Excited to share my submission for the 3D Community Challenge - Boss Fight!
This project was a fruitful two-week journey in which I focused on refining my Kinefx Rigs, developing HDAs, and establishing a shot pipeline for Houdini & Unreal.
The dragon’s head is brought to life using my custom Arduino Motion Capture System, with Kinefx ragdoll physics adding quick realistic floating movement to the body.
The hero, is manually animated using an IK control rig. I’ve ensured the rigpose control handles are animator-friendly and the joints hidden for an enhanced UX.
I’ve compartmentalized the HDAs for effortless switching between multiple animated rigs per character. This includes a feature for mocap overwrite and targeted look at motion
The master rig includes rigged props and accessories, ready for export as FBX or ABC after importing the animated rig HDA. This setup also caters to stylized body proportions and creating-simulating cloth and hair.
The chain created a distance measurement indictor HDA that changes color and display the flocculating length between the hand the neck of the dragon, this was useful for animating the pulling of the hand in order to maintain the chain mostly tight and not brake the connection of the copy stamped chain links on the simulated driving curve.
lastly the building is procedural, adjusted to fit the action and camera template.
Due to the extensive nature of this setup, I’m thinking about creating a video to provide a detailed walkthrough. Stay tuned!