
For the past week I’ve been obsessed with this little problem related to generating appealing 3d geometry with 2d line art. Starting off with Python, and sampling approach I called the ray spinner, I was able to bulge out 2d animated shapes in an appealing manner, but it failed for irregular shapes. I moved on to another method using Maya nodes and have come up with some really interesting results. Below are a few of the process images. Everything seen here was generated procedurally from a single nurbs curve. In the future I’ll have more to show, this stuff is going to be used in a project currently in production.
The evaluated centers of a 2d object |
Arc mapping without a radial tolerance. Ooh baby |
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I am losing sleep over this |
Also, I’ve recently made my BoolieMan claymation rig free to download. Go get it if you like playing around with obscure and buggy animation rigs.