<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Post on HW Animation Tech</title><link>https://hwanimation.tech/categories/post/</link><description>Recent content in Post on HW Animation Tech</description><generator>Hugo</generator><language>en-SE</language><lastBuildDate>Sun, 22 Dec 2024 00:00:00 +0000</lastBuildDate><atom:link href="https://hwanimation.tech/categories/post/index.xml" rel="self" type="application/rss+xml"/><item><title>Unannounced Mobile Game (Existing IP)</title><link>https://hwanimation.tech/projects/unannounced-noid/</link><pubDate>Sun, 22 Dec 2024 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/unannounced-noid/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Noid&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;September 2023 to December 2024&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;Online, 3D, multiplayer, adventure&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Unity&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;Mobile&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;As the only technical animator on small team, I was responsible for the animation pipeline and tools, character rigging (&lt;strong&gt;Blender&lt;/strong&gt; and &lt;strong&gt;Motionbuilder&lt;/strong&gt;), character setup and hair-sim in &lt;strong&gt;Unity&lt;/strong&gt;, as well as supporting the animation team in their work.&lt;/p&gt;
&lt;h2 id="project-video"&gt;Project Video&lt;/h2&gt;
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
&lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube-nocookie.com/embed/MGscyDGkcQQ?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="Noid Art &amp;amp; Animation tools demo"&gt;&lt;/iframe&gt;
&lt;/div&gt;
&lt;h3 id="video-breakdown"&gt;Video Breakdown&lt;/h3&gt;
&lt;h4 id="pipeline-installer"&gt;Pipeline installer&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Python CLI app, using &lt;a href="https://click.palletsprojects.com/en/stable/"&gt;Click&lt;/a&gt; and &lt;a href="https://pyinstaller.org/en/stable/"&gt;PyInstaller&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Uses &lt;a href="https://docs.astral.sh/uv/"&gt;uv&lt;/a&gt; to manage tools and Python setup&lt;/li&gt;
&lt;li&gt;Sets up Artifactory auth, uv, Python and all pipeline tools&lt;/li&gt;
&lt;li&gt;Creates desktop shortcuts for all tools (Motionbuilder 2024, Blender 3.6 and Blender 4.2)&lt;/li&gt;
&lt;/ul&gt;
&lt;h4 id="blender-and-motionbuilder-animation-exporter"&gt;Blender and Motionbuilder Animation exporter&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Qt (PySide) and &lt;a href="https://docs.pydantic.dev/latest/"&gt;Pydantic&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Shared UI across Blender and Motionbuilder&lt;/li&gt;
&lt;li&gt;Export one or multiple takes/actions to multiple locations&lt;/li&gt;
&lt;li&gt;Store exporter settings in current scene&lt;/li&gt;
&lt;/ul&gt;
&lt;h4 id="blender-asset-browser-tools"&gt;Blender asset browser tools&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Add project asset libraries to Blender on launch, and sync them with &lt;a href="https://subversion.apache.org/"&gt;SVN&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Export assets from current file to project asset libraries, using tags&lt;/li&gt;
&lt;/ul&gt;
&lt;h4 id="blender-weight-transfer-tool"&gt;Blender weight-transfer tool&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Transfer skin-weights from one source mesh to one or several target meshes&lt;/li&gt;
&lt;li&gt;Transfer skin-weights to all LOD steps&lt;/li&gt;
&lt;/ul&gt;
&lt;h4 id="blender-debugging-and-testing"&gt;Blender debugging and testing&lt;/h4&gt;
&lt;ul&gt;
&lt;li&gt;Start debug server in Blender and connect with VS Code&lt;/li&gt;
&lt;li&gt;Run tests or launch Blender directly from VS Code&lt;/li&gt;
&lt;li&gt;Run tests with Blender from terminal&lt;/li&gt;
&lt;li&gt;Skip UI tests if Blender is running in background mode&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;</description></item><item><title>The Division: Heartland</title><link>https://hwanimation.tech/projects/heartland/</link><pubDate>Fri, 01 Sep 2023 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/heartland/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;May 2023 to September 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;Online, third-person, multiplayer, survival&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Snowdrop (Ubisoft internal)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;PC, console&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;My main focus for this project was tools and pipeline, working together with the animation and tech art teams at Ubisoft Red Storm to map out issues with their existing setup, and worked towards upgrading to the latest tools from Snowdrop while maintaining compatibility with their existing assets.&lt;/p&gt;</description></item><item><title>Ubisoft Scalar</title><link>https://hwanimation.tech/projects/scalar/</link><pubDate>Wed, 01 Mar 2023 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/scalar/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;January 2023 to March 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;What: &lt;strong&gt;Engine tech, cloud, micro-services&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://stockholm.ubisoft.com/scalar/"&gt;Project info&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Worked with the Scalar content team to develop a Python micro-service for converting &lt;strong&gt;USD&lt;/strong&gt; data to/from the format of our internal animation system.&lt;/p&gt;
&lt;p&gt;I also worked on several other related systems while on another unannounced project at Ubisoft Stockholm.&lt;/p&gt;
&lt;hr&gt;</description></item><item><title>Unannounced Game (New IP)</title><link>https://hwanimation.tech/projects/unannounced-ubi-sth/</link><pubDate>Wed, 01 Sep 2021 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/unannounced-ubi-sth/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;March 2020 to January 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;What: &lt;strong&gt;Game based on new IP, using Ubisoft Scalar cloud tech&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;I started work on this project as an animator, doing various prototype animations and rigs using both &lt;strong&gt;Motionbuilder&lt;/strong&gt; and &lt;strong&gt;Maya&lt;/strong&gt;, either getting into our &lt;strong&gt;Xsens&lt;/strong&gt; motion capture suit or doing keyframe animation depending on the task.&lt;/p&gt;
&lt;p&gt;In late 2021, I officially moved over to technical animation, and started working on learning &lt;strong&gt;Python&lt;/strong&gt; and developing the animation pipeline for the project together with the technical animation director. I also continued doing rigging and character implementation work, and took part in building tools for Ubisoft Scalar.&lt;/p&gt;</description></item><item><title>Avatar: Frontiers of Pandora</title><link>https://hwanimation.tech/projects/avatar/</link><pubDate>Sun, 01 Mar 2020 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/avatar/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;January 2019 to March 2020&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;Action-adventure, open world, single-player, multiplayer&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Snowdrop (Ubisoft internal)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;PC, console&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;I worked as an animator on the narrative team, where I did some cinematic work, but mainly focused on animation for the game&amp;rsquo;s dialogue system.&lt;/p&gt;
&lt;p&gt;Working with the animation lead, I helped develop the motion capture workflow and planned and directed the first shoot for the dialogue system animation.&lt;/p&gt;</description></item><item><title>Rage 2</title><link>https://hwanimation.tech/projects/rage2/</link><pubDate>Sat, 01 Dec 2018 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/rage2/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Avalanche Studios&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;April 2017 to December 2018&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;First-person shooter, open world, single-player.&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Apex (Avalanche internal)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;PC and console&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;I worked as an animator on the narrative team, being involved in all of the in-game cinematics for the game in some form.&lt;/p&gt;
&lt;p&gt;I was part of the planning and on set for all of the motion capture shoots, and managed the scene assembly for all of the cinematics.&lt;/p&gt;</description></item></channel></rss>