Monday, December 27, 2010


Hey there,

it's been a reallly long time but things have been crazy here and i started working on another project, a demonic woman :) she's almost at the rigging phase so i'll show her here.

I've  been toying with facial animation again too, and working on one right now. The sound clip is taken from resident Evil 5, a scene between Jill, Chris and Sheva...soo here it is !

As it's keyframe animation, it's a really good training for all the facial features, emotions and such !

Friday, September 24, 2010


 Just a little something i'm working on right now, wanted some futuristic stuff, cuz science fiction is awesome !


Monday, September 13, 2010

Hello everyone, Scythe's here.

So it's been craaaaazy lately, with a whole lot of stuff happening. Most striking one : i'm now living in Paris, found myself a good lil'appartment and stuff.

Second one : i'm actually in internship at Kylotonn entertainment, finally happy that i'm doing something else than sitting in front of my computer for days.

so with all that happening, i haven't done much things. But i do have something. I started a female centaure back when i was a student at Creajeux, with Zbrush. As a friend of mine stated that it was quite good and that i should make a retopologized + texture model, i actually did it. And i like what i'm seeing. So far, i'm leaning towar the end of the texturing, base texture was done, i have to work on the alpha's more, but normal map is done too and i need to make the specular map.

On the animation side, i have started to work on the setup and tried to create/adapt some of the things i found while making my facial rigging. Of course it will be a full rigged model and facial rigged too, so it WILL be quite a lot of work till i finish it completly, but i like where i'm going so far. With all that, and work going on, i must say that i feel quite great :) so see you around, and keep checking for update, maybe i'll do some ;p

Thursday, July 22, 2010

With hair !

Yeah, i decided to go with dynamic hair and all, so here's a little test again, and this time i found how to put some sound too !

Wednesday, July 21, 2010

Facial Animation

Gah, I've been really busy this month, lot of things happened like moving out ect.

With all this, I tried to work as much as i could on some stuff, and those days it's facial rig/animation. Pretty hard to do when you're basically learning from scraps, but really interesting and animating it is a lot a fun. Here is a test (too bad there's no audio on the video ) of the current model and animation. keep in mind it's just a test for me to see where my rig is lacking and to see what i can do to make it better.


Sunday, June 13, 2010

Texture Rigging !

Hello everyone, today's i'll share with you something a little different that usual. As a 3D animator and Rigger, i often spend a lot of time trying to create riggs and setup which will make my animation process really easy and convenient !

Today, i'll share with you something i found while i was working on Tyka. I wanted the character to be able to express some basic emotions and for that, i need for the eyes to be able to move. But the problem is, when you have a "anime/manga" type of character, eye rigging is a little sucky (since the eyes are big, you can't really make an eyeball because it's gonna go through the head, and we do not want that. 

So what i thought of is : what if i could actually rigg the eye texture in order to give the illusion that it's an eyeball ?
Even though it doesn't give the real aspect of an eyeball, i found the result somewhat convincing. Now, how to do it ? it is, actually, really really simple !

First of all, i had to separate the eye from the basemesh, since i want to rigg the actual texture coordinate of the eyes and if it's the whole mesh, then everything will move when i'll move my controller.

Then, you have to select your mesh and go into the explorer windows and find the "texture coordinate" node, open it and you'll have that window :

Now, we want the texture to translate upon the mesh, both in X and Y axis. when you look at it, as you're playing with UVW, there's no X nor Y axis. It's because in that case, the X will be represented by the U and the Y by the V.

Then, right click on the U and click on "set expression" to open this windows :

Once this window is open, we will add an expression on the U parameter of the texture in which he will obey to the X translation of the eye controller. It's important to name your elements so you don't make mistake and set the expression to another controller of your setup.

the expression goes as follow :
ctr_eyes.kine.local.posx / 4  

ctr_eyes it the name of my controller, and i divided by 4 because i find the normal parameter to be to quick when you translate on X. this way, it will be 4 times slower and easier to manipulate.

Now we'll open the V parameter and set an expression which is, you'd have guessed by now :
ctr_eyes.kine.local.posy / 4   validate it, and then apply it.

And here we are ! done, the texture is actually rigged to you eye controller !

You have to be careful that your U and V parameter are set to 0 and that your controller position is set to 0 too, otherwise the texture will move as soon as the expression is set.

One more thing ! When you will move the controller, you will see some kind of "lag", the eyes will only move when you' ll have finished moving the controller. But don't worry, when you keyframe a position and then move it, and keyframe another, the translation of the eyes will be smooth and good !

I might post some other rigging tips as time goes by, depends if it's helpful for people or not. I'm actually working on some facial rigging and i think i found some interesting stuff ! Next time, maybe i'll show you how i've done to rigg Tyka eyelids so as when you pull it down, the lower eyelid goes up a little !

Hope this help some of you fella, and enjoy !

Stay tuned.

Tuesday, June 01, 2010



so this is Tyka, the character i had to concept, model, texture, rig and animate for my degree at creajeux. Skinning was a little tight because of the dress but i'm happy on how the overall turned out. I called the feather she has her "emotion driver" as it react with her emotions (bending when she's sad, ect). Anyway, enjoy !


Saturday, May 29, 2010

Chocorun !

Hiya, here's a little running animation for our chocobo friend, enjoy.    


Saturday, May 22, 2010

Yeah, i know i was supposed to post way more often but as with all galleries I always end up doing something else and forgetting to post. Anyway, my tests week is passed, i had a nice little yakari indian character to model, texture, rig, animate and normal map. To be honest, that was quite a blast and i had tons of idea about how i'd rig her. I'll eventually end up posting some stuff about her in the near future.

For now, here is a chocobo, yeah the chicken from the final fantasy saga. Modelling and basic texturing isnt from me, i'm just animating it. You'll see more of him in the future. For now, enjoy. (and yeah, all the feather's animation is done by me too)

Tuesday, May 04, 2010


Hi there, haven't been able to post something in a while, things are getting a little crazy here, lot of work to do with books, finding a job, working on the projects and all :)

Well, here is an idle animation where she's supposed to "talk" to other npc, we figured out it might give some life and be better than just them idling around doing nothing.   


Wednesday, April 28, 2010

This is one of the Weashunt special skill, called blitzsomething i can't remember, she's supposed to throw a lot of needles that can either hit or heal your allies, and hit or heal your ennemies ! 


Monday, April 26, 2010

Dash !

Hi there. Today i'll show you an animation taken from Weasel. It's s a Dash one. In our skill system (which is divided into 3 branches : Evil, neutral and Good) and you can acquire it by spending some skill points !

Stay tuned  

Sunday, April 25, 2010

Hello ! I'll post today an animation of one of Ecolaw's NPC. As we chose XSI as animation software, we are able to copy rigg, animations and controllers onto any models as long as their size and shape are the same. Remember i'm only responsible of the animation ;)
stay tuned !

Saturday, April 24, 2010

Hello !
i'll post here the last animation i had to do with chloe, a jump one. doing the jump of a 10 y/o girl isnt as easy as it sounds, and i had to redo the whole animation from scrap many times.

Thursday, April 22, 2010

Hello !
I'm back from some little vacations and ready to post some more ! Here's the running animation for Chloe !  

Saturday, April 17, 2010

 On today's menu, some idling moment for the little miss :)


Today, i'm gonna show you the walking animation of Ecolaw's main character. I wasn't originally the animator for her but things leading to another, i had to do both NPC's and the Main char. I'm pretty happy about it, though :D

Made with softimage XSI



Friday, April 16, 2010

Hi there ! Here's one of the assignments we had to do in classes. A woman that was supposed to lift an heavy objet.
Although i didn't say it earlier, Seiko and this one here were done with Maya whereas Weasel and some next animations from the project Ecolaw are done with XSI. and yeah, i decided to keep the controllers on the video !

Wednesday, April 14, 2010

Hi there, today's a combo with the warrior-type Weasel, called the Warzel. Same as the one before, it's a one-set combo in 60 fps :)

Tuesday, April 13, 2010

Hello there !
here's the first set from the weasel serie. I currently am the lead animator for this project and we have a very close deadline and still have a lot of animation to did. Here is a combo with one of the 4 playable character. the game is set up in 60 fps and as it is supposed to be a  "fast paced hack n' slash", it had to be somewhat fast in order to be spammable. She originally had a bow in her hand but it is separated from the char. file due to how we programmed objet in the game.

more to come so stay tuned !

Monday, April 12, 2010


Hello there, it's been quite some time (one year, actually...) lot of things were done and lot of work to do, but i keep the spirit up. Starting today i'll try posting more animation (not like i don't have any, it's more that i'm lazy to render'em and put'em online).

Even though the first half of my year was focused on texturing various model, i started again animating for the sake of some projet i'm working on (one major project, ecolaw, where we're almost 40 working on it, and another called Weasel, where we're only 7) and i find some time to work on some other animations too, here i took a character called seiko that was lend by my animation teacher, and tried some acrobatic/wushu style movements. hope ya like it !