ck_corrective 1.01 is released, Click image for development blog
Category Archives: blog
Octo character WIP
Recently I was working on platform game named “Octo”, Most of coding has finished, Here is the main character. Artstation Link
EvolutionBox 1.2.0
EvolutionBox Overview EvolutionBox is a Unity-based simulation where I explore evolution as the key mechanism for learning. The first steps focus on creating agents that interact with their environment and evolve over time. In future updates, I’ll dive deeper into pattern recognition and self-learning. How It Works The simulation mimics three core principles of evolution:Continue reading “EvolutionBox 1.2.0”
OASIS pocket
Oasis Commercial Project. Project has been done on Mecanique General , I was responisble On Character Rigging
Feather Creator
After couple of bird rigging projects i prepared wing & feather automation tool. It seems like most of the birds have same pattern of feather segments with variation on number of feathers in these segments. Intro ck_featherCreate_1.1: ck_featherCreate is maya rigging tool for wing and feather automation. How to install: copy scripts to >Continue reading “Feather Creator”
machine consciousness
For a while i am trying to make basic arduino robot, interacting with its environment . Built some versions which are doing pretty well with it’s given purposes. taking data from environment and act accordingly . However decision making process of the robot is a bit frustrating. It is pretty linear , predictable and all decisions was based on predefined rules. Now the hardware of robotContinue reading “machine consciousness”
mel script for correctiveBlendShapes
In facial rigging, corrective blend shapes can become very tedious and time consuming process. Sometimes it take more effort to arrange and connect blend shapes than actually sculpting them. So wrote a script for standardizing and making process easier. Limitations :In current script target geometry should not have any outputs. Still working by disconnecting outputs before creating or editing shapes need. Also being able to create corrective for more than two targetContinue reading “mel script for correctiveBlendShapes”
secondaryAnim script
Lately i had a project about growing plants in VR environment. With help of any “L system based software” it is fairly easy task however platform was unity and unity can’t import changing vertex numbers. All animation had to be done joint or blendShape based. So update one of my old script, secondaryAnim Script basically takes firstContinue reading “secondaryAnim script”
Braun Advert
https://vimeo.com/156419080 Braun Advert. Project has been done at CherryCherry Vfx. I was Responsible on smoke and debris sim 1’08” & container Belt Sim 0’54”
Ertuğrul 1890
movie project I worked on Ship riging, sails dynamics and ocean FX. Shots , 0.00-0.03 and 0.18-0.20. Project has been done at CherryCherry Vfx.