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Facial Animation Feature Owner

  • ​Handling  Facial Animation Set-ups in Gameplay and Missions for player, main story, combat, civilian & ambient characters
     

  • Unreal Engine Animation Linked Layer Interface Set-up
     

  • State Machines with smooth transition between
    Procedurally Generated data & MoCap data

     

  • Logic for Additive animation with applied offsets that allow reusing base animation for all characters
     

  • Collaboration with Code on optimization solutions for MetaHuman & 3Lateral Facial set-up: reducing joint count for both skeleton & animation data, enable/disable Control Rig when necessary, setting up LODs

Technical Animation

  • Dynamics Set-up for clothing, accessories & hair

    • Setting up Physics Asset for Rigid Bodies Dynamics​

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

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

  • Vehicle Handling: Steering wheel IK logic​
     

  • Creating & Maintaining Animation logic in Missions: 

    • State Machines for both body & facial animation​

    • Supporting seamless transitions - collaborating with Code & Tech Design

    • UE Level Sequencer Support For Cinematics - both body & face animation
       

  • Maintaining & Bug Fixing for existing Animation Blueprints
    & State Machines

    • Advanced Locomotion​

    • Cover & Combat (Weapons handling)

    • Slopes & Strairs

    • Combat in Vehicles

Rigging

  • Bi-pedal Character Rigs: Realistic Human Rigs,
    Hind-legged & unique limbs set-ups for Robots

     

  • Factory Machinery & Robot Rigs: Conveyor belts, Pick & Place Robots with modular attachments
     

  • Vehicle, drone, & plane Rigs for Gameplay & cinematics: both hard & soft skinned with modular parts
     

  • Props & Weapons Rigs: from glasses of water to Pistol & Assault Rifles
    ​

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

     

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

  • Creating simple Python scripts that automate work: 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
       

  • Collaborating with the Vehicle team & Code for
    modular vehicle set-up compatible with cinematics

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