develop | A Weight Based approach to Character Animation

The weight based approach is the idea that each action comprises a sequence of weight shifts, and each shift has a beginning, middle and end. In traditional terms, the middle would closely resemble an Extreme, and the beginning and end would be Breakdowns. This approach defines where these Breakdowns should be and how they should look, or as I will call them, Beginnings and Ends. Because the Beginning, Middle and End will be defined exactly, these Key drawings can be made in sequence (straight-through) or with multiple passes.

develop, share | IK Boost and MotionMixer, together at last

Good news for MotionMixer users, this much missed facility is now available to work hand-in-hand with IKB. Thanks to Mike Greene for writing the script and the guys at NewTek for giving him what he needed for this to work.

develop | LW_IK Vs. IKB - A Comparitive Analysis

Or twenty-one reasons to switch to IK Boost…
A list of comparisons between LightWave 3D’s native traditional IK system and IK Boost.

develop | Shoulder RIG V0.1

A shoulder RIG I’m working on which attempts to mimic the natural movements of the shoulder Bones inclucing the Clavicle (collarbone), Scapula (shoulder-blade) and the Humerus (upper-arm bone).