Senior Technical Animator
Technical Animator with over 15 years of industry experience specializing in the development of animation and motion capture
Technical Animator with over 15 years of industry experience specializing in the development of animation and motion capture
Rigged characters and props in Maya, MotionBuilder and UE5
Animated in Maya, Motionbuilder and 3DSMax
This is the suite of tools I built for Character Art, Animation and Technical Animation that helped us all streamline the asset authoring pipeline.
Showcase of the toolbox built in Maya using PySide2. This toolbox was fully scalable to work in UE5, MotionBuilder, Blender and any other platforms that could utilize the PySide framework.
This showcases the Sanity Checker tool I developed for our Animation, Character and Technical Art teams to help keep deliverable Maya files clean, consistent, and prep them for export into UE5 via the FBX file format.
Integrated the Simplygon plugin in a custom-built tool in Maya that helped Character Artists quickly create, test and export LOD files for any prop or character, which would then auto-import into UE5 and update any existing assets.
Showcased here is a specific suite of tools used for authoring brand new assets. The tool would get a newly modeled character, add the relevant skeleton and perform skin weighting authored and tailored by my team to get 80% of the way done. This was all done by Character artists to allow them to quickly test new assets in engine.
This tool would allow Character artists to update or validate the skeleton being used to the latest in source control, without losing any skinning data, at the push of a button. This process was needed due to the constant changes or additions required by the project without causing friction for the artists.
Simple tool requested by the Character Art team that would find overlapping vertices across meshes and copy vertex normal data. This was needed to address any inconsistencies between our human body parts in game, which were assembled at runtime.
Built a custom rig for the wagon on Towerborne that had working squash and stretch for the body and wheels. The wheel rig that rotated with squash and stretch in Maya was fully functional in UE5, using only bone transformation data.
Simple showcase of an Umbra rig (small helper pets in Towerborne). All characters and props needed to have full squash and stretch working one-to-one between Maya and UE5.
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