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I had some fun exploring how 2d animation could become part of a 3d pipeline. I animated these characters in 2d and used the animation to generate wooden cutouts.

The input was a single image sequence, which was split into separate pieces of geometry per-color. Each frame was then procedurally extruded and UVd for texturing.

The final step was tracking, rendering and comping the outputted geo onto some footage of my coffee table.

This started as an experiment with felt-like materials in Karma XPU, then turned into an exploration of felted stop motion fire. 

The animation is mostly built with layered sine waves and boolean operations.

I wanted to build a system for animating woven tapestries in a flexible and fun way.

 

What I came up with was a fairly intuitive setup which would take in a mesh with prim color attributes and output tiling thread geometry.

 

This was done through an attribute transfer and a series of curve and modeling operations.

A surprising challenge was tiling the noise and thread rotations along each curve throughout the weaving animation. 

An icebreaker ship tearing through RBD ice.

This was mostly an exploration of integrating stylized hand-painted elements with a sim.

The chunks are generated with a simple Voronoi fracture on a set of scattered points which grow more dense closer to the ship's travel path.

Funny little bug I made to experiment with procedural character animation.

The only input is a translate, all the leg and body movements are calculated on top of that. All it needs is a direction and it's off.
 

A very dangerous looking bridge.

More experiments into procedural modeling and animation. 

Thanks for visiting!

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