Throughout January 2024 - March 2024, I created 3 animations, for consecutive Loopdeloop animation challenges. I set out with the purpose of creating something short and focused, utilising an amalgamation of all my skills, under tight deadlines. I used a mix of Maya and Unity. The final render is a simple recording of the Unity Scene since the animations run in realtime.
The videos below are all rendered in HDRP, but I have since ported the scenes to URP and they run realtime on mobile too. If you ever see me in person, make sure to ask me to show you :)
Theme: “Boat”. (Created in 10 days)
Theme: “Ball”. (Created in 8 days)
Theme: “March”. (Created in 7 Days)
Below, I showcase a few techniques I used to create the above animations.
Detailed breakdown of this technique separately detailed HERE.
In short, this technique is broken into 2 parts that work together — the sprites and geometry. The rig is set up in Maya using my custom toolset, and animators can then add/update new sprites/meshes to the character as they are animating.
The animation data for this system is encoded to special bones in the rig, so no special export procedures are needed.
In Unity, the bone animation data is read and the system runs no problems at editor-time/realtime.
Fish and seaweed geometry are animated with a vertex shader created in Shader Graph. The ocean is then populated with fish using particle systems.
After seeing traffic/pedestrian lights in Japan, I thought it would be an interesting exercise to encode the whole sequence into a texture and run it using a shader.
The concept is fairly simple:
This is how the encoding works (stretched for clarity):
_Progress
value normalized based on the _SecondsToRepeat
, which should be set to how long it takes for the traffic lights to complete 1 cycle. The graph:Rigging a ball? Seems like a rigging-101 class exercise right? Well there were some challenges I had to solve:
The rig is made of 3 bones. All can be freely scaled. The rest of the magic is just in very precise skinning.
Here are some of the poses I could hit with this rig: