Adventures in Maya and Houdini.
Character Animation and Rigging.
Every project starts with a design.
Then we touch up the modelling in blender with a retopology to send to maya for rigging.
The rig here was built with M-gear with a minimal amount of adjustments. I wasn’t attempting anything super complicated. The characters arms are not the same mesh as the torso, this is a left over remnant of an earlier design to the character I didn’t fix, but everything still worked as expected!
After rigging the body, I did a quick animation to test out how everything was working!
Then I brought it into houdini to add a simple cloth sim.
Finally brought it all back together in blender for a final layout and animation!
Then I composited everything in after effects, and here is the final comp: