Mauro Lopez Gimenez
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vincentzaraek.bsky.social
Mauro Lopez Gimenez
@vincentzaraek.bsky.social
Senior character TD @ Naughty Dog.
Focused on ML applied on character rigging and animation
Big thanks to Jeff Brodsky of Vertex Theory for this incredible video showcasing my tool! If you haven’t seen it yet, don’t miss out, it’s a fantastic walkthrough! 🎥 youtu.be/kEQK5Sd4484?...
Is this better than RBF solvers for driving muscle deformations?
YouTube video by Vertex Theory
youtu.be
February 10, 2025 at 4:42 AM
I created these nodes in Maya since most production rigs|animations are done there. There aren’t many production-level character rigs in Houdini.
That said, the inference math quite is simple, so I might put together a few snippets to achieve something similar in Houdini in the future. Stay tuned😉
January 27, 2025 at 11:46 PM
👍 Give a like if you'd love a follow-up on adding non-linearity to linear regression! Or drop a comment to let me know what you'd like to see next.

I’m always excited to dive deeper into #MachineLearning applied to #Rigging topics and #CharacterTD
January 26, 2025 at 4:22 AM
💡 Coming next: a PCA Blendshape Node
These tools are instructional—Not meant for production use but great for exploring ML in 3D animation. Feedback & contributions are welcome!
December 27, 2024 at 3:57 PM
Also, in my experience, ML models are easier to implement in custom pipelines. Their inference relies on straightforward linear algebra, making them simpler implement. And since they are easy to interpret, can be integrated with post train fine-tune with artist-driven tools (edit weight and bias)
December 11, 2024 at 8:20 PM
Neural networks are great for model complex, non-linear relationships. However, for simpler problems, ML's advantages in efficiency (like you mention), data requirements (they can be trained with smaller data sets), and interpretability (easier to understand how each feature affect the outputs).
December 11, 2024 at 8:20 PM
3️⃣ PCA for Generating New 3D Faces (Eigenfaces for Meshes)

Use PCA to reduce the dimensionality of 3D facial data, then generate new faces by interpolating in the reduced space, and then convert it back to the original space for a brand new face.
December 11, 2024 at 4:44 PM
2️⃣ K-Means for Vertex Clustering by Position and Normals

Use k-means clustering to group vertices based on spatial proximity and normal direction. This helps segment parts of a mesh automatically (e.g., head, torso, limbs).
December 11, 2024 at 4:43 PM
1️⃣ Linear Regression for "Smart" Driven Keys:
Use linear regression to model the relationship between a driver (e.g., joint rotation) and a driven (e.g., blendshape weight). Instead of setting keys manually, train the relationship using example data and let the model interpolate for unseen values.
December 11, 2024 at 4:40 PM
Here are some pseudo-code images.
🎯 Modular and easy to extend:
✅ Add constraints with loss functions.
✅ Assign weights to losses for flexibility.
✅ Add new types of losses dynamically.

Perfect for tasks like mesh fitting, alignment, or other approximations
#TechInnovation
#Rigging
#CharacterTD
December 3, 2024 at 10:08 PM