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Wrong Aaron Holly?

Aaron Holly

Character Technical Director

Death Fall

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I agree to the Terms of Service and Privacy Policy. I understand that I will receive a subscription to ZoomInfo Community Edition at no charge in exchange for downloading and installing the ZoomInfo Contact Contributor utility which, among other features, involves sharing my business contacts as well as headers and signature blocks from emails that I receive.

Death Fall

Find other employees at this company (11)

Background Information

Employment History

Lead Character Technical Director

The Walt Disney Company


Character Technical Director

Tippett Studio


Teacher

Academy of Art University


Web References(45 Total References)


Death Fall | Rigging for Feature Animation 1/2

test.deathfall.com [cached]

An interview with Aaron Holly.Death Fall | Rigging for Feature Animation 1/2Drawing on years of production experience in various studios, Aaron guides you through the tools & techniques to rig a character typical of major Feature Animation studios completely, from head to toe. Every chapter is complete and thorough, making sure that no step or information is skipped or glossed over.You will gain a complete and thorough understanding of the underlying concepts & tools of Rigging for Feature Animation. Rigging for Feature Animation provides complete and thorough training for anyone interested in learning these tools & techniques for the first time and is equally valuable to those looking to add to their arsenal of techniques. About Aaron HollyCharacter Technical DirectorAaron Holly has over ten years of production experience in Videogames, Visual Effects and Feature Animation studios.Because Aaron has worked in a number of studios and pipelines over the years he is able to bring a wide range of experience, insight and knowledge to his tutorials.Aaron first began taking 2D animation classes while getting his Bachelors Degree at UCLA.He then continued his studies at the Academy of Art College where he earned an MFA in Computer Arts and later, while working in visual effects, returned to teach classes and Graduate Directed Studies sessions.After a few years in the Videogame industry Aaron made the leap into Visual Effects at Tippett Studio.He then went on to work at Industrial Light + Magic, ESC Entertainment and DreamWorks Animation.He has worked on various projects including The Haunting, Hollow Man, Mummy Returns, Time Machine.Matrix: Reloaded, Shark Tale and he recently completed work on Meet The Robinsons.Aaron is currently working on American Dog as a Character Technical Director.


Game Anim | Tag Archive | metal gear solid 4metal gear solid 4 Archives - Game Anim

www.gameanim.com [cached]

Regarding the facial setup, it looks very reminiscent of the same method I saw presented at ADAPT 2007 by Aaron Holly of Disney.
This involved a similar setup of a bone rig driven by a mesh giving the two following important advantages.


GAME ANIM Articles | Game AnimGAME ANIM Articles Archives - Page 3 of 3 - Game Anim

www.gameanim.com [cached]

Regarding the facial setup, it looks very reminiscent of the same method I saw presented at ADAPT 2007 by Aaron Holly of Disney.
This involved a similar setup of a bone rig driven by a mesh giving the two following important advantages.


Facial Animation | Game AnimFacial Animation Archives - Game Anim

www.gameanim.com [cached]

Regarding the facial setup, it looks very reminiscent of the same method I saw presented at ADAPT 2007 by Aaron Holly of Disney.
This involved a similar setup of a bone rig driven by a mesh giving the two following important advantages.


softimage Archives - GAME ANIM

www.gameanim.com [cached]

Regarding the facial setup, it looks very reminiscent of the same method I saw presented at ADAPT 2007 by Aaron Holly of Disney.
This involved a similar setup of a bone rig driven by a mesh giving the two following important advantages.


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