Rigging, Skinning and Run Animation

rig made with human IK, to which I attached additional joints and controllers

rig made with human IK, to which I attached additional joints and controllers

face and hair rig showcase

run animation implemented in the engine: shown without and with textures

Comparison between the first pass (made by Linda) and the second pass (made by me)

Rigging, Skinning and Run Animation

In a team of three, we were tasked with developing a character from pre-production all the way to game engine implementation. My main roles in this project were rigging and skinning the character to ensure proper movement and deformations. This was a challenging but rewarding process, as it was only my second rig—and it included multiple extra joints. I ran into some difficulties and made a few mistakes along the way, but working through them helped me learn a lot. 
Once I completed my part, I also contributed to the animation process by working on a second pass for the run cycle, refining the initial animation created by one of my teammates. This was my second-ever run cycle, and it definitely went more smoothly than my first. Seeing how all the extra joints and controllers I had implemented worked as intended made the process even more satisfying—animating them brought the character to life and was an incredibly fun experience. 
Project done with: 
Linn Line - concept art, modelling and texturing 
https://www.artstation.com/linnl1 
Linda Ringdahl - animations 
https://www.artstation.com/linda_ringdahl