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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.

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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.

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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. 

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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.

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

An icebreaker ship tearing through RBD ice.

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

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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.

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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.

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More experiments into procedural modeling and animation. 

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