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SUBBAIAH ADDANKI 
A programmer having experience in Rigging & Tools Development, for over 7 years in Animation & VFX industry. Developed various tools like Hyper Skinning System, Auto Cyclic Animation, Path Animation, Easy Geo Cache and Auto Rigging tools like – biped, quad, snake, bird and insects etc. OBJECTIVE To contribute to the growth of the animation & VFX industry success through the efficient use of previous experience and skills. To obtain a position that will enable me to use my strong organizational and team skills, educational background and ability to work well with people. CONTACT Mail: subbu.add@gmail.com Mobile: +971 55 260 6430 MORE INFO Personal Website: www.pythonscripting.com Vimeo Channel: https://vimeo.com/subbu118 Linked-In Profile: https://linkedin.com/in/subbu118 IMDB Profile: http://www.imdb.com/name/nm4244972/ 
PROFESSIONAL EXPERIENCE 
BARAJOUN ENTERTAINMENT (DUBAI) 
 Lead Rigger, Creature TD and Tools Developer 
May 2013 – Present 
XENTRIX STUDIOS (INDIA) 
 Character Supervisor (Rigging) 
Aug 2012 – 2013 
FIREFLY CREATIVE STUDIO (INDIA) 
 Asst Supervisor (Rigging) 
Jul 2011 – 2012 
 Senior Rigging Artist & Tools Developer 
Jul 2010 – 2011 
 Rigging Artist & Tools Developer 
Aug 2007 – 2010 
TECHNICAL SKILLS 
 Rigging – Facial, Muscles, Character, Props, Creature etc. 
 Scripting – Python, Maya Python API, C++, MEL 
 Tools Development and R&D – Rigging, Pipeline, Composting 
 Simulation – Ragdolls, Cloth & Cloth setup 
 Modeling – Hard surface 
 Lighting – Basic 
SOFTWARES 
 Maya 
 Qualoth 
 Nuke (Scripting) 
 Eclipse (Scripting) 
 QT Designer (Scripting) 
EDUCATION RACE ANIMATION COLLEGE, AP, INDIA  Diploma in Extreme 3D - Maya (2006 – 2007)  Specialization in rigging, MEL & Python programming ANDHRA POLYTECHNIC, AP, INDIA  Diploma in Automobile Engineering  Was among the top rankers in the state (2nd Rank)
RESPONSIBILITIES Working closely with CG supervisor, director and supervisors of other departments to provide the advance rig setups to meet the requirements of concept art and story board. Efficient trouble-shooting and finding solutions for complex technical issues arises in rigging and pipeline. Developing various tools based on the requirements and issues arises during the production to speed up the process without losing the quality in less possible time. Working on one of the rigs to better understand the team members’ requirements and to take advantage of R&D and implementation of tools and better solutions. Working on cloths and simulation after completion of major work in rigging due to interest in other areas. Training the riggers on various aspects like understanding programming concepts, automation of repetitive tasks and helping them in writing tools for production. Resolving geometry cache issues in pipeline as required by lighting team and developing various supplementary tools to support pipeline programmers and animators. PROJECTS BARAJOUN ENTERTAINMENT (DUBAI)  Bilal (Full CG feature film) Lead Rigger, Creature TD and Tools Developer Had set up the pipeline for rigging including hyper real facial setups for main characters. Developed the tools for facial rigging and auto rigs for bipeds and quadrupeds. Rigged all quadrupeds and some of main characters and worked for cloth setup. XENTRIX STUDIOS (INDIA)  Beware The Batman (Television Series)  Ice-Age (4D) Character Supervisor (Rigging) Implemented the pipeline for developing the tools in python for rigging and conversion of MEL tools to python. Had set up the pipeline for rigging hair and found solutions for lot of hair issues in rigs. Closely worked with other teams like R&D and finalizing. Developed the tools like silhouette editor (finalizing), hair rigger with zip system and right click options. During this period, continued to develop my personal tool hyper skinning system (semi skinning automation tool) and implemented on production characters successfully. FIREFLY CREATIVE STUDIO (INDIA)  Damarukam (feature film VFX)  Once upon a warrior (Disney - feature film VFX)  Robo (feature film VFX)  Magadheera (feature film VFX)  Gaalipata (feature film VFX)  Infosys project (Commercial Advertisement)  Adobe Valley (Commercial Advertisement)  Arundhati (feature film VFX) Assistant Supervisor (Rigging) Joined as a rigging artist and worked for above projects during five years period. Was responsible for the implementation of following:  Set up the pipeline for the development of tools in python  Ragdoll simulations for digital doubles  Auto rigging tools for biped, quad, bird, snake and insects.  Pipeline for geo cache system and supporting tools.  R&D and implementation of many techniques in pipeline. During this period, developed many tools and rigged many characters.
DEVELOPMENT OF MODULES Developing various modules for past 7 years, with a focus of eliminating repetitive code. These modules become the backbone of all the tools developed in pipeline :  eRig – general functions in rigging and pipeline  eCtrl – generation of controls which meets most of the requirements in rigging pipeline.  eMath – Math functions  eTest – Testing module  eSpec – Specific functions  asNode – Node based programming module ACHIEVEMENTS - My interview has been featured in Animation Insider recently. http://www.animationinsider.com/ 2014/10/subbaiah- addanki/#comment-742371 - Articles about my tools and tutorials got published in many websites, for example 3dvf - Worked with team in making the visual effects of regional movies which won the national awards OTHER EXPERIENCE Worked as Product Support Engineer for 9 years in GMMCo Ltd for caterpillar machines. Impassioned by programming & animation, switched over to animation industry. This experience helps me a lot while rigging mechanical characters. During this period, lead the team of members, given product support to many customers and received performance rewards five times. TOOLS & MODULES HYPER SKINNING SYSTEM (RIGGING) It’s a semi auto skinning and disc based system. Discs preserve the volume at elbows and shoulders like areas. Initially started this system with geo centric mechanism. Later discs has taken the form of Hyper Discs which allows joint level control and provides sharp or smooth bends. With the introduction of Maya Python API 2.0, speed of the system is going to reach next level. Here is the link for main video on this system: https://vimeo.com/60102640 ARC TRACKER & EDITOR (ANIMATION) To edit animation of any control in 3d view by creating and adjusting the arc in the same path and to update the animation later by deleting the generated arc. https://vimeo.com/17705696 AUTO CYCLIC & PATH ANIMATION (ANIMATION) Auto Animation : This helps to develop different types of animations with change in intensity and speed from one animated walk cycle. It can achieve different types of attitudes in walk cycles. It helps to create auto animation for all types of cyclic animations. Path Animation : It helps to travel different objects along path by maintaining relative spacing between objects or controls https://vimeo.com/17458250 AUTO RIGS : BIRDS, SNAKES & INSECTS Etc. (RIGGING) Developed various auto rigs for all types of creatures like birds, snakes, insects, quadrupeds and bipeds etc. These auto rigs have utilized modular rigging system. There are different modules to serve main auto rigs based on various requirements. NODE BASED SCRIPTING – asNode (PIPELINE) asNode played major role in hyper skinning system as supporting module. Now it is available for download at below link: http://www.creativecrash.com/maya/script/as_smoothnearest-a- magic-in-hyper-skinning-system It is the key module in maya rigging and pipeline process. Developed this with the inspiration from PyNode in PyMel, but with extended support to rigging and pipeline. It doesn’t need any external modules like PyMEL and purely written with maya modules and API. Lot of other tools developed by me can be seen on my web site in video form with description.

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Resume subbu addanki

  • 1. SUBBAIAH ADDANKI A programmer having experience in Rigging & Tools Development, for over 7 years in Animation & VFX industry. Developed various tools like Hyper Skinning System, Auto Cyclic Animation, Path Animation, Easy Geo Cache and Auto Rigging tools like – biped, quad, snake, bird and insects etc. OBJECTIVE To contribute to the growth of the animation & VFX industry success through the efficient use of previous experience and skills. To obtain a position that will enable me to use my strong organizational and team skills, educational background and ability to work well with people. CONTACT Mail: subbu.add@gmail.com Mobile: +971 55 260 6430 MORE INFO Personal Website: www.pythonscripting.com Vimeo Channel: https://vimeo.com/subbu118 Linked-In Profile: https://linkedin.com/in/subbu118 IMDB Profile: http://www.imdb.com/name/nm4244972/ PROFESSIONAL EXPERIENCE BARAJOUN ENTERTAINMENT (DUBAI)  Lead Rigger, Creature TD and Tools Developer May 2013 – Present XENTRIX STUDIOS (INDIA)  Character Supervisor (Rigging) Aug 2012 – 2013 FIREFLY CREATIVE STUDIO (INDIA)  Asst Supervisor (Rigging) Jul 2011 – 2012  Senior Rigging Artist & Tools Developer Jul 2010 – 2011  Rigging Artist & Tools Developer Aug 2007 – 2010 TECHNICAL SKILLS  Rigging – Facial, Muscles, Character, Props, Creature etc.  Scripting – Python, Maya Python API, C++, MEL  Tools Development and R&D – Rigging, Pipeline, Composting  Simulation – Ragdolls, Cloth & Cloth setup  Modeling – Hard surface  Lighting – Basic SOFTWARES  Maya  Qualoth  Nuke (Scripting)  Eclipse (Scripting)  QT Designer (Scripting) EDUCATION RACE ANIMATION COLLEGE, AP, INDIA  Diploma in Extreme 3D - Maya (2006 – 2007)  Specialization in rigging, MEL & Python programming ANDHRA POLYTECHNIC, AP, INDIA  Diploma in Automobile Engineering  Was among the top rankers in the state (2nd Rank)
  • 2. RESPONSIBILITIES Working closely with CG supervisor, director and supervisors of other departments to provide the advance rig setups to meet the requirements of concept art and story board. Efficient trouble-shooting and finding solutions for complex technical issues arises in rigging and pipeline. Developing various tools based on the requirements and issues arises during the production to speed up the process without losing the quality in less possible time. Working on one of the rigs to better understand the team members’ requirements and to take advantage of R&D and implementation of tools and better solutions. Working on cloths and simulation after completion of major work in rigging due to interest in other areas. Training the riggers on various aspects like understanding programming concepts, automation of repetitive tasks and helping them in writing tools for production. Resolving geometry cache issues in pipeline as required by lighting team and developing various supplementary tools to support pipeline programmers and animators. PROJECTS BARAJOUN ENTERTAINMENT (DUBAI)  Bilal (Full CG feature film) Lead Rigger, Creature TD and Tools Developer Had set up the pipeline for rigging including hyper real facial setups for main characters. Developed the tools for facial rigging and auto rigs for bipeds and quadrupeds. Rigged all quadrupeds and some of main characters and worked for cloth setup. XENTRIX STUDIOS (INDIA)  Beware The Batman (Television Series)  Ice-Age (4D) Character Supervisor (Rigging) Implemented the pipeline for developing the tools in python for rigging and conversion of MEL tools to python. Had set up the pipeline for rigging hair and found solutions for lot of hair issues in rigs. Closely worked with other teams like R&D and finalizing. Developed the tools like silhouette editor (finalizing), hair rigger with zip system and right click options. During this period, continued to develop my personal tool hyper skinning system (semi skinning automation tool) and implemented on production characters successfully. FIREFLY CREATIVE STUDIO (INDIA)  Damarukam (feature film VFX)  Once upon a warrior (Disney - feature film VFX)  Robo (feature film VFX)  Magadheera (feature film VFX)  Gaalipata (feature film VFX)  Infosys project (Commercial Advertisement)  Adobe Valley (Commercial Advertisement)  Arundhati (feature film VFX) Assistant Supervisor (Rigging) Joined as a rigging artist and worked for above projects during five years period. Was responsible for the implementation of following:  Set up the pipeline for the development of tools in python  Ragdoll simulations for digital doubles  Auto rigging tools for biped, quad, bird, snake and insects.  Pipeline for geo cache system and supporting tools.  R&D and implementation of many techniques in pipeline. During this period, developed many tools and rigged many characters.
  • 3. DEVELOPMENT OF MODULES Developing various modules for past 7 years, with a focus of eliminating repetitive code. These modules become the backbone of all the tools developed in pipeline :  eRig – general functions in rigging and pipeline  eCtrl – generation of controls which meets most of the requirements in rigging pipeline.  eMath – Math functions  eTest – Testing module  eSpec – Specific functions  asNode – Node based programming module ACHIEVEMENTS - My interview has been featured in Animation Insider recently. http://www.animationinsider.com/ 2014/10/subbaiah- addanki/#comment-742371 - Articles about my tools and tutorials got published in many websites, for example 3dvf - Worked with team in making the visual effects of regional movies which won the national awards OTHER EXPERIENCE Worked as Product Support Engineer for 9 years in GMMCo Ltd for caterpillar machines. Impassioned by programming & animation, switched over to animation industry. This experience helps me a lot while rigging mechanical characters. During this period, lead the team of members, given product support to many customers and received performance rewards five times. TOOLS & MODULES HYPER SKINNING SYSTEM (RIGGING) It’s a semi auto skinning and disc based system. Discs preserve the volume at elbows and shoulders like areas. Initially started this system with geo centric mechanism. Later discs has taken the form of Hyper Discs which allows joint level control and provides sharp or smooth bends. With the introduction of Maya Python API 2.0, speed of the system is going to reach next level. Here is the link for main video on this system: https://vimeo.com/60102640 ARC TRACKER & EDITOR (ANIMATION) To edit animation of any control in 3d view by creating and adjusting the arc in the same path and to update the animation later by deleting the generated arc. https://vimeo.com/17705696 AUTO CYCLIC & PATH ANIMATION (ANIMATION) Auto Animation : This helps to develop different types of animations with change in intensity and speed from one animated walk cycle. It can achieve different types of attitudes in walk cycles. It helps to create auto animation for all types of cyclic animations. Path Animation : It helps to travel different objects along path by maintaining relative spacing between objects or controls https://vimeo.com/17458250 AUTO RIGS : BIRDS, SNAKES & INSECTS Etc. (RIGGING) Developed various auto rigs for all types of creatures like birds, snakes, insects, quadrupeds and bipeds etc. These auto rigs have utilized modular rigging system. There are different modules to serve main auto rigs based on various requirements. NODE BASED SCRIPTING – asNode (PIPELINE) asNode played major role in hyper skinning system as supporting module. Now it is available for download at below link: http://www.creativecrash.com/maya/script/as_smoothnearest-a- magic-in-hyper-skinning-system It is the key module in maya rigging and pipeline process. Developed this with the inspiration from PyNode in PyMel, but with extended support to rigging and pipeline. It doesn’t need any external modules like PyMEL and purely written with maya modules and API. Lot of other tools developed by me can be seen on my web site in video form with description.