This page showcases several short animation projects I’ve undertaken, along with a sample of the final product of the project.

QLF advertisements

A set of videos created for QLF in Dodgeville, WI to advertise their cattle feeds. The voice acting was done by QLF employees, and the human character was designed after a QLF employee. All modeling, rigging, animating, lighting, texturing, and editing and sound foleying were done by me. These two three minute films were created in five months time, to coordinate with a new website design launch for QLF.

This third sequence is a longer piece for QLF in which they wanted the Wisconsin cows to visit their California cousins and show them what “happy cows” really looked like:

Rolling robot character

The goal of this character was to create a cartoon-like, yet mechanical character, so the rig combined rigid-body animations and FFD transformations. Below is a sample animation with this character, giving a turntable look at the model, as well as showing the various capabilities of the rig. This piece was created using Autodesk 3D Studio Max, and Adobe Photoshop (for texture maps).

2006, a History of the Future

A seminar hosted in 2006 wanted to take a look a the future of Healthcare (and people’s lifestyle in general), and present it as if it had already happened, and this was a nostalgic look back on that time. An interested concept and a challenge to complete. Eventually three time periods were created: 50 years into the future, 250 years into the future, and 5,000 years into the future. The scripts of the pieces below are not my creation, but a large portion of the 3D backgrounds, 3D animation, compositing and effects are my work.

“Q” lab introduction

An executive wanted to be introduced as “Q”, James Bond’s gadgeteer, for his presentation at a James-Bond-themed conference, and so I was asked to do a short video introduction, introducing him as this character. The company’s campus has a working farm on it, and the executive wanted to use it as the location for the secret lab, since images of the farm and the company’s campus would be known to the attendees, and would make a good inside joke about the secret lab.

This sequence combines live action, 3D animation, and compositing effects, created using Autodesk 3D Studio Max, Discreet Combustion, and Adobe Premiere. The voiceover voices are fellow colleagues, and an outside party ran the camera for the widescreen live-action shots, but all other portions of this piece were created by me.

I created two behind-the-scenes pieces to illustrate what went into the design of the main elevator shaft sequence, and the compositing of the laser cannon on the shark head. Click the thumbnails below to view those sequences.

Welcome to Verona introductory piece

When my previous company moved out of Madison, Wisconsin to Verona, Wisconsin, to set up their own campus, the CEO requested a short video introduction be created for our annual fall conference, welcoming visitors to our new campus, and for previous attenders, to give the sense that the best aspects of the three buildings we had used in Madison previously for the conference were all rolled up in our new campus. So, with that guidance, I created the following video. All animation, sound effects, and editing are my work, while the fabrication of the actual moving elements (in Photoshop) was created by a colleague of mine, and the two of us collaborated on the design of the whole piece. Software used to create this piece included Discreet Combustion and Adobe Premiere.

POV-Ray Particle Script

As a senior project in my college degree from the University of Wisconsin – Stout, I chose to learn more about the physics involved with creating particle systems, and design one for myself. I had worked with the POV-Ray Raytracer for many of my younger years, and seeing as it did not have a built-in modeling or animating interface, I chose to design a particle system for it.

My inspiration on how to accomplish this came from reading of John Aughey winning a Technical Merit badge for his entry in the animation competition of 1998. His entry described a Perl script he had written that did all the computations of the location of his marble track along a three-dimensional spline before being entered into POV-Ray, and outputted a scene file for POV-Ray, ready to render.

I mimicked his setup and created a Perl script that calculated the physics of an environment and outputted a final scene file for POV-Ray to render, without needing to do any physics or location-tracking within POV-Ray. This had advantages over other particle systems written for POV-Ray in that it did not rely on POV-Ray to do the physics calculations, and since all frames were computed in advance, skipping frames and doing preview animations this way is much easier.

Below are five final pieces created in POV-Ray showcasing the system being used for various effects. The voiceovers were done by me as well, and were intended to enhance the viewing of these samples by visitors to my Senior Class art show, who may not be familiar with particle systems overall, and hence the descriptions in the voiceovers are very basic.

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