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Facial Animation

  • Unreal Engine Animation Facial Linked Layer Interface Set-up  for Player, Story and Ambient Characters
     

  • State Machines with smooth transition between Procedurally Generated & hand keyed data
     

  • Logic for Additive animation with applied offsets that allow reusing base animation for all characters: feminine, masculine, and body types
     

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Face & Body Customisation

  • Created assets for Facial Customisation System

    • Exported Shapers data from Maya to extract Max and Min Poses for the UE Pose Asset​

    • Created UE Pose Asset with Shapers sliders for transform & scale of facial features 

    • Integrated Pose Asset within the Animation Blueprint, making sure it is compatible with the Animation Facial Linked Layer Interface
       

  • ​Collaborated with Animation Code & Tech Art to create
    the Face and Body customisation System for Everywhere 
    ​

    • Maya Tools for mesh parts swapping to allow more efficient skinning pipeline​

    • UE Character Creator Editor for parts assembly and facial & body animation preview

    • Maintaining State Machines for in-game Character Creator 

Technical Animation

  • Creating & Maintaining Animation Blueprints & State Machines

    • Advanced Locomotion

    • Slopes & Stairs

    • In Game Cinematic Events

    • Emotes and reactions
       

  • Maintaining & Bug Fixing for Animation Bleprints & State Machines

    • Combat (Weapons handling)

    • Vehicle Handling
       

  • Control Rig Runtime IK Set-up for upper body & lower body​
     

  • Runtime Retargetting for characters of various proportions
     

  • Dynamics Set-up for clothing, accessories & hair

    • Setting up Physics Asset for Rigid Bodies Dynamics​

    • ABP logic for Animation Dynamics, Spring & Trail Dynamic nodes

    • Close collaboration with Rigging Team on asset set-up/integration

Rigging

  • Bi-pedal Character Rigs: Humanoid Styalised (squash & stretch)
     

  • Vehicle Rigs for Gameplay: both hard & soft skinned with modular parts
     

  • Props & Weapons Rigs: from glasses of water to Assault Rifle
     

  • ​Skinning work for all assets: using Maya native tools
    & NG Skinn Tools

     

  • Assets Integration & LODs optimisation for UE5
     

  • Collaborating on developing a Python modules library that can be used to create more complex tools
     

  • Creating simple Python scripts to automate workflows

    • IKs set ups, springs, squash & stretch, skeleton retargetting

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Tech Support for Gameplay Animation Team

  • Support for all the tools developed in the house for any DCC packages and software itself: Maya, MoBu, Unreal Engine
     

  • Support for all external Animation tools: LiveLink, AnimBot, SGX Director, Red9
     

  • Support for assets integration and submission:
    Unreal Engine, Perforce, Unreal Engine Sync

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Tech Art & Pipeline Dev

  • SGX Director R&D & DCC Pipeline Development

    • Audio + transcript to procedural animation

    • Developed pipeline for SGX Director for Unreal Engine & Maya for Meta Humans & custom 3Lateral Rigs

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