Blender Naruto Storm Rotoscope Animation
Budget: $10 – $30 USD
I need a Blender animator who can faithfully rotoscope short Naruto Storm movesets. Each clip is no longer than 4 – 7 seconds, yet accuracy is critical—I want every pose, timing nuance, and bone rotation to match the original game footage. I will supply direct links to the reference videos as well as the Naruto Storm character models you’ll be working with.
There are at least eight separate animations in the queue and I’ll release payment after we approve each one, so think of this as a steady flow of mini-projects rather than a single bulk delivery.
Workflow outline
• Import my provided FBX models and confirm the existing armature matches game topology.
• Rotoscope the reference clip frame-by-frame, keeping interpolation, timing and silhouette identical.
• Tidy keyframes, clean graph-editor curves, and label actions clearly for reuse.
• Export each finished action as a packed .blend plus an FBX with baked animation.
Acceptance criteria
1. Maximum deviation of two frames from original timing.
2. No popping joints; feet must remain locked when planted.
3. Action is named and isolated in the NLA track.
If you’re fluent with Blender’s graph editor, bone constraints and non-linear animation workflow, I’d love to see one example of a game-accurate recreation you’ve done before. Let’s perfect the first move, then keep the momentum going on the rest.
There are at least eight separate animations in the queue and I’ll release payment after we approve each one, so think of this as a steady flow of mini-projects rather than a single bulk delivery.
Workflow outline
• Import my provided FBX models and confirm the existing armature matches game topology.
• Rotoscope the reference clip frame-by-frame, keeping interpolation, timing and silhouette identical.
• Tidy keyframes, clean graph-editor curves, and label actions clearly for reuse.
• Export each finished action as a packed .blend plus an FBX with baked animation.
Acceptance criteria
1. Maximum deviation of two frames from original timing.
2. No popping joints; feet must remain locked when planted.
3. Action is named and isolated in the NLA track.
If you’re fluent with Blender’s graph editor, bone constraints and non-linear animation workflow, I’d love to see one example of a game-accurate recreation you’ve done before. Let’s perfect the first move, then keep the momentum going on the rest.
Related categories:
3D Rendering
Animation
Maya
3D Modelling
3D Animation
3D Design
Blender
3D Rigging
Rotoscoping
3D Graphic Design