242.animation.reel.doom.techanim


DOOM · TECH ANIM

Working with a small animation team at id, I ended up doing a bit more than just animation. I was always pretty good at rigging, and being an animator, I knew what type of controls I liked and how a rig should behave. Over the years I started automating simple tasks via mel script to make my life and the other animators’ lives easier. Some were simple place ctrl objects on selected joints or nulls, some were playblast scripts to make saving videos easier, and another was a tool for consistently referencing rigs into a scene. Even though python is the preferred tool for tech animators, I got pretty good at mel script since it was easy to understand for animators with some technical ability. I was so familiar with our engine, having been at id for a total of 8 years, I wrote a script that would generate all of the necessary files needed directly from your maya scene to get objects and animations in-game, and then connect them all so that you would only have to place one object in a scene and trigger it to have the animation play. This was incredibly useful for cinematic moments and invaluable for the credit sequence. This video isn’t all of the tools I made, but just a compilation of videos I had from various sprint reviews.


THE AUTODECLR - Cinematic Example
·tool for getting multi objcet anim in-game and connected

THE AUTODECLR - Sync Anim Example
·tool supported player sync anims with multiple objects at once

THE REFLECTOR
·tool for mirroring animation

THE CYCLONE - Walk Cycle Example
·tool to cycle distance based on one pose

THE CYCLONE - Run Cycle Example
·tool to cycle distance and poses baed on one half of cycle