Thursday, October 30, 2025
Thursday, October 23, 2025
Initial Block Out - 'F' Stage
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.
Perforce Directory
Wednesday, October 8, 2025
Monday, October 6, 2025
Module 2 Week 07 (Simple Crate and Barrel)
Game Asset Creation 101
Texture/material Creation and Final Display of Work
Beauty Shots
High Resolution Screenshots
Sunday, October 5, 2025
Tech Art Homework #7
Animation State Machines
Character Blueprint
Idle, Run, Sprint Blend Space
Character Animation Blueprint
Animation State Machine
Control Mappings
The W, A, S, and D keys move the character around and Mouse X and Mouse Y move the camera. The F key causes the character to drop to their knees and start firing.
Game Mode Set
File Directory in Perforce
Friday, October 3, 2025
Use of Composition
Death to Dorothy
Lion Arena 2D/3D Concept Illustration
To create this, I first blocked out the environment in Maya and then lit it with a few lights. Then I made a background with a bright color to make it easy to remove in Photoshop.

After that, I playblasted an image from my Maya file and brought it into Photoshop where I removed the bright red background and then roughly photobashed the 3D models I made over a few images I found to use for the background. Then I drew over that photobash for the final illustration.

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