Rigging
Rigging
A rigg for the Goblin character was created from scratch in Autodesk Maya 2019. The goal was to understand the interaction between parent and child joints, the difference between IK and FK systems and lastly how to create appropriate controls for animators to use.
Animation
Goblin
The animations made with the Goblin rigg were created in Autodesk Maya 2019. All keyframes were manually placed and altered to fit the customer's wishes. The finalized animations were imported to Unreal Engine 4 and used along with the UE4 state machine. The state machine was used to create seamless animation loops and blends.
Skeleton Boss & Skeleton
The animations above were created in Autodesk Maya 2022 for the final game project of my education. Both riggs were hand made and later imported into our own game engine.