Character & Props Rigging for UE5/Maya Previs
Year: 2022
Software: Maya, Unreal Engine 5 in-game Blueprint Rigging
Unreal Engine 5: Forward and Backwards Solve
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Animate in Maya → Bake back to UE5 Control Rig
-
Animate in UE5 using UE5 Control Rig
Maya: Standard Character Rigging for Game Engine
-
Separate Mesh & Skeleton Hierarchy for Easy import & export
Feature
Switch between IK/FK for each part of the body in Maya:
Arm & Leg Position Offset for Previs (Also works when switch between IK/FK):
In Unreal Engine 5:
Hair Rigging:
In Unreal Engine 5:
2 controllers designed to achieve the smooth movment of the Long Neck:
3 Ways to control the hip in IK:
Toe, Heel, Foot Rigging:
Separate Mesh & Skeleton Hierarchy for Easy import & export animation between Unreal Engine and Maya:
1. Building skeleton for props to meet Unreal Engine Animation import convention
2. Locator added on the handles for animators to snap hands of the character:
Character Rigging for In-game Cinematic
Year: 2021
Software: Maya, XGen, VRay
Body Rigging: IK/FK Systems
Considering the requirements of both mocap (FK) and animating (IK) in my film production, I built both FK & IK systems. Each part of the body can switch between the two systems.
Hand Controller:
-Finger Control
-Space Swapping
Accessory Visibility:
Wing Rigging: IK/FK/IK Panel
Considering the requirements of both mocap (FK) and animating (IK) in my film production, I built both FK & IK systems. Each part of the body can switch between the two systems.
Accessory Rigging:
The pearl of the model was rigged to follow the gravity and the body movement and also can be animated separately.
The chain of the necklace was rigged to follow the rotation of the neck but in half value.
Designed for UE4 Production:
- The skeleton hierarchy is designed following the standard of the UE skeletal mesh with the 'root' joint on the top and branches under the 'pelvis' joint. The rigging system is organized separately from the joint chain for easily exporting to UE4 with only skeleton and meshes.
- Considering UE4 only accepts blendshape and joint animations, I replaced 'follicles' with joints to animate the wings.
- Animation Retarget in UE4
Breakable Draw Bridge Rigging
Year: 2022
Software: Maya
Project: "Shape Island" Previs / Apple TV+
*Model Recreated by myself
Bridge Bending Control:
Switch between Undamaged/Broken Planks:
-Both Undamaged & Broken Planks can move With the Bridge or move Separately
Movable Poles:
Robot Fish Rigging for Unreal VR
Year: 2022
Software: Maya, UE4
In-game Animation
IK/FK Systems with Switch Controller:
Tail Rigging:
Arm Rigging:
Unlimited Fin Rotation:
Facial and Body Rigging for 3D film
Year: 2021
Software: Maya
River/Cascade Asset Rigging for Previs
Year: 2022
Software: Maya
An asset made for previs river/cascade scene.
Modify River Shape:
Control Water Flow Out & Flow Speed:
Laser Shot Rigging for Previs
Year: 2022
Software: Maya
An asset made for previs laser shot scene.
Control Shot Aim:
Laser Scale:
Other Feature:
- Aim Scale
- Laser / Aim Visibility
Self-portrait
Year: 2020
Software: ZBrush, Keyshot
Ghost Bart
Year: 2020
Software: ZBrush
Jane & Jack
Year: 2021
Software: Maya
Introducing iScreen Pro Character
Year: 2020
Software: Substance Painter, Maya(VRay), ZBrush