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LIVING STEEL - TECH ANIM - NEW3DGE

Hello ! I'm happy to show you my Animation work on LIVING STEEL ! For this first project on our last year at New3dge, we were free to create a universe for a game, from scratch.
Here I will talk about the animation systems I developped to bring life to the characters of the game.
Sometimes I feel like the Dr.Frankenstein so I hope you will enjoy my creatures !
.
My The Rookies 2024 entry :
https://www.therookies.co/entries/33260
.
LIVING STEEL :
https://www.therookies.co/entries/28992
.
My Crew :
https://www.artstation.com/arthur_franchitto
https://www.artstation.com/leaconte
https://www.artstation.com/irkyzz
https://www.artstation.com/jojo-zhouzhou
https://www.artstation.com/axelzender
https://www.artstation.com/leni-martin
https://www.artstation.com/nicolas_cabete

In this project I planned to dive as deeply as possible into animation systems. A lot of things may have changed with the 5.4 with really nice features but let's get through my process.

In this project I planned to dive as deeply as possible into animation systems. A lot of things may have changed with the 5.4 with really nice features but let's get through my process.

Animation Blueprint that compile : Locomotion, Aimoffsets and Anim Slots for events

Animation Blueprint that compile : Locomotion, Aimoffsets and Anim Slots for events

Locomotion System

Locomotion System

BlendSpaces for WalkSpeed and Direction

BlendSpaces for WalkSpeed and Direction

AimOffset that works with Yaw and Pitch values from the PlayerController

AimOffset that works with Yaw and Pitch values from the PlayerController

Anim Montage that plays into the AnimSlot Node and activated in Blueprint. The notifies on the timeline are usefull to synchronize the flashlight system.

Anim Montage that plays into the AnimSlot Node and activated in Blueprint. The notifies on the timeline are usefull to synchronize the flashlight system.

Here's the Result.

Here's the Result.

I had the chance to wear a Motion Capture Suit to create some animations for the game.

I had the chance to wear a Motion Capture Suit to create some animations for the game.

I quickely created a character on the Xsens Rig in order to have a Skeletal Mesh to easily import the Mocap animations on Unreal.

I quickely created a character on the Xsens Rig in order to have a Skeletal Mesh to easily import the Mocap animations on Unreal.

Then, It's all about Retargetting

Our Character Artists, Lea Conte and Quentin Bignon, used Advanced Skeleton for Rig and Skinning. So I was able to use the Control Rig to clean the Mocap and create Hand and Facial Animations.

Our Character Artists, Lea Conte and Quentin Bignon, used Advanced Skeleton for Rig and Skinning. So I was able to use the Control Rig to clean the Mocap and create Hand and Facial Animations.

Since we created a game from scratch, I realized some concepts early in the production.

Since we created a game from scratch, I realized some concepts early in the production.

And an Animatic For the Climax.

THANKS FOR WATCHING !

THANKS FOR WATCHING !

THE CREW !!!

THE CREW !!!