The shape of the acromion is very simple: it’s a rectangle located on top of the shoulder area.
From the following images you can easily identify it - it doesn’t matter how muscular or skinny you are, this landmark is most of the time visible!
As we know a rigger is not just a scripting and plug-in expert but is also someone who has very solid skills in anatomy and body proportion.
Today I would like to talk about: How a geometric skeleton can help your Maya joint placement layout.
Today I would like to share with you this reference library - Models in Motion: Video Reference for Artists by Proko. These aren’t just regular model sets, these are videos showing models moving and flexing!
Today I would like to discuss the creation of our Muscle Body Rig, focusing on how the internal structure drives the skin.
We will talk through different approaches and technologies like Maya Muscle Skin Deformer, nCloth, and also something newer like Ziva VFX.
This June I will be at the Annecy International Animation Film Festival and it's Market (MIFA) presenting Framestore. I will show the secrets behind the creation of some Framestore's digital characters, from the concept to the final result.
This May I will be at the ANIMEX 2017 with Framestore's recruitment team. I will talk through the work Framestore's key Beasts, showing behind-the-scenes development work from the teams and how they created the characters from the concept to the final result.
Today I would like to share with you all a brand new platform that will change the way you study and use references. I'm talking about Anatomy 360. This platform allow you to view 3D photographic references, you will be able to rotate, change between sets of poses,...
This year I will be at the Future Film Festival in Bologna presenting Framestore. I will take a Masterclass to discover the secrets behind the creation of the digital characters in "Fantastic Beasts and Where to find them".