Transport method. I have added custom ramp and other attributes like compression, tension and flex.

Industrial Works
VFX movies and series, which I worked on
Animated Movies and Series, in which I have worked on. Please click the images for more information
The Canterville Ghost
The most challenging part for me in this movie, was to come up with a solution for the "Crow's" wing fold.
​
Through meetings with Modeling, Texturing and Animation Department we came up with a solution with splines and aim vectors, to meet up with animation department needs.
​
The next challenge was "Sir Simon's" Hair, as he is a ghost his hair constantly floats in air. During early trials the hair was not up to the mark, so we used nHair curve as spline and adjusted it to Animation and Fur Department needs.







