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Parallel Studios - Avatars & NPC's

During my time at Parallel Studios, I set up a workflow to make character setups more efficient.

First, on the source side, I restructured all the existing characters to be Metahuman compatible, allowing the use of out-of-the-box features that Epic has to offer.

Using this structure, I made a script to procedurally rig the meshes to match a standardized Metahuman.

These were then exported and set up in Unreal. The project used Lyra as the foundation, using live retargetting to match the animations.

I developed an animation transfer tool for Maya. This allowed animators to tweak any custom animations using existing ones, without having to manually transfer the animations. This tool was based on a custom mGear rig template, built for the studio's specific needs.

Once set up, a beauty pass was done. This included skinning fixes, cloth and LOD's.

These characters and NPC's were used in Sanctuary (PC) and Colony (Mobile). To speed up the migration from Sanctuary to Colony, I created a blueprint to automate processes such as naming conventions, Skeleton assignment, custom LOD generation and more.

These tools and processes made it easier and more efficient to develop content.

Tauceti trailer showcasing Avatars and Gameplay

Procedural rigging and skinning using custom script to match Metahuman proportions.

Cloth pass with performance optimization.

Characters set up directly from Maya, no skinning pass required.

These characters received some skinning love and a Cloth pass, ensuring performance was still optimal.