Eduardo Gutiérrez
CV About me Animation 2d
Contact
The Delorean Project The YF-19 Project
CVAbout meAnimation2d
Eduardo Gutiérrez
Eduardo Gutiérrez - CG Animator and Artist
Projects The Delorean Project The YF-19 Project Downloads Contact
 Head created.
 Head created.

Head created.

 Understanding the basic principles of rigging with the front landing bay doors.

Understanding the basic principles of rigging with the front landing bay doors.

 Rigging of the front landing gear.

Rigging of the front landing gear.

150108-2.jpg
 Tricky stuff because it all needs to fit in that little space.

Tricky stuff because it all needs to fit in that little space.

 The way I solved the logic of the bay doors (ended up changing that once I knew better)

The way I solved the logic of the bay doors (ended up changing that once I knew better)

 The opening sequence for the landing gear.

The opening sequence for the landing gear.

 Rigging of the intake covers.

Rigging of the intake covers.

 Rigging of the rear bay doors.

Rigging of the rear bay doors.

150129-2.jpg
 Opening sequence for the rear landing gear.

Opening sequence for the rear landing gear.

 I realized I had no idea how to do a setup for the legs of a biped so I followed a tutorial to get this understood.

I realized I had no idea how to do a setup for the legs of a biped so I followed a tutorial to get this understood.

  Finished rig from a Youtube tutorial.

 Finished rig from a Youtube tutorial.

150220_3.jpg
 Dealing with the huge amount of separate objects in the file.

Dealing with the huge amount of separate objects in the file.

 Too many parts! Need more efficiency.

Too many parts! Need more efficiency.

 In order to better rig the fuselage, I deleted half of it to apply a mirror modifier.

In order to better rig the fuselage, I deleted half of it to apply a mirror modifier.

150430-2.jpg
 Main bones.

Main bones.

 A better way to see the bones using sticks instead of polygonal shapes. Created a slider control for the landing gear, flaps and thruster nozzles.

A better way to see the bones using sticks instead of polygonal shapes. Created a slider control for the landing gear, flaps and thruster nozzles.

 Rigging of the landing gear and cockpit parts.

Rigging of the landing gear and cockpit parts.

 The transformation process once skinned to the bones.

The transformation process once skinned to the bones.

150507-2.jpg
 Constrained bones to allow the landing gear animation.

Constrained bones to allow the landing gear animation.

 Half way through opening.

Half way through opening.

 This required a lot of study!

This required a lot of study!

 GERWALK mode.

GERWALK mode.

 Battroid mode.

Battroid mode.

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Previous Next
 Head created.
 Understanding the basic principles of rigging with the front landing bay doors.
 Rigging of the front landing gear.
150108-2.jpg
 Tricky stuff because it all needs to fit in that little space.
 The way I solved the logic of the bay doors (ended up changing that once I knew better)
 The opening sequence for the landing gear.
 Rigging of the intake covers.
 Rigging of the rear bay doors.
150129-2.jpg
 Opening sequence for the rear landing gear.
 I realized I had no idea how to do a setup for the legs of a biped so I followed a tutorial to get this understood.
  Finished rig from a Youtube tutorial.
150220_3.jpg
 Dealing with the huge amount of separate objects in the file.
 Too many parts! Need more efficiency.
 In order to better rig the fuselage, I deleted half of it to apply a mirror modifier.
150430-2.jpg
 Main bones.
 A better way to see the bones using sticks instead of polygonal shapes. Created a slider control for the landing gear, flaps and thruster nozzles.
 Rigging of the landing gear and cockpit parts.
 The transformation process once skinned to the bones.
150507-2.jpg
 Constrained bones to allow the landing gear animation.
 Half way through opening.
 This required a lot of study!
 GERWALK mode.
 Battroid mode.

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