<?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>Svep on HW Animation Tech</title><link>https://hwanimation.tech/tags/svep/</link><description>Recent content in Svep 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/svep/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></channel></rss>