<?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>Mo-Cap on HW Animation Tech</title><link>https://hwanimation.tech/tags/mo-cap/</link><description>Recent content in Mo-Cap on HW Animation Tech</description><generator>Hugo</generator><language>en-SE</language><lastBuildDate>Mon, 12 May 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://hwanimation.tech/tags/mo-cap/index.xml" rel="self" type="application/rss+xml"/><item><title>Europa Universalis V: Announcement Trailer</title><link>https://hwanimation.tech/projects/euv-announcement-trailer/</link><pubDate>Mon, 12 May 2025 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/euv-announcement-trailer/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;This was the first project I worked on as a consultant, thanks to &lt;a href="https://www.svepstudios.se/"&gt;Svep Studios&lt;/a&gt; for the confidence!&lt;/p&gt;
&lt;h2 id="breakdown"&gt;Breakdown&lt;/h2&gt;
&lt;p&gt;I was responsible for all of the character rigs in the trailer, as well as handling the animation for the army shots (00:41 and 01:10) using motion capture and cloth simulation in Maya.&lt;/p&gt;
&lt;p&gt;All of the rigs, including the horse, was done with Human IK in Maya, with some additional custom rigging for the reigns and the stirrups on the horse.&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>