
In this stage, I attempted to weight paint an Alembic file to control environmental texturing. The original intention was to have grass appear on the lower elevations and rock textures on the upper elevations of the terrain. This layering would create natural variety and allow for more dynamic procedural texturing of the environment.
- Unfortunately, I discovered that weight painting isn’t supported directly on Alembic caches, which halted this approach.
- Despite this limitation, the plan reflects a desire to blend procedural animation techniques with environmental storytelling — enriching the landscape with organic, elevation-based detail.
- This method would have provided an efficient way to animate textural transitions dynamically, responding to terrain shape without manual mapping.
Although this workflow was unsuccessful, it helped clarify the constraints of Alembic workflows and guided me toward alternative approaches for dynamic environment texturing within Blender and Cinema 4D.
In this experiment, I animated the character Ardil and aimed to enhance the animation by creating dynamic trails. These trails were generated in Cinema 4D using procedural tools and then imported into Blender for further compositing and rendering.
- Goal:
To evaluate how well visual trail effects created in Cinema 4D could be integrated into a Blender pipeline while maintaining animation fidelity. - Technical Challenge:
The process involved exporting and importing Alembic caches between software packages. Unfortunately, this proved problematic:- Alembic data often breaks or corrupts when transferred between different programs.
- Despite investing hours trying to resolve the issues and replicate the effect, I was unable to achieve a fully stable and usable result.
- Outcome:
Although the current implementation did not succeed, the effect itself was visually compelling and showed strong potential for enhancing action sequences and accentuating character motion. - Future Direction:
I’m keen to continue exploring alternative methods for exporting trail effects and optimizing cross-software workflows, perhaps experimenting with other cache formats or real-time plugins to maintain the integrity of complex visual effects.

Retargeting Motion Capture – Early Attempts and Challenges
In this image, I’m showcasing my initial attempts at retargeting motion capture data using Autodesk Maya. This process involved adapting mocap animations onto my character rig.
- Workflow:
- Imported mocap data into Maya.
- Tried to align and retarget the animation to fit my custom character rig.
- Challenges:
- The process was complex and unreliable.
- The retargeting barely worked, with significant issues in joint alignment and movement fidelity.
- Industry-standard software proved difficult to navigate and limited by technical hurdles.
- Solution:
Due to these challenges, I transitioned to using Cascadeur, an AI-assisted tool that offered a more reliable and efficient way to retarget and clean up animations. - Reflection:
This experience highlights how emerging AI tools can sometimes outperform traditional software in specific animation workflows, especially when dealing with complex mocap retargeting.

Alembic Texturing Experiment Using Geometry Nodes
In this attempt, I tried to apply textures to an Alembic mesh using Blender’s Geometry Nodes system. The goal was to dynamically control the texturing process through procedural nodes, enabling more flexible and non-destructive workflows.
- Initial Outcome:
At first, the technique seemed promising—textures appeared to map correctly and the procedural setup was flexible. - Technical Limitation:
Unfortunately, the structure of the Alembic mesh was not suitable for this approach.- The topology and data format of the Alembic caused issues with node-based texturing workflows.
- Similar experiments on different meshes or projects yielded inconsistent results.
- Conclusion:
Despite the potential of using Geometry Nodes for procedural texturing, this specific experiment did not yield successful results. Further research and alternative approaches may be necessary to overcome these limitations.

Cascadeur Retargeting in Action
In this screenshot, I am leveraging Cascadeur to its full potential during motion capture retargeting. After applying for a trial version, I gained the ability to import and export .fbx files, which greatly improved my workflow flexibility.
- Process Overview:
- Importing mocap data into Cascadeur for cleanup and retargeting.
- Exporting animations to multiple rigs across different software packages.
- Challenges Encountered:
- Some bones experienced severe deformation, requiring manual correction.
- Transferring animations between meshes necessitated significant hands-on adjustment.
- Outcome:
Despite the hurdles, Cascadeur’s AI-assisted tools proved extremely beneficial.- It enabled me to reuse mocap data across varied character rigs efficiently.
- The overall time and effort saved were substantial compared to previous attempts.


Marvelous Designer Exploration and Cloth Simulation
These two images illustrate my progression in learning Marvelous Designer and integrating its outputs into Blender for real-time simulation.
- Cloak Simulation:
- Created a detailed cloak pattern in Marvelous Designer.
- Simulated cloth physics within Marvelous Designer to achieve realistic draping and movement.
- Exported the cloth mesh into Blender for real-time simulation alongside character animation.
- Weight Painting Workflow:
- Used Blender’s weight painting tools (see screenshot below) to precisely control mesh influence.
- The top of the cloak mesh remains fully attached to the character’s shoulders to prevent unnatural detachment.
- The rest of the cloak is free to respond dynamically to physics, allowing for believable fabric motion and flow.
- Benefits:
- This approach strikes a balance between character control and physical realism.
- Helps maintain animation integrity while enhancing visual fidelity through cloth dynamics.

Gradient Quantization for Motion Path Stylization
In this screenshot, I experimented with quantizing a gradient, a technique that proved very beneficial for visualizing the motion path of Ardil’s spear.
- Purpose:
- To create a stylized, posterized effect along the spear’s trajectory.
- This approach breaks smooth gradients into stepped color bands, adding graphic clarity and emphasis to the movement.
- Effectiveness:
- The quantized gradient clearly highlights key points along the spear’s path.
- It enhances the visual storytelling by making the motion more readable and visually striking.
- Outcome:
- The effect worked extremely well within the painterly aesthetic.
- I was very pleased with the result and plan to use this technique in future animations to elevate dynamic action sequences.