3D Animation for Games

In the showreel provided you will see animations developed using 3ds max, rendered in Unreal Engine 5 using animated cameras. These animations follow the 12 principles of animation wrote out by Disney in 1981 under the book title "The Illusion of Life" by Frank Thompson and Ollie Johnston.

Animations included:

  • Bouncy Ball Animation - 250 Frames

    This animation focused on using morph targets in 3ds max to translate into unreal engine to generate a bouncy ball animation, also shown in the movement of the cannon. The ball was also made to run through an obstacle course to appear more game like.

  • Fighting Animation - 250 frames

    This animation was made to give myself better understanding of how to make a demonstration cutscene. In this case a fighting scene. Using basic props to Convey the type of character, the sword and shield were linked to the character using a complex series of link constraints in 3ds Max which then where processed over in unreal engine.

  • Weight Animation - 250 Frames
    I made this animation to better understand how to jump from gameplay into an action or prop based interaction with a character. In this example, I chose to demonstrate my character clearing a path to continue into a next part of a level. This animation was also created in max and transferred to unreal engine.

  • Facial Character Talking Rig (Tito) - 375 Frames

    This facial rig (Tito) is a rig which I used to lip sync an audio clip from the Minions. After editing the audio for the parts needed for this project, it was imported into 3ds Max and after researching human lip movements during word pronunciations, I used the rigs built in morph targets to best replicate Gru’s Speech. giving me a basic understanding of character lip sync for prototype cutscenes. This was project was rendered in 3ds max and assembled in Adobe premier.

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Lyra - Level Design

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2D Animated Game Trailer