Celaeno's Lair
Role: 3D Character Rigging · 3D Character Animation · Editing · 3D Modelling
Project Details
Type: Student animation project
Format: 3D animated short
Duration: 32 seconds
Context: Animation studies, 5th semester
In the oldest oak of the forest lives the harpy Celaeno, feared by all. A wanderer encounters her and feels threatened. But is she truly dangerous, or could she actually help him?
Rigging (Main Focus)
Built using mGear Biped Template as a structural base and extended with custom systems.
Core Setup
- Custom components for wings, feathers, tail, and fingers
- FK/IK switching
- Additional driver (drv) structure outside mGear for constraints, automations, and Set Driven Keys
- Clear separation between animator controls and technical driver layer
Skinning
- Layered workflow using ngSkinTools (body → spine → extremities → wings → head)
- Separate objects required individual setups, revealing pipeline limitations
- Reinforced the importance of early planning for multi-mesh rigs
Wing System
- Pose-driven setup via single
wingCloseattribute (SDK) - Corrective blendshapes sculpted in pose using SHAPES
- Explicit deformation order management (skinCluster before blendShape)
- Identified hierarchy and evaluation issues when combining SDK + blendshapes
Facial Rig
- Built with mGear Eye and Lips Riggers
- Blendshapes for secondary deformation
- Functional but structurally simpler than the body rig
- Clear areas for improvement in mouth performance and modular integration
Key Technical Takeaways
- Deformation order control is critical for stability
- SDK + blendshape systems require careful hierarchy management
- Clean rig structure prevents spatial drift during animation
- Animator usability must guide control design
- Early UV and structural preparation are essential for sculpt-based workflows
This rig functions as a technical prototype and foundation for further refinement, particularly in deformation stability and control optimization.
Editing
- Iterative animatic development to define pacing and tension
- Storyboard and shot development created collaboratively
- Illustrated frames by Ioana-Andreea Surdu
- Editing and sound editing handled in DaVinci Resolve
- Focus on timing, spatial contrast (interior vs. exterior), and gradual tension build
Technical Insight:
DaVinci Resolve showed limitations for surround workflows compared to dedicated audio software, reinforcing the importance of tool selection within a production pipeline.
3D
- Concept based on oak references and inspiration from Sleepy Hollow (1999)
- Dual access points designed to reflect character logic
- Blocking + UVs in Maya → Sculpt in ZBrush → Texture in Substance Painter
- High-to-low workflow with baked height information
- Explored procedural and photo-based texturing approaches