animation

BREAKDOWNS

SYSTEM:
MODULAR ANIMATION

A system that allows for multiple skeletons to be posed/animated together, despite not being exported together to the display application. All the animation is saved together in one file, and the data for the joints on the separate skeletons are kept together. That way, when the skeletons are added together during run time the animation data is already supplied. 
 

CHARACTER: UKIUK

HOURS: 20 (RIG) 8 (ANIM)
DATE COMPLETED: March 2019
PROGRAMS USED: Maya
NOTES: Model by Alice Jaunet (@cozy_wire on Twitter) IK/FK switches on all limbs, mirrored controllers, custom fluff controls and in depth skirt controls.  

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CHARACTER: 
FIRST PERSON SPELLCASTER

HOURS: 2 (RIG) 4 (ANIM)
DATE COMPLETED: OCT 2021
PROGRAMS USED: Maya
NOTES: Model by Zach Olson (@RaptorZ71 on Twitter) Mirrored controllers, VFX bones for animating arcs, space switching in hand VFX joint.  

CHARACTER:
GOLEM BOSS

HOURS: 2.5 (RIG) 5 (ANIM)
DATE COMPLETED: OCT 2021
PROGRAMS USED: Maya
NOTES: Model by Noah Wussow (@_Nusso on Twitter) Mirrored controllers, togglable parents for floating pieces of body. Removable projectile meshes.  

E.G. This badger here, the tail and the ears are seperate skeletons from the main badger itself. This means that the joints in the tail are not exported with the body. But their animation data is saved with the main body's animation. 

One animation to rule over several skeletons working in tandem.