Email: [email protected]
My first project of the portfolio course. It started out with me wanting to create an attack combo, which ended up being the spin attack you can see in the demoreel, but branched out further and created an entire moveset for that same character. Also found great interest in Unreal Engine during my time at The Game Assembly, so wanted to include that.Rig - Conejo - Kiel figgins
Environment - Ithris Cemetary - Rasmus Bagner

Information
Rootmotion
One functionality I always like to add on the rigs I'm working on if I'm planning on implementing them into the engine is rootmotion. Therefore I created a controller that controls the root-joint, which only controls the x & z value, and can be turned on and off for different animations. This was used on both of the attack-animations
Smear
Since the sword attacks are pretty fast, it was kind of difficult to capture the path of the sword. This lead to me adding smear functionality, which was set up by placing a joint & controller at the tip of the sword, and weightpainting the top part of the sword gradually less towards the base.
Animations
Was originally planning on animating the cloth of the character manually, but had to scope down a lot, which led to me trying out cloth physics in Unreal Engine. I got it to work decently well after playing around with it a lot, but would probably spend more time on tweaking the values if I had the time.
My submission to the Agora 24 animation challenge

Knew early on in the portfolio course that I wanted to create a bodymechanics shot, so planned out one a bit more advanced than what we've done in school. Had a goal early to create a stylized animation here, but changed my mind pretty early on and went down a semi-realistic route. Looked at a lot of footage of real life parkour shots, such as wall mantles, kong vaults and side flips.Character "Akali" - Riot Games
