Monster Mocap

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About

This headless finger monster was created for our 7th game inspired by the dogs in Resident Evil 2 Remake. It runs at the player and then jumps. For this monster I used mocap which I edited in MotionBuilder. To be able to animate the hands around the creature’s mouth I rigged these with extensions in MotionBuilder to work with the control rig. This way I can do all my animations in MotionBuilder. For this monster I created two idle animations, a walk, a run and a jump but also a couple of different get hit and death animations as well as a turn animation. 

To showcase some of the game animations I stitched them together in MotionBuilders Story where my focus was to match poses and make it look like the different animations were one fluent piece. Our game takes place on an arctic base so when I created my cinematic I wanted a cold and remote environment to make the finger monster look at home. 

Storyboard for Monster Cinematic

This headless finger monster was created for our 7th game inspired by the dogs in Resident Evil 2 Remake. It runs at the player and then jumps. For this monster I used mocap which I edited in MotionBuilder. To be able to animate the hands around the creature’s mouth I rigged these with extensions in MotionBuilder to work with the control rig. This way I can do all my animations in MotionBuilder. For this monster I created two idle animations, a walk, a run and a jump but also a couple of different get hit and death animations as well as a turn animation. 

To showcase some of the game animations I stitched them together in MotionBuilders Story where my focus was to match poses and make it look like the different animations were one fluent piece. Our game takes place on an arctic base so when I created my cinematic I wanted a cold and remote environment to make the finger monster look at home. 

Storyboard for Monster Cinematic

Camera

When animating the cameras I wanted them to give the impression that the audience are the player sneaking closer to investigate the monster. I animated the cameras in Unreal and added some camera shake with a Camera shake Blueprint Class in the Sequencer. 

Unreal: Camera and keys in Sequencern

Prop & VFX

The meat which the monster is eating was made in Maya and then animated in Unreals Sequencer. The dripping blood was 2D animated in Photoshop to make it look more like the monster is interacting with and eating something.

meatMeat
Prop Meat Made in Maya
VFX 2D Blood Animated in Photoshop
VFX 2D Blood Animated in Photoshop
Prop Meat Made in Maya

Credits

  • Monster Model: Philip Tingberg 
  • Music: Alice in Dark Wonderland by Lexin Music
  • Environment: Modular Gothic Temple by Angel Fernandes
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