
Your One-Stop Shop for Digital Media Asset Creation
My name is John Albert Burnham. My company name is based on my initials "JAB". Because I am the author of this site, I will regard any further commentary as coming from me directly, as opposed to repeating the word JAB as a third-party entity.

A 3D render of a Camaro using the Arnold render engine.
This website was created to obtain work. My skillsets allow me to be useful to many different aspects of digital content creation and 3D animation in general. I cover all of these things within this site as well as my gallery page of show pieces.
Below is a list of subject matters that vary from additional information to vital information regarding me, my history, my experience, services I offer, the software I use and my gallery of show pieces.
I'm a graphics guy, I'm an animator, I'm a father, I'm a musician and I've been around. If you would like to know more about who I am, please click About JAB.
I've been in the multimedia industry since 1988. I've experienced a plethora of different aspects of it all with my main focus on 3D animation and rendering. If you would like to dig deeper into my history and experience, please click Experience.
3D Animation is the primary service I offer, but there are many other things I know and do that maybe of interest to you also. To learn more about that, please click Services.
Autodesk, Adobe, Boris FX, Ableton.
To learn more about the software I use, please click Software.
3D Animation, illustration, static graphics, interactive pieces and sound bites. To see and hear a full layout of my work, please click Gallery.
There are a lot of changes going on in the world and AI is a big one. It is definitely the future, but for DCC's is it a good thing? To hear my take on it including examples, please click Discussions.
It's True!
The desire for ultimate control can be obtained with Autodesk Maya. This amazing program has so many connection points, utility nodes and warp deformers that if you can think it, you can animate it. For engine animations, you need a wide variety of different processes (pistons, valves, actuators, spark; etc.) to happen during every full rotation of the crankshaft, repeatedly. Independently keyframing all these processes can surely be done, but the timeline becomes quite congested, not to mention the ability to accelerate and de-accelerate all those things would become painstakingly cumbersome.
There is a better way!
Harnessing the driving force of the crankshaft's (timeline set) rotational key frames, I have been able to take advantage of the many features and functions Maya has to offer to directly connect the crankshafts movement to dynamically control every other moving part on the engine. Thus, making the programs ability to increase or decrease the engine speed as easy as moving one rotational keyframe!

This GM LNF 2.0 engine animation is my animation demo and can be viewed on my
What I used
The animation in reference has been accomplished by using Autodesk Maya. The following is the complete list of features I used from that program.
Note:
Animations like this can be rendered in other programs (such as KeyShot Pro) by baking the keyframes first and exporting the file as an FBX or .ASS file. The dynamic control will be lost but the animation is permanently keyframed.
John Albert Burnham

To learn more about me, my skillsets and my history, head over to the main menu at the top of the page.
CONTACT
Plymouth, Michigan 48170
United States of America
P: 313 296 2823
E: john.b@jabmediaservices.com
SOCIAL
JAB MEDIA SERVICES © 2026 - COPYRIGHT 2026 Burnham Alive!