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Technical Animation & Rigging Reel

Maya · Python · UE5 · Houdini · Simulation

 

Technical Animator & Rigging Artist specialized in complex creature deformation and Python pipeline automation. Experienced in building production-ready assets for both Unreal Engine 5 Games and High-End Film/VFX.

 

Film & VFX Creature Rigging & Advanced Deformation

 

1. Dragon Corrective Blendshapes:

Angle-driven Shoulder

Built an angle-driven PSD setup using arm and clavicle vectors to trigger corrective blendshapes at specific rotations.

 

Angle-driven Structure

 
NodeStructure.jpg

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2. Dragon Ribbon System:

Twist-Free Wing Membrane Setup

I used a curve-and-cluster system to stabilize the ribbons and eliminate twisting. I also added animator-friendly controls, like non-linear turbulence, right on the controller.

 

Space Swap

Wing & Neck

Implemented a dynamic Space Swap system using world-position constraints, allowing animators to seamlessly lock the head and wing rotations in world space to eliminate unnecessary counter-keying.

 

3. Dragon Facial Setup:

Sticky Mouth/ Curl Tongue

Built a remapped ribbon system for organic sticky lips. To resolve tongue sliding caused by jaw movement, I integrated an aim-constrained driver at the jaw tip with custom rotation offsets, delivering a stable, intuitive, and animator-friendly setup.

 

Tongue Aim & Lock Graph

 
NodeStructure.jpg

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UE5 Gameplay & Real-Time Integration

 

1. Dragon Procedural IK Foot:

Quadruped Line Tracing & Spring Interpolation

Replaced Unreal’s default biped IK with a custom quad-limb line tracing setup to eliminate pelvis conflict and jittering. Integrated spring interpolation for smooth terrain-sliding dynamics, applying core procedural matrix alignment logic applicable to both UE5 and Maya pipelines.

 

2. AnimBP Architecture & Locomotion State Machine:

State Machine/ Aim Offset

Structured a scalable AnimBP utilizing Layered Blend per Bone for upper-body action overlays, Aim Offsets for dynamic look-at behavior, and clean State Machine transitions.

 
StateMachine.jpg
AnimGraph1.jpg
AnimGraph2.jpg

3. Pipeline & Engine Import Process:

Game-Ready Skeleton & Python Pipeline Utilities

Engineered a game-ready quadruped hierarchy with World Root and Foot IK origins for Unreal Engine. Developed Python scripts to automate zero-padded naming (_01) and color overrides.

 
Skeleton.jpg

Auto-Naming & Color Utility

 
rename.jpg

Secondary Dynamics & Humanoid Setup

 

1. Houdini Vellum:

Cloak Simulation

​Developed a robust cloth simulation setup in Houdini, utilizing custom attribute painting to precisely control stretch and bend behaviors. Implemented tailored pin groups to achieve detailed and stable wrinkle structures, establishing a scalable foundation for full-body creature simulations in a production environment.

 

2. XGen Hair Grooming & Lookdev:

Guide Curves, Mask Maps, Layered Modifiers

Created a character hair groom utilizing a guide-mesh workflow in Maya XGen. Converted painted guides into curve-driven grooms and refined hair clumping, stray noise, and density using custom mask maps and layered modifiers to achieve the intended stylistic lookdev.

 
HairGuide.jpg

3. Accessories & Armor Dynamics

Material-Driven Curve Dynamics

Leveraging Maya curve dynamics to simulate cloth and armor. Customizing physical parameters—such as mass, drag, and resistance—to accurately reflect material properties like rigid leather.

 

Space Swap

Dual-Hands & Sheath

Developed a cycle-free weapon space-swap system with dynamic sliding and a one-click match tool, boosting animator efficiency across dual hands, sheath, and world spaces.

 

Hard Surface & Vehicle Automation

 

1. Automated Car Rig:

Procedural Steering, Suspension System & Tire Compression

Developed an Ackermann steering auto-rig featuring a cycle-free proximity suspension system, automating floor alignment and chassis damping to seamlessly traverse any terrain. Empowers animators with independent chassis-wheel distance controls coupled with real-time squash reactivity. Showcases deep node graph proficiency.

 

Proximity Suspension System

 
suspension.jpg

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Character Look Dev Texture/Model

 
Dragon1.jpg
dragon_head_design.jpg
ZDragonSide.jpg
Proportion.jpg
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