Role: Rig low to high density assets per specifications for each unit. Create stable, clean, and easy to use rigs for animators that adhere to the technical requirements/restrictions of Real Time Strategy (RTS) games. Responsibilities: Collaborate with Lead Animator, Riggers, Animators and Tech Department throughout the process; Use systems to organize, track and structure Rigging workflow; Adhere to animation specifications for functionality, RTS structure for UE4, and performance requirements for gameplay; Connect blend shapes, research, and use applicable techniques for the best results, utilize tools/plugins to streamline weight painting; Take and implement feedback from Lead Animator and Animation department to ensure rig functionality meets animation needs; Report any areas of concern within the model (non-manifold geo, Tri’s, Ngons) and/or any other areas of concern to Lead Animator. Qualifications: Understanding of the different hierarchal setup necessary for gameplay and exporting/importing to game engines; Rigging experience in Autodesk Maya; Create rigs using clean workflow and hierarchies; Adhere to clean and consistent naming conventions within Maya rigging scenes as specified by Lead Rigger and Lead Animator; Displayed knowledge of poly-flow, deformation, weight painting skills; Creative Problem Solving; Eager and willing to learn; Proactive approach to rigging; looks for new/different techniques and approaches to restrictions/problems; Works well collaboratively and independently; Strong communication skills.
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