Rickey has been working in the visual effects industry for over seven years, with his primary focus on the facial rigging and capture processes for high profile film and game projects. This encompasses helmet mounted camera stabilization, generating high resolution actor data, transferring and transforming facial deformations from actor to character, solving blend shape animation, and maintaining animation rigs.
As the facial rigging supervisor, he works closely with the software team for ways of incorporating machine learning to aid in various processes and then working with pipeline to implement an efficient and artist friendly workflow. He has succeeded in pushing various machine learning technologies into feature film, game, and autonomous digital human production.
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