The video above is a rough reconstruction of my animation progress so far. I’ve retargeted the original skeleton onto a mesh I previously developed for another module within the Experimental Animation unit. This allowed me to consolidate workflows across modules and experiment with character continuity between projects.
Retargeting & Rig Adjustments
- I had to shorten the character’s arms slightly to align with the proportions of the imported rig.
- The skeleton came from Autodesk Maya and included numerous deform bones, some of which caused unwanted mesh distortion.
- To resolve this, I learned how to unbind specific bones, allowing for a cleaner, more intentional deformation across the mesh.
Environment & Composition
- I initially considered using a more complex backdrop (like mountains, which featured in earlier iterations), but I felt this overcomplicated the composition.
- I opted instead for a minimalist environment: a flat plane with light rock variation, and a simplified skyline in the background. This keeps the focus entirely on the character and their motion.
Camera Logic & Movement
- The camera tracks the character dynamically, at first chasing them and then overtaking them as they reach the apex of their attack.
- This final camera position, ending in front of the character, is symbolic — it subtly reinforces the character’s dominance over the crystal enemy they just defeated.
- Throughout the animation, I focused on maintaining strong camera framing — ensuring the character remains in view for clarity, weight, and visual intent.
This version of the scene represents an important turning point in my project: it consolidates character performance, rig integration, and cinematic storytelling into one evolving sequence.