Technical Animator, Unreal Engine 5.6 (Project Work)
Technical Animator for realistic animal locomotion in UE5.6 at ITSALIVE.studio. Remote project until end of December, NDA required.
We are ITSALIVE.studio, focused on multimedia content with characters (mascots and avatars) in UE and Maya. We are looking for a technical animator for a project: realistic animals (terrestrial and flying) in UE 5.6. Details will be disclosed after signing an NDA. Task: build an animation system of AA-AAA level. Locomotion must be high quality: no foot sliding, no abrupt transitions, smooth starts, stops, and turns. Approximate scope of work (locomotion architecture may be different if you deem it necessary): - Animation Blueprint and State Machine: Idle, Locomotion, Start/Stop, Rest, Flight - Blend Spaces for multiple movement speeds - Distance Matching for Start/Stop, Stride Warping, and Orientation/Lean in turns - Anim Montages with Root Motion and Motion Warping (Turn in Place, Takeoff/Landing, reactions) - Foot IK, Foot Locking, Look At via Control Rig - Inertialization, Sync Groups/Markers, Anim Notifies - Secondary animation: tail, ears, wings (AnimDynamics/Rigid Body) - Integration with AI Controller: what the Anim layer receives and what events it returns. AI Controller is not part of the work. Team: You will not work alone, but in close cooperation with our development team and animators. You are responsible for the animation system as a whole, and our specialists can help with tasks under your guidance.
Experience required: - Quadruped locomotion and/or flying creatures - All the above on real projects - Setting tasks for animators: requirements for clips, root motion, export
Project work, remote; start immediately; project until end of December; mandatory NDA.
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