<?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>Rigging on HW Animation Tech</title><link>https://hwanimation.tech/tags/rigging/</link><description>Recent content in Rigging on HW Animation Tech</description><generator>Hugo</generator><language>en-SE</language><lastBuildDate>Tue, 09 Sep 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://hwanimation.tech/tags/rigging/index.xml" rel="self" type="application/rss+xml"/><item><title>Europa Universalis V: Pre-Purchase Trailer</title><link>https://hwanimation.tech/projects/euv-prepurchase-trailer/</link><pubDate>Tue, 09 Sep 2025 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/euv-prepurchase-trailer/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Another project I got to work on with the awesome people at &lt;a href="https://www.svepstudios.se/"&gt;Svep Studios&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;This time I handled the skinning and posing of all the miniatures in the trailer.&lt;/p&gt;
&lt;h2 id="breakdown"&gt;Breakdown&lt;/h2&gt;
&lt;p&gt;We received rigged in-game character assets as FBX files, together with high-poly static meshes. I set up a workflow in Maya for transferring the skinning to the high-poly models, with some manual touch-ups where needed, posed the models with various weapons and equipment and then exported multiple variations per character and pose as static meshes that the team at Svep could use in the trailer.&lt;/p&gt;</description></item><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>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>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></channel></rss>