Rigging & Animation/2021
Rigging
A collection of game-ready rigs developed for characters and creatures, focused on efficient animation workflows, stable deformation, and real-time engine integration. Each setup was designed to balance animator-friendly controls with the technical requirements of game production.
Autodesk MayaBlenderRiggingSkinningUnreal EngineUnity
Challenges
- Creating flexible rigs for different character types
- Maintaining stable deformation across complex animations
- Meeting real-time engine and game production constraints
Solutions
- Built modular rigging systems adapted to different assets
- Developed IK/FK controls and optimized deformation setups
- Prepared clean skeleton hierarchies for engine integration
Results
- Efficient and animator-friendly control systems
- Reliable deformation across different motion ranges
- Game-ready rigs prepared for real-time pipelines
/ Gallery
Rigging render with control curves and deformation setup for a stylized character
/ Process
- 01Analyzed character anatomy, movement requirements, and gameplay constraints.
- 02Built skeletons, control systems, and deformation setups based on each asset.
- 03Tested animation ranges and prepared final rigs for real-time engine integration.
/ Technical
- IK/FK systems and custom controls
- Skinning and weight painting
- Dynamic parameter controls for mesh variation
- Game-ready skeleton hierarchies
- Unreal Engine and Unity integration
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