~/talk

2D or not 2D

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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.

AI-written summary · about

  1. 0:00Intro
  2. 1:40WHAT I'M GOING TO TALK ABOUT
  3. 2:19WHAT I HOPE YOU TAKE ANAY
  4. 5:17FINAL MODELLING CHECKS
  5. 6:02WHAT IS AN ANIMATION RIG?
  6. 6:18JOINTS
  7. 7:25WHAT DOES THIS CHARACTER NEED TO DO?
  8. 9:08WHAT TOOLS CAN I USE?
  9. 11:06RIG PLAN
  10. 11:48THE JOYS OF SPLINE IK
  11. 12:51FINAL BODY SETUP
  12. 13:35FINAL RIG CHECKS
  13. 14:46ANIMATION BLUEPRINTS IN UNREAL ENGINE
  14. 15:11STATE MACHINES
  15. 15:50MONTAGES
  16. 16:21PLATFORMING SYSTEM
  17. 18:01DIALOGUE SYSTEM
  18. 20:14START WITH A SHITTY ANIMATION PASS
  19. 21:13USE A REFERENCE SYSTEM
  20. 22:16ANIMATION LAYERS!
  21. 23:44HOTKEYS
  22. 24:49TAKE NOTES
  23. 25:34AUTOMATE THE BORING STUFF
  24. 25:56REASONS TO AUTOMATE SOMETHING
  25. 27:06TEST EARLY AND TEST A LOT
  26. 28:15THE END
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