James Bond: Spectre Title Sequence
The Bond: Spectre title sequence gave me the chance to really stretch some ideas I’d been mulling for a long time.
On top of the usual multi-layer IK, I rolled out complex manual and ramp-based FK controls for the tentacles. This was a great excuse to indulge in texture-driven rigging.
The octopus is a wonderfully slidy and amorphous thing to rig. Thankfully, I was able to marshal some live-NURBS-resurfacing ideas from Shell Shapeshifter that were still fresh in my mind.
I also developed effects-rigs for the dancing girls. To ensure registration with the plates, I extended a per-shot deformation-sculpting tool I’d originally developed some years back for the Andrex campaign. This worked well and enabled us to complete the body-tracking in-house.
All of the rigging was scripted, and I hacked quite deeply into PyMEL’s class virtualisation to help experiment quickly with node-based matrix setups.
As usual, I feel extremely fortunate to have worked with such fantastic colleagues on this job. Check out the full scoop and credit list.