We're currently seeking a highly experienced technical animator or animation team with experience
building custom rigs and animations and implementing them in Unity and UE4.
In the first instance, we are looking for applicants that can take a ready-built humanoid/dog character
model and rig, animate and setup the character to work with Unity's IK system. UE4 implementation will
also be required down the line.
If you're applying please clearly indicate (by number) which of the following processes you're familiar
with. This represents our expected pipeline:
1. building a custom rig (body and face) for a ready-modelled humanoid/dog character. The rig must
include animation helpers ready for a creative animator to work with
2. weighting the character model to the rig
3. creating animation assets for the following:
A ) basic looping movement animations as well as around 5mins of storyboarded animation which is split
into different clips ranging from a 2-second fist-clench to a 25-second animation of putting on a coat.
B ) a range of around 10 or 12 different facial emotions
C ) phonemes for lip synching around 600 words (split into around 30-word clips)
4. retargetting/baking the animations to a separate rig for use in Unity. We expect this to combine the
Unity humanoid system for basic actions/IK with a custom rig for facial/tail animations
5. Setting up the following functionality in Unity using the created assets:
A ) Setting up a Unity character controller with animation transitions based on behaviour/state machines
that can be easily accessed from scripts to dynamicly manage animation sequences
B ) separate animation layers for the movement animations and the speech/emotions so that these layers
can be controlled independently
C ) integration with FinalIK/Unity's inbuilt humanoid IK system
We are looking to standardise our animation workflow accross multiple projects and are interested to
know about your additional experience with the following
6. capturing/cleaning/implementing mocap libraries for interactive applications
7. experience with custom controllers and procedural animation in Unity and Unreal
8. Experience with Ikinema/Final IK and other animation plugins and middleware
9. experience animating hair and clothing inside game engines
This is a paid position within a fully funded company. Your work will be utilised and showcased amongst the worlds leading contemporary artists!
Please contact our chief creative technologist, Dado Valentic: Dado@acuteart.com with any applications following the instructions above.
www.acuteart.com