Veil Of Flames
Role: 3D Character Rigging · Skinning · Animatic · Editing
Project details
Type: Student animation project
Duration: 0:51 min
Context: Animation studies, 3rd & 4th semester
A short narrative scene centered on an intimate, forbidden moment between a queen and her subject. The project explores emotional tension and restrained performance within a stylized animated setup.
This project was developed as a collaborative student production.
Rigging Focus & Workflow
This project was developed with a strong focus on practical character rigging for small animation teams.
Rigged two biped characters using mGear (biped template) as a production-oriented base.
Adapted and adjusted the template to fit character proportions and animation requirements.
Performed skinning using native Autodesk Maya tools, refining deformations iteratively during animation.
Both rigs share a consistent control structure, facilitating quick adaptation and reducing friction for animators.
The rigs were referenced into the animation scenes. Throughout production, I worked closely with the animators, providing iterative updates to skinning and adding rig improvements as animation needs evolved. This setup supported a workflow designed for one to two animators, prioritizing clarity, stability, and ease of use.
Animation & Validation
In parallel to the project, I created a personal ballet animation test using the same mGear-based rig to validate deformation quality, control usability, and expressive range. This test served both as a rig stress test and as an opportunity to demonstrate my animation skills alongside rigging.
Scope & Technical Notes
The rigs do not include facial rigs, due to time constraints and the project scope.
At the time, this was my first experience building more complex character rigs, following an earlier, simpler rig.
The focus was placed on body mechanics, posing, and performance, ensuring the rigs were reliable for narrative animation.
Additional Contributions
Creation of the animatic, defining timing, staging, and emotional beats.
Editing of the final cut to support narrative clarity and pacing.
Contributed to environment setup and layout, supporting the animated scenes.
Created fire VFX tests in Houdini, integrated into the final shots.