Rigging & Animation

Hard Surface and Organic Rigging

As a rigging artist, I design control systems that enable accurate and precise animation with smooth and realistic deformation. For each project, I analyze the required range and type of motion, then build and optimize custom joint systems and control rigs to best support those movements. My work ranges from simple unidirectional mechanisms to fully articulated humanoid characters. I create these rigs in Maya for export into the Unity game engine, where they are integrated into real-time simulations.

All models shown in this section were provided by another team; my work focused on rigging and technical implementation.

Patient Hospital Bed

I created a joint hierarchy and control rig for a hospital patient bed to allow for easy positioning using standard bed controls, including height, incline, tilt, head raising, and guardrail placement. This rig was created using driven keys, constraints, and direct connections within the Node Editor in Maya. 

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Patient: Supine to Frog-leg

I developed a joint hierarchy, IK control system, and corrective blendshapes to animate a patient moving from a supine position to a frog-leg position for the insertion of a female Foley catheter. This animation was exported for use in Unity within a procedure simulation. 

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Penis Rig ROM

For this male foley catheter project, I collaborated with the project lead to define the optimal number and placement of joints for integration with custom scripting. I then created joint hierarchy and corrective blendshapes to enable full range of user-controlled, anatomically accurate movement. 

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

ROSA Robotic System

In this project, I rigged and animated an articulating robotic system used in knee replacements. The robotic arm operates with seven degrees of freedom. I developed the joint hierarchy and control system to provide FK control over the arm, enabling precise positioning relative to knee anatomy. The completed rig and animation are used in Unity within an interactive procedure.

Due to the proprietary nature of this device, this video is password-protected. Please contact me directly for access.

Transesophageal Echocardiography Probe

Transesophageal echocardiography (TEE) is an imaging technique where a long, flexible probe is guided down the esophagus to capture ultrasound images of the heart. 

I rigged this model to achieve realistic deformation of the TEE probe for use in Unity. The rig allows for smooth bending along the esophagus and both anterior-posterior and lateral deflection of the probe tip. After completing the rig in Maya, I implemented the probe motion and tip deformation within Unity to provide the user with a realistic simulation of TEE imaging of the heart.

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Left Atrial Appendage Closure Device

When the heart is in atrial fibrillation, blood clots can form in the left atrial appendage (LAA). If a portion of a clot dislodges and travels through the bloodstream, it can lead to serious complications such as stroke. To help prevent this, a left atrial appendage occlusion (LAAO) device is used to seal the LAA.

I rigged this model for use in a VR simulation teaching the placement of an LAAO device in a beating heart. The instrument was designed to move flexibly within blood vessels and the heart while collapsed and to deploy once positioned within the LAA.

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Penile Implant

Video coming soon!

A penile implant is a medical device surgically placed within the penis to treat erectile dysfunction. For this project, I primarily used joints and smooth skinning rather than blendshapes to allow the interaction designer greater control over tissue deformation around instrumentation within Unity. One of the key challenges was rigging the relatively low-poly geometry to smoothly achieve large tissue deformations. I also ensured accurate handling of multiple tissue layers for dissection and exposure steps, and maintained consistent skinning across several levels of detail (LOD) meshes.

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Cervical Dystonia

Video coming soon!

Cervical dystonia is a neurological disorder characterized by painful, involuntary contractions of the neck muscles, often resulting in significant postural changes and long-term discomfort. For a VR training module on administering botox injections to spasmodic muscles, I created a rig and a set of animations for a complex 3D anatomical asset. The asset included skeletal structures, bilateral deep and superficial neck muscles, the brachial plexus, skin, hair, and clothing, all represented across nine distinct postures. In addition to the rig and keyframed animations, I authored and integrated corrective blendshapes to highlight the contraction of the affected muscles.

Key challenges within this project included managing the extensive number of meshes (dozens of muscles and bones, each with multiple LODs and supporting geometry) and minimizing mesh intersections, which was critical for functionality in VR. To address these challenges, I implemented custom attributes within Maya that drove animation and corrective blendshapes through driven keys, allowing for and easier management in Maya and clean deformation in VR.

All assets, branding, and other intellectual property displayed are owned by Osso VR, Inc. All rights reserved.

Animation

To begin any animation, I focus on the narrative and identify the key learning objectives that need to be communicated. I then develop a script tailored to the desired runtime, ensuring each educational moment is clearly conveyed. From there, I translate the script into a detailed storyboard that explores camera angles, lighting, and required assets. Once the visual plan is set, I create the necessary assets and bring the sequence to life through animation. Finally, I apply post-production effects to enhance clarity, polish, and overall visual impact. Throughout the process, I work closely with project stakeholders, iterating regularly to ensure the visual approach aligns with expectations.

I created all models, textures, and animations in this section.

Shining a Light on Phototropism

Phototropism is the ability of a plant to grow towards a light source. This animation is designed to explain the differential growth that causes a plant to bend towards the light to a high school audience. This animation started as an original script and storyboard. The modeling, texturing, lighting, and rendering were completed in Cinema4D. Post effects were applied in Adobe After Effects. 

Produced in: Cinema4D, Adobe After Effects

Animation Stills​

PulseFlush: A Novel Pulsatile Syringe

This animation was created in partnership with a student group at the Johns Hopkins Center for Bioengineering Innovation and Design to explain the problems with current syringe flushing and to promote a novel syringe design that creates pulsatile flow. The script was written and edited in collaboration with the student group, storyboarding was completed and an animatic created. 

Produced in: Adobe Illustrator, Adobe After Effects

Animation Stills

Indications for Malyugin Ring: Intraoperative floppy iris syndrome (IFIS)

This is a simple motion graphic depicting the symptoms of intraoperative floppy iris syndrome, or IFIS. This animation could be included on a lecture slide and spoken to, or it could be included as part of a larger animated sequence with narration. The graphic style emphasizes the main characteristic of each symptom so a viewer can easily understand the differences between them.

Produced in: Adobe Illustrator, Adobe After Effects