Death to Dorothy
Visual Documentation of Work
Animation List
Rig and Animation Reel
Written Paragraph
What I Did
For the initial block out of the Interactive Experience for the Death to Dorothy project, I worked on rigs and animation.
First, I tackled the character rig for the witch character after KC modeled them. Working in Maya, I placed joints along the mesh to form a skeleton for the Witch, creating FK arms and IK legs. Then I painted the first pass skin weights on the mesh. Once I was done, I made controllers for the joints and constrained them to the joints so I could use them to animate with.
Next, I did the prop rig for the axe the witch wields. I made 2 joints for it, a root at the bottom and another at the top, and then painted the skin weights so that all the influence was held by the root joint. Then I made a controller for it and placed it where the witch would grab it. After I completed the two rigs, I exported the skeleton and mesh and imported then into our Unreal project. Once both the Witch Rig and the Axe Rig were done, I constrained the axe to the witch's hand and then started animating. I made rough block outs for 3 animations for the witch: an idle cycle, a walk cycle, and an attack animation. I only did keyframes but I animated in spline so that we could see the range of motion more clearly. The skin weights are pretty rough so there is some clipping of the mesh. Once I was done with each animation, I baked the animation onto the skeleton and then exported the animation. Then I imported the animation into Unreal. I also created a list of animation we'll need in the future, which are complete versions of the animations I did for the witch, a run cycle and some transitions for the witch, and all the animations for lion.
Perforce Directory
Rig and Animation Reel
Written Paragraph
What I Did
For the initial block out of the Interactive Experience for the Death to Dorothy project, I worked on rigs and animation.
First, I tackled the character rig for the witch character after KC modeled them. Working in Maya, I placed joints along the mesh to form a skeleton for the Witch, creating FK arms and IK legs. Then I painted the first pass skin weights on the mesh. Once I was done, I made controllers for the joints and constrained them to the joints so I could use them to animate with.
First, I tackled the character rig for the witch character after KC modeled them. Working in Maya, I placed joints along the mesh to form a skeleton for the Witch, creating FK arms and IK legs. Then I painted the first pass skin weights on the mesh. Once I was done, I made controllers for the joints and constrained them to the joints so I could use them to animate with.
Next, I did the prop rig for the axe the witch wields. I made 2 joints for it, a root at the bottom and another at the top, and then painted the skin weights so that all the influence was held by the root joint. Then I made a controller for it and placed it where the witch would grab it. After I completed the two rigs, I exported the skeleton and mesh and imported then into our Unreal project.
Once both the Witch Rig and the Axe Rig were done, I constrained the axe to the witch's hand and then started animating. I made rough block outs for 3 animations for the witch: an idle cycle, a walk cycle, and an attack animation. I only did keyframes but I animated in spline so that we could see the range of motion more clearly. The skin weights are pretty rough so there is some clipping of the mesh. Once I was done with each animation, I baked the animation onto the skeleton and then exported the animation. Then I imported the animation into Unreal.
I also created a list of animation we'll need in the future, which are complete versions of the animations I did for the witch, a run cycle and some transitions for the witch, and all the animations for lion.










































