My work in character rigging covers deformation rigging and control rig systems for characters, faces, creatures, vehicles, and mechanical systems across games, animation, and real-time production pipelines.
Skeleton Architecture
Joint hierarchies, pivot placement, and constraint relationships are resolved to match the project goals and required effects.
Skinning and Deformation Systems
Skinning is developed in coordination with mesh topology to preserve volume and surface integrity across the full range of motion. Corrective systems are applied where complex poses require deformation support beyond base weights.
Control Systems
Control rigs define the animator-facing interface — standard IK/FK systems, constraint networks, and procedural behaviors where they serve the production, and custom control frameworks engineered where requirements fall outside conventional solutions.
Simulation and Secondary Motion
Rig systems may incorporate structures supporting simulation-driven motion and secondary animation behavior. Dynamic appendages, cloth interaction points, procedural motion elements, and simulation-ready structures are integrated directly within the rig architecture where appropriate.
Platform and Pipeline Integration
Rig architecture is adapted to the specific requirements of each production environment — DCC tools and real-time engines each impose different constraints on skeleton structure, control systems, and deformation behavior. Rigs are developed natively to target specific platforms.

