C++ & Python

Biped Auto-Rig

Here you can see an example of my Auto-Rig being used to build a biped character (Jullie from ZBrush). This tool is scripted in Python, for the UI it uses pyQt (and Qt Designer).
The script makes twist joints for the arms and legs, and soft-interpolation joints to help the deformation.
The UI has a button to select all the bind-joints to help with initial skinning.
The spine and neck are using a cubic hermite spline (custom Node) for an IK-like control, and a possible FK-control override.
The arms and legs come with IK/FK switching and a script to match.
The feet come with foot, toe and heel roll, and and inverse option.
Controlls can either be imported (from a previous rig for example), or generated again.
Skin Slide Deformer

Here I show the result of my custom skin slide deformer.
Instead of using dynamics and closest point, this deformer works by using patches
(user-definded in UV) as a base and deforms based on NURBS-parameterization.
By not using dynamics and closest point the result is predictable and even when there are tight pinches there will not be any 'broken' vertices.
By using UVsets, multiple deformer can stack to create skin sliding over the entire mesh without having to use multiple meshes.

The deformer is written in C++ using the maya API, and uses multitreading (openMP) to upgrade the performance.
Corrective

This video shows my corrective workflow. It uses an RBF solver Nodes (custom node) to interpolate between diffrent poses, and a deformer node to apply the corrective as end of chain, so that it can affect mesh deformed by a wrap for example.