2D or not 2D
summary
Creates 2D characters by importing a layered Photoshop file directly into Unreal, building a texture atlas, cutting that atlas into flat planes in Maya and pushing parts into 3D so they cast shadows and catch highlights. Uses joints and controls, then rigs spines and tails with spline IK squash/stretch (three splines for a slug-like body), drives expressions with blend shapes, wires state machines and montages in animation blueprints, tests early in-engine, and automates repetitious rigging tasks with Python as a one-woman animation team over 15 months.
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chapters (26)
- 0:00Intro
- 1:40WHAT I'M GOING TO TALK ABOUT
- 2:19WHAT I HOPE YOU TAKE ANAY
- 5:17FINAL MODELLING CHECKS
- 6:02WHAT IS AN ANIMATION RIG?
- 6:18JOINTS
- 7:25WHAT DOES THIS CHARACTER NEED TO DO?
- 9:08WHAT TOOLS CAN I USE?
- 11:06RIG PLAN
- 11:48THE JOYS OF SPLINE IK
- 12:51FINAL BODY SETUP
- 13:35FINAL RIG CHECKS
- 14:46ANIMATION BLUEPRINTS IN UNREAL ENGINE
- 15:11STATE MACHINES
- 15:50MONTAGES
- 16:21PLATFORMING SYSTEM
- 18:01DIALOGUE SYSTEM
- 20:14START WITH A SHITTY ANIMATION PASS
- 21:13USE A REFERENCE SYSTEM
- 22:16ANIMATION LAYERS!
- 23:44HOTKEYS
- 24:49TAKE NOTES
- 25:34AUTOMATE THE BORING STUFF
- 25:56REASONS TO AUTOMATE SOMETHING
- 27:06TEST EARLY AND TEST A LOT
- 28:15THE END
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