Conducting technical solution comparisons and developing new pipelines based on art direction and practical challenges encountered during production.
To reduce the workload of animation, I created the 'Real-time Ground Adaptive Car Animation Generation Pipeline,' a solution that automatically generates suspension animation and can be integrated with the UE sequencer.
Based on my self-directed art direction, I developed the 'Keyable Physics Profiles Pipeline', which generates physical animation for decorative clothing and accessories. This is achieved by configuring RBAN settings and adjusting profile values to accurately reflect the transitional process of state changes.
And I also developed the 'Clothes Animation Generation Pipeline' to achieve better real-time clothing animation effects in Unreal Engine and fit them to specific requirements based on visual concepts.