Animation Toolkit

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The most common request all was functionality to switch camera angle to match the game and make the mesh into a silhouette. Albin Karlsson came up with the idea to just turn on lights to make that happen

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The highset priority was snapping between the two rigs. My solution was to create locators at the relative positions of the controls and parent them to the other. I store names and load them on startup

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For tweaking animations an amp/deamp function was requested. I also store the undo info when you start dragging and enable it when you stop, so that you can undo just once to get back to where you were.

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Together with Γ…ke SjΓΆgren (https://www.akesjogren.com/) we made this color and scaling of nurbs functionality.

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Selecting the source and the target allows you to copy the keys to the other side.

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Creates a skeleton based on the height of a selected mesh. Autoskins the mesh using deltamush and allows the user to just block out their skinweights.

Animation Toolkit

During game project production I got various requests from our animators to help them optimize their workflows. So based on those request I started working on a large tool script for maya using python. The tool started with a camera switch that turns off the lights to get a silhouette which I worked on off a base I got from a TA from another project group Albin Karlsson (https://albinkarlsson.xyz/) who had a similiar request from his animators. I then started to work on FKIK snap functionality and continued on with various other smaller functionalities like scaling NURBS and intensify/deintensify animation curves. I started to work on a full functioning auto rigger which takes the scale of a mesh into account but after finishing the legs I couldn't spend more time on it because the animators were in need of a full rig since we started the next project.

It was a great way for me to get into python, structuring UI and learn how the pipeline worked at TGA compared to any previous projects I've been a part of.

- If I had more time -
I would continue to work on the auto rigger so it works on the full body and not just the legs. (I'll probably finish that for the next project or at the very least for my own sake to feel like the toolkit is complete)

Rig and a testing/advice by Nat Pettersson (https://natpettersson.com/)
Animations by Leo Jansson (https://leojansson.com/)