This is one of the creatures i’ve rigged for Drakensang Online.
Was a bit of a challenge, the topology is not symmetric , plus the animators wanted an tail rig that would also allow individual twist per controller. I’ve implemented that using an IK Spline system driven by a ribbon system.

Two Headed Witch NPC rig from Bogdan Diaconu on Vimeo.

And an update for this yearly work:

reel rigging 2013 – Fly from Bogdan Diaconu on Vimeo.

I have been part of the summer Rigging Dojo class, rigging for a short film made by the Anomalia animation school, called ‘Wildlife Crossing’.

This course allowed me to learn a bunch of new stuff and polish my knowledge in regards to rigging, having great mentors: Josh Carey, Brad Clark, Daniel McCrummen.

My tasks were to rig a human character and a non organic one, a kite. I’ve intensively used PyMel scripting to automate tasks, which will be parts of a new PyMel version of my MEL automated rigging script ( like implementing scaling for ik chains, no mattter the solever, fully fingers rigging, legs and arms rigging)

For the kid, i was responsible only for it’s body rigging.
– ik/fk arms and legs
– independet scale and volume per limb
– automatic breathing with adjustable frequency and volume
– ribbon limbs with auto volume on/off
– stretchy spine
– non flip knee
– elbow/knee locking
– space switching for ik hands / head/ neck

reel rigging 2013 ( organic) from Bogdan Diaconu on Vimeo.

The kite features:
– fully dynamic ropes, stripes, strings
– fk multipliers to ease the animation of the stripes/strings, but with the ability of still controlling in FK mode if wanted
– the main string has an fk/ ik /dynamic implementation, allowing to have the kite in an anchored mode, with a knot that can be placed around something.

reel rigging 2013 ( non organic ) from Bogdan Diaconu on Vimeo.

Software: Maya
Scripting: PyMel , PyQt
UI: QtDesigner ( for the static part of the interface)
DL: bdAnimCon.rar

What it does:
– Imports controllers and resolves the namespaces
– Dynamically generated UI for controllers
– Easy to add controllers, just a matter of drag and drop in the ‘controllers’ folder
– Color based controllers
– Mirror behavior / orientation
– Proper shape mirroring in case of mirroring with orientation
– Supports multi-shapes controllers
– Supports hierarchy controllers ( fingers for example)

While these days there are a lot of modular rigging tools that bring the animation controllers along, as a TD you still have to rig various things that require ( supposedly) some curves for the animator to grab and move stuff around. And this scripts just does that.

Basically on the same path with the script you need a folder where to drop your favorite controllers as MA files, with the files named so you have an idea whats inside. Why ? The script will look into that folder and use the file names to set the labels for the buttons.

Here’s a link to a demo of it :

Animation Controllers Library from Bogdan Diaconu on Vimeo.

Two approaches for facial rigging:
– first is joint based, using corrective shapes.

  • sticky lips
  • flashy eyes using joints
  • variable blink line
  • adjustable closed eye lids line with blink still working

– second is blendshapes based.

  • sticky lips using wire deformers
  • flashy eyes using blendshapes
  • Osipa controllers for the face

Face Rigging from Bogdan Diaconu on Vimeo.

First model was bought from, second model was created by Touchwood Animation Studio.

Back to Rigging Dojo , this time to work as character rigger for a non-profit short film ->

Great chance to meet new people and new mentors.


Uhuu, i got accepted at Rigging Dojo -> .

Have two great mentors, Brad Clark, two time Autodesk Master Class instructor, lead author of “Inspired 3D Advanced Rigging and Deformations” and David Behrens, creature TD at Lucasfilm.


Scripting Language:
what it does:
– helps creating a fully rigged skeleton without facial rigging

Yet Another Rigging Tool …

While i was developing it, from some reason i wanted to create all the animation controllers on the fly .. which i did. Basically they are all box type, with the size of them based on the length of the joint they are driving :). Maybe not the best idea in the world, but hey, it seem like a great idea at that point.
Currently I am working on a Python-ic version of it, more modular and with the help of PyQT / QtDesigner for the interface.

bdYart 0.6 from Bogdan Diaconu on Vimeo.

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