Andy Seredy Animator / Character Rigger 954.907.7847

Work Eligibility: Dual National - U.S and Canada

Experience:

Strut Your ReelAug 2006 – Current

Character Rigging Forum Moderator

Monthly Contest Character Creature Rigger

Moderator and Rigger

Maya

Awe Productions, Inc.Dec 2003 – Sept 2006

Avatar: The Last Air Bender (PC) THQ Summer 2006

Lead Animator / Rigger

Maya

Sponge Bob Square Pants: Nighty Nightmare (PC) THQ, Summer 2006

Lead Animator / Rigger

Maya + 3D Studio Max

Cabbage Patch Kids: Where’s My Pony (PC) D3Publisher. Fall 2005

Lead Animator / Character Rigger /Character Modeler / Character Texture Artist

Maya

Bratz: Rock Angels (PC) THQ. Summer 2005

Animator / Animation Quality Control / Character “Finaler”

Maya + 3D Studio Max

Agatha Christie’s: And Then There Were None. (PC) The Adventure Company. Fall 2005

Additional Artist / Rigging R&D

Maya + 3D Studio Max

Sponge Bob Square Pants: The Movie (PC) THQ. Fall 2004

Character Animator / Rigger

Maya

Jungle Warfare 2002 - 2004

Jungle Warfare: Guerilla Operations (UT2004 PC)

Character Animator / Character Rigger / Character “Finaler”

Responsible for all 125 third person player animations, created a custom animation rig and controls for this total conversion MOD. The game was entered into the “2003 Make Something Unreal Contest”. Awards: 5th Place for Best Mod Overall out of 148 entries. Honorable Mention: Characters

Education:

A.S. in Computer Animation
Full Sail, Orlando, FL

Graduated: January 2002

 Andy Seredy    954.907.7847 

Demo Reel Break Down 2006

Rigging Reel

This is a demonstration of just a few of the features of the Sergio Rig. The video highlights the automated squash and stretch, the general controls used to transport the rig through the scene, and also to add weight shifts, the IK/FK blending capabilities of the arms, the advanced finger controls used to quickly make dynamic hand poses, the Ospia-based facial controls and mouth blendshapes, and finally the heads line of action deformers used to accent movements. Some of the features the video did not cover are: Dynamic blendable parenting of appendages from world to the god/cog control, Manual squash and stretch keyable by the animator, Advanced foot controls used to make the foot roll and pivoting from the ball, Line of action controls for the arms and legs, and GhostMe’s used as tracking points for the animator to check arcs with, just to name a few.

The rig was designed with “ease of use” in mind. More complex controls were omitted, to ensure any animator with any level of experience could sit right down and start “plugging” away. Much attention was also given to the aesthetics of the controls. Animators are artists, and they prefer looking at pleasing shapes and color schemes. This, combined with clear and easy to identify controls, contributes to its user friendliness

The rig is based primarily on blend shapes for its deformations. One of the benefits this hasis an increased playback rate in real time, so the animator can more quickly see the results of edits. The main drawback is that it is RAM intensive and made for a memory foot print of about 55Megs.

Animation Reel

  1. Sergio Walk Cycle. This is a toony walk test for the rig in its early stages. It helped clearly define areas of deformation inconsistency.Credit: Animation, Rigging.
  2. Fire Rhino Walk Cycle. This was a walk cycle created for an Avitar license.Credit: Animation, Rigging.
  3. Giant Bat Flight Cycle. This was created for an Avitar license. Credit: Animation Rigging
  4. Ninja Run Cycle. This animation was created for an Avitar license for a party member character. Credit: Animation, Rigging.
  5. Maid Walk Cycle. This was created as a demo for the use of real time cloth in a game engine. The cloth was simulated using Maya Dynamics Hair driving chains of bones. Credit Animation, Rigging.
  6. Soldier Walk Cycle. This was created for an Unreal Tournament Mod. Credit: Animation, Rigging.
  7. Jelly Fish Idle cycle. This was created for a Sponge Bob Square Pants license. It employs a real time squash and stretch feature that is accepted by all game engines that support non-uniform scaling. Credit, Animation, Rigging
  8. Evil Cone Idle2 Cycle. This was an extended idle cycle for a sentry type character. Credit Animation, Rigging.
  9. Butterfly Action Animation. This was created as a Click-event background animation. Credit: Animation, Rigging.
  10. Ninja Knocked Down/ Get Up. This was created as a cut scene animation where the character gets knocked out by a shot to the head, and a while later gets up. Credit: Animation, Rigging.
  11. WIP Sergio Dialogue. This is a work in progress of a test dialogue animation used to test the facial controls of the rig, Credit: Animation, Rigging.
  12. WIP Box Push. This is an animation attempt at recreating a photo real movement using the Pose Blocking Method. Credit: Animation, Modeling, Rigging.

 Andy Seredy    954.907.7847 