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Frog Rig

This frog was rigged for animation for the game Stroke of Magic. I retopologized the sculpted model in Maya, where I then created the skeleton, control curves, FK limbs, and weight paints. I utilized a gradient sheet to apply simple, performant textures.

This frog was rigged for animation for the game Stroke of Magic. I retopologized the sculpted model in Maya, where I then created the skeleton, control curves, FK limbs, and weight paints. I utilized a gradient sheet to apply simple, performant textures.

I developed three animations using the final rig and controls. Once in-engine, they were carefully blended and iterated to create a smooth and immersive walk-run cycle.

These animations were implimented into Unreal Engine as a paint-licking hazard. When its AI was complete, I created the character and animation blueprints to enable its interactivity. Then through testing and iterating, I polished it into its final state.

These animations were implimented into Unreal Engine as a paint-licking hazard. When its AI was complete, I created the character and animation blueprints to enable its interactivity. Then through testing and iterating, I polished it into its final state.

Final use of rig in-game, licking up green paint

Frog Rig

This project is a part of the tech development process of Stroke of Magic, a standalone Quest 2 experience where I worked as technical artist and lead game designer. I developed this frog from initial sculpt to final interactable character. The process involved retopologizing and rigging the model, animating the newly textured frog, then implementing the animations into a blueprint that could interact with a VR player. The Maya plugin NGskintools v2 was used to build and skin the rig.