3D Animation Work + Motion Capture Cleanup [REMOTE] [VIDEOGAME/UE4]

Job ID: 33020764

Budget: €10,000 – €20,000 EUR

FiolaSoft Studio s.r.o., an indie studio located in Prague, Czech Republic, is looking for a 3D animator specialized in the Motion Capture cleaning process and fixing prepared animations for 3D characters. We want to find an animator who will primarily handle cleaning/correcting animation data that we recorded for the game using Motion Capture. He/she will also work on debugging and finalizing all animation data for the videogame.

We are looking for long-term collaboration. It's not about a few animations waiting to be cleaned. The game has more than 50 cutscenes in preparation. Since we are a small indie studio, we are offering collaboration based on the predetermined budget, which has been decided based on our current goals. We are open to negotiating additional compensations or payments if needed. At the current moment, we do all animation cleanup ourselves. And we are able to clean up like 75% of the problems, but we are looking for someone who will upgrade our animations to a professional level, remove the glitches, bad keyframes, or weird movements from the mocap.

We are also looking for someone who can create our own custom animations for our FPS hands view. We will provide more information about that upon interest.

What would be your assignment?
- Collaboration on cutscenes for the game and additional animations for 3D characters
- Checking the Motion Capture data prepared for the game characters
> Fixing mocap data against reference footage and based on the context of the animatic sequences
> Clean up of the Motion Capture animations for cutscenes
> Correcting bones and their rotations
> Fixing shoulders, fingers, foot position
> Preventing feet sliding issues
> Correcting pelvis positions relative to the ground or interaction with other objects
> Preparations for proper IK integration (fixing legs)
> Removing bad rotations and softening abrupt movements
> Resolving glitches and keyframes causing axis flips
- Fixing already finished animations for each of the characters
- Fixing "clipping" for all animations (like a hand going through the torso, foot going through the ground, hand going through the head, etc.)
- Retargeting animations to other skeletons
- Create new animations for hands in FPS view

How our current process of creation of cutscenes looks:
1) We do pre-visualization of the cutscene in Engine - storyboard/concept
2) We do Motion Capture using ROKOKO Suit based on the storyboard/concept
3) We do basic animation clean-up using filters in ROKOKO Studio and export RAW FBX data (HumanIK Skeleton)
4) We do basic retargeting from HumanIK to our Characters using UE4 Skeleton
5) We start working on the cutscene in the Unreal Engine - animatic
6) We lock the cutscene timing/duration and export only used parts of the animations in the cutscene
7) -> This is the step where you will clean up and finalize animation data for the cutscene
9) We re-import cleaned animations back into Unreal Engine - animatic is now production cutscene
9) If all is good, we start working on the final VFX and Camera pass

What do we require?
- Ability to work independently
- Ability to decide and communicate deadlines and plans
- At least very basic understanding of Unreal Engine 4 and its native animation tools
- Basic ability to navigate inside the Unreal Engine Sequencer
- Knowledge of Maya or/and Motion Builder (or/and possibly other animation software that will be compatible with our process)
- Knowledge of retargeting process between different skeletons

We offer:
- Competitive compensation
- Working on interesting videogame project

Thank you for your attention,
we are looking forward to your responses!
Related categories: Animation Maya 3D Modelling 3D Animation Unreal Engine