Monday, December 16, 2019

Rig I made for Alliance: Heroes of the Spire. I did not do the animation, just the rig. Also shown is the Animation Track Editor I wrote that allows the animator to add the track times and play each one on loop. For every character in our game, there is an Ascended and Unascended (upgraded vs not upgraded) model and rig. We only had the Ascended versions animated, so it was also my job to copy and paste the animations and weights over to the "lower quality" Unascended models/rigs. This also meant a lot of re-weight painting.



Another rig I created for our Co-Op boss. I did not create the animation.




During my time at Rumble, I wrote our animation export pipeline in Python. This included creating an Animation Track Editor that allowed our animators to define animation ranges. The exporter I wrote would use these track times, bake all of the animation in the Maya file, and export out each animation as its own separate file over to Unity. I realize this is now a feature of Maya since 2017, but it wasn't when I wrote this. We still use this process for the next project we're currently working on.