Elliot Stammers - 2012 Showreel
Channel: elliotstammers
Date: 2012-06-25

Shot Breakdown:

Time: 00:03 - 00:30
Project: Disney's "John Carter" (2012)
Role: Rigging / Creature FX
Tasks: On a per-shot basis I troubleshot problems and animated anatomy such as muscle flexion and jiggle, tendons, veins and skin sliding on the foreground characters. This included running renders and slap comps for dailies. I also rigged the non-simmed character costumes that attached to the final geometry caches. Rigs for items like armbands, bracelets and saddles were used in the final render, others as placeholders during animation and look development.
Software: Maya, Nuke

Time: 00:30 - 00:45
Project: Solo Major Project "Customs"
Role: All
Tasks: I was responsible for the entire project from pre-production to modelling, texturing, rigging, key-frame animation, lighting and rendering as well as the vocal direction and live action shoot.
Software: Maya, Nuke, Photoshop, Premier

Time: 00:45 - 01:00
Project: Group Project "Yirdaki"
Role: Scripting
Tasks: I scripted the emerging dots and procedural tree growth. The script generates random curves branching from the user defined trunk curve then procedurally extrudes geometry to fit them. Once modelled, it rigs, skins and animates the mesh to grow. Leaves are then sampled and oriented at sensible vertices of the branches.
Software: Maya Python

Time: 01:00 - 01:10
Project: Programming Project
Role: Physics Engine and Game
Tasks: I programmed the physics engine and game-integration. The engine handles sphere and plane interactions with controllable mass and restitution as well as basic string constraints. The game handles local two player control of leader and flock who fight. The actual flocking system is not mine.
Software: QtCreator, C++, OpenGL
 
Time: 01:10 - 01:17
Project: Specialist Project "LipSync Tool"
Role: Scripting
Tasks: I developed a dope-sheet like tool for quick and passable lipsync. It allows you to easily set, save and modify mouth shapes across the time range as well as mask the intensity of shapes based on their prominence. The facial rig in this demo is not mine.
Software: Maya Python

Time: 01:17 - 01:30
Project: Innovations Project "Daisy"
Role: Rigging
Tasks: I rigged the quadruped character Daisy according to a client brief. Some features include IK/FK blends of the head and neck, stretchy spine and cervical, sensible bending of the IK spanning several joints of the front leg, and both automatic and sculptable control of body mass.
Software: Maya

Time: 01:30 - 01:43
Project: Major Project "Kyle Hunt Demo"
Role: All
Tasks: This is a demonstration of my character rig. Features include equation based collision avoidance on the shirt collar, compression based wrinkles on the face, and highly controllable facial features.
Software: Maya

Time: 01:43 - 01:48
Project: Major Project "Monster Bag Demo"
Role: All
Tasks: This is a demonstration of my character rig. Features include a high level of control over the shape of the jaw and lips independently, automatic rounding of the top of the bag as the mouth opens and control of teeth both individually and as a set.
Software: Maya

Time: 01:48 - 01:54
Project: Major Project "Customs"
Role: All
Tasks: Same as previous occurrence in reel.
Software: Maya, Nuke, Photoshop, Premier