Papa: What was your favorite part of working on the Backwater Bunch Project?

Duane: Rigging and the RD we did for rigging was a lot of fun. I wrote a MEL script to create all of the controls for the hand and rotations for each joint. This saved us a large amount of time because of so many characters. The script didn’t care what character it was connected to or the lengths of the fingers because it would look for the first bone in each finger and work backwards.

Papa: Can you tell me what some of your responsibilities were on this project?

Duane: I spent a great deal of time with the modeling team at the beginning of the production. My responsibilities were to build the feel and hands. Even though the characters are all really stylized I the Art Director wanted the anatomy of the hands to be authentic and realistic. After the hands were finished I joined the creature department and did some RD with the Character TD, David, on the right rigs to build for our characters. We needed FK/ IK as well as a system of smoothing at the renderer. We rigged low resolution polygon characters and animated these low res rigs. We then installed a script to smooth the geometry at the time of rendering. This kept the scene files small and fast to update.

Papa: What did you do prior to working at Digital-Tutors?

Duane: I worked on freelance jobs and created print work for different clients.

Papa: So you come in with a print background?

Duane: Yes, I had a great deal of training in typography and design. I like to transfer my skills as a traditional artist and apply those skills as an animator and modeler.

Papa: Where did you learn 3d?

Duane: It stated in high school for me where I used Illustrator and Amiga’s to create my first work. I then attend and graduated the Philadelphia Art Institute. I studied traditional animation and then 3D animation. I then found out about Digital-Tutors and attend their 16 week boot camp for animators called MMDC. The training I got at MMDC really helped me get to the point where I could be creative in my development of rigs and animating them.

Papa: You are a very talented artist and I now you want to move on to greener pastures, what are your goals?

Duane: At the present time, I am thinking of getting into medical animations and simulations. I find it really challenging with all of the complexity of the human anatomy and the level of attention to detail that goes into the project. I like work that is complex and challenging.

Papa: What did you find hardest about this project?

Duane: Completing very complex and detailed work on such short deadlines. This project really put my skills as an animator to the test. Because there was little time to think about procedures and workflow. We created a pipeline and spent our time creating our part of the pipe and working on such a large project with so many people things can easily break if your pipeline and workflow are not solid. It wasn’t as hard as it was challenging.

Papa: Which character did you like the best?

Duane: That is a tough one… I can’t pick just one because I really liked Gingrich and Rusty equally.

Papa: Why did you pick those two?

Duane: Rusty’s textures are just amazing. His scales are so beautiful. Gingrich is just different and his anatomy was really interesting. His fingers and toes were really fun to work on and rig because they were not your typical hands. I also liked building the controls for him so his feet could clear the ground in a walk cycle.

Papa: What do you like to do in your free time when you are not slaving away at your computer?

Duane: My true passion is life drawing. I spend my weekends and evenings studying and drawing the human figure.

Papa: Can you share some of your work with us?

Duane: Sure, I would love to.

Duane can be contacted at jay@digital-tutors.com 

Papa Georgio Kyle Green Brad Matson Tatyana Golubeva Joe Turner David LeFebvre John Moncrief Dustin Bennett Duane Jay Jeremy Williams