Unity Technical Artist / 3D Animator for VR Experience
Urgent project-based role: Unity Technical Artist/3D Animator for VR anatomy visualization on HTC Vive Focus 3. $20-25/hour.
We are looking for a Unity Technical Artist / 3D Animator for a project-based task for a VR experience. The project runs on autonomous HTC Vive Focus 3 goggles. An animated dinosaur model already exists, and the scene is in Unity. Need to add a skeleton, cavities in the neck bones, lungs and air sacs, heart and vessels, then assemble a 'dissolve' animation on the same dinosaur. If necessary, we will purchase a suitable skeleton; we will provide the archive with the current model. Animation sequence: Dissolve, about 10 sec. A mask with a clear edge passes over the body. The skin disappears, revealing the skeleton and organs. No translucent skin. Neck bones, about 10 sec. All anatomy is already visible. Highlight cavities in the vertebrae and air movement. Breathing, about 11 sec. Focus shifts to the lungs and air sacs, showing their rhythmic work. Heart, about 15 sec. The heart pulsates, impulses show the blood path up the neck to the head. Return to normal view, about 9 sec. The highlight disappears and the skin closes the anatomy again. We use Timeflow, but you can assemble your animation in Unity Timeline: our developer will integrate it into the overall scenario. If necessary, we will provide the Timeflow package. The skeleton and organs must match the existing Standing Idle animation in the initial and final frames and move correctly with the dinosaur. This is Android VR, so reasonable optimization of geometry and materials is important. Viewing distance is fixed, no LOD needed. For revealing, mask and alpha clipping are preferred; we use transparent materials only if necessary to achieve the desired result. Need a working result in Unity, ready to hand over to our main developer. References and scenario will be shown.
Budget: $20–25/hour.
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