Toronto, ON
cell: (416) 294-4170
email: charles@skeletalstudios.com
web: http://www.skeletalstudios.com/
github: http://github.com/kattkieru/
Freelancer. Projects are largely character rigging related or involve custom scripting / C++ solutions, including the Sven rig for Autodesk's Hyperspace Madness, demonstrated at Siggraph 2017. | 2006 - Present | |
Senior Technical Director, Tangent Animation. Responsible for tool development both in Python and C++ in Blender for the animated feature film Next Gen. On the Python side I wrote a pure python API for introspecting Blender files from the command line, a Pose Library for animation, a scene checker tool for all departments that dynamically loads and runs desired checks, a tool to allow cache sculpting, among others. On the C++ side I fixed a bug in the hair evaluation, added a Vertex Snap deformer (similar to external blendshapes in Maya), and modified the Surface Deform and Array modifiers with extra functionality. | May 2017 - Present | |
CG Supervisor, Industrial Brothers. Top Wing, an ambitious show for Preschool on Nickolodeon. I built the character pipeline for Maya 2017 (all joint-based faces, no correctives, using an autorigger I wrote in Python and C++), trained modeling on MASH usage for procedural modeling and jungle scatter, directed FX workflows in Houdini and a VDB / Alembic to VRay pipeline (full water splashes as well as volumetric clouds and dust), as well as aided with script notes, minor assistant directoral duties, animation notes and drawovers, and asset oversight. | August 2016 - May 2017 | |
Senior Technical Director (3D), Nelvana. Responsible for the creation of new rigging / animation tools and systems. Thus far this has resulted in the from-scratch creation of a new modular autorig system using Python / PyMEL (with its accompanying API and in-Maya PySide tools), and video tutorials for system training. I am also rigging characters and doing a bit of modeling. | February 2015 - August 2016 | |
Senior Character TD, Mr. X Inc.
Responsible for rigging for film and television. Created custom nodes and API plugins in Python and C++ to solve difficult rigging problems. Worked in Houdini for some character effects and finaling. Contributed to pitch projects. Created a modular rigging system using PyMEL for rapid prototyping of new setups, used in all shows in 2014 and many in 2015.
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November 2011 - February 2015 | |
Programmer, FUNhouse Interactive. Continuing on the relationship I built through doing freelance projects for FUNhouse, I am now an official tools programmer and part-owner. I also double as a graphic designer and Flash programmer. Our current product is TradigTOOLS, a traditional animation helper for Maya. | 2008 - 2015 | |
Intermediate Character TD, Bedlam Games. Responsibilities included migration of pre-existing rigs and animations from Motion Builder to Maya 2012, building a Maya pipeline for the export, retargeting, and processing of animations for the Unreal Engine, and building the autorig to be used on all new animated characters in Maya. I also built particle effects, a few shaders, and did preliminary level layouts for Gammaworld. Unfortunately, Bedlam declared bankruptcy. | April 2011 - July 2011 | |
Supervising Technical Director / CG Animator, March Entertainment. Responsibilities included animating shots, rigging characters, managing the creation and quality of assets, modeling, pipeline tool programming in Python and MEL, and on-set VFX supervision for the live action shoot of Mia and Me in Florence, Italy. Projects included Mia and Me, the first and second volumes in the the Playmobil DVD series, and various development projects. I also consulted on game design for the Yamroll and Dex Hamilton Flash games for CBC. | April 2009 - April 2011 | |
Character Setup Artist / Animator, Red Rover Studios. Rigged multiple secondary characters and supported the lead character set-up artist on the main characters. Scripted solutions in both Python and MEL for Maya 2008, including a custom API node. Other responsibilities included character modeling, scene finaling, file rebuilding, and fur wrangling. I wore a lot of hats. The project was a three-minute feature-quality teaser for Ollie the Otter. | August 2008 - March 2009 |
Kappa Gamma Psi, National Professional Performing Arts Fraternity |
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Languages |
Education |
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Conversational Japanese and Japanese Reading / Writing. | Alumni of Animation Mentor. (Graduated January 2010) Bachelor of Drama, Ithaca College, Ithaca NY. Class of 2002, GPA 3.5. Costume Construction concentration. |
References available upon request.