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Service 02

Animation

Keyframe and mocap-driven animation for players, creatures, and narrative beats, authored to run at 30 or 60 fps without retiming in engine. We match a reference title's timing, weight, and camera language before we animate, then deliver blend-ready clips with clean root motion and named events. Combat, locomotion, and cinematic sets stay consistent across episodes.

Service 02Autodesk MayaMotionBuilderAutodesk 3ds Max
Animation — sample production
Animation
Playback frame rate
30 fps or 60 fps, authored natively at the target rate
Clip length
0.5-12 s gameplay clips; cutscene sequences up to 90 s
Mocap capacity
Single-actor to 4-actor simultaneous capture at 120 fps optical
Delivery formats
FBX, USD, .ma, plus engine-native animation assets
What you get
  • Locomotion sets: idle, walk, run, sprint, turn, and stop transitions
  • Combat animation covering light and heavy attacks, hit reactions, and finishers
  • Creature and boss animation with unique silhouettes and readable attack tells
  • Facial and lip-sync animation delivered as blendshapes or bone rigs
  • Mocap shoot supervision, cleanup, retargeting, and hand-keyed polish
  • Cinematic and in-game cutscene animation matched to storyboards
  • Animation state machine documentation and engine-ready event tracks
How we run it
01

Reference and timing study

02

Rig audit and retarget setup

03

Blocking and key poses

04

Spline pass and polish

05

Mocap cleanup and blend

06

Engine playback review

Toolchain
Autodesk Maya MotionBuilder Autodesk 3ds Max Blender Unreal Engine 5 Unity OptiTrack Vicon
Related work

Recent deliveries in this discipline.

All work

Need this scoped for a real project?

Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.