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TechAnim Audio Anim Sync @UnrealEngine plugin released on FAB! It allows in engine authoring of facial animation and audio using Sequencer Export game ready synched anim sequence wave audio asset. fab.com/listings/2aa50167-43… #techanim #sequencer #unrealengine
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I was creating training for our new testers in the form of a playbook where any and all information that you could need would be available and organized so anyone could come onto the Anim TechAnim QA team and be able to know what and how to test an asset.
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Muhammad Kashif at TechAnim Studios is testing out sneaking and soft cover in Unreal Engine with GASP and some custom animation tricks. What do you think of this setup? 🎮 More details: linkedin.com/posts/muhammad-… #UnrealEngine5
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Having fun diving into UE Control Rig lately. Epic’s new resources pushed me to explore more, especially physics and runtime animation. Big thanks to @mhattaran for designing and modeling this awesome mantis robot. #UE5 #TechAnim #Robot #gamedev #ControlRig
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A lookback at 2024ish-2025: - My online best friend of 5 years from Oricord flew from the US. Warwick Castle in the height of autumn will never be forgotten. Nor will you getting to meet my dad!! @Soap_Sud_Spirit - Went on holiday with my dad for the first time. Prague with dad 💕 - Made some of the greatest, lifelong friends during my time on the Fable team. TechArt, TechAnim and CharArt.. they really are family. - Dear friend of many years from Oricord @ZakTheSlack from the US spent a day with me. - Flew to Norway (4 times) to spend time with my Warcraft modding partner in crime. Saw Pendulum together in London. - Travelled to Italy and did what I've only dreamed of -- climbed Vesuvius and walked the streets of Pompeii and Herculaneum. Life has never felt so bright. Grab it. Love you all. Thank you for being in my world. 🤟
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New Quick Dev Interview Out! Technical Animation In Games – with Liam Lambert Bite-sized read packed with insights👇 buff.ly/rPWmYAo We cover: 🔸How tech anim makes animators’ lives easier 🔸Why getting a TA involved early saves time/budget 🔸Building smarter rigs & pipelines with mGear/Python 🔸Lessons learned from 15 years in tech animation #TechAnim | #Gamedev | #Animation | #IndieDev | #QuickDevInsights
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Proud to share some of the work I contributed to Forevergreen, a short film led by Nathan Engelhardt and Jeremy Spears. As Character Look Lead, I developed the texture batching system that gave the film its distinctive stop-motion, hand-carved wood aesthetic. The directors’ vision was for every frame to feel like a unique piece of carved wood—not just deforming geometry. To achieve this, I built a workflow that automated animated texture “wobble” across keyframes, so the look would constantly refresh rather than feel static. Highlights: Headless batch processing with Paint3D → automated texture generation at scale. Integrated with anim techAnim pipelines via Python templates & Maya shelf tools. Dynamic hex tiling to push directionality and texture variation. Optimized data budget → one efficient texture version per shot. Over 200 artists donated their time to this 5.5-year passion project. 🚀 For me, Forevergreen was a chance to push texture systems beyond traditional workflows—and see them stand up in production.
Disney animation supervisor Nathan Engelhardt and story artist Jeremy Spears spent five years of their own free time crafting a short film that looks carved from wood itself. Watch an exclusive clip from 'Forevergreen,' their handmade passion project. cartoonbrew.com/shorts/forev…
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It also depends on the company and how they define the roles. For us Tech Anim is an umbrella that grabs rigging, and more gameplay related techanim (state machines, ok, etc...), even if each one person specializes on a specific part of the role.
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20 Jul 2025
Experimenting with Chaos Flesh & ML Deformer in Unreal Engine 5.6 — diving into real-time muscle simulation workflows. 💪🔥 #UnrealEngine #ChaosFlesh #MLDeformer #UE5 #TechAnim #MuscleSimulation #GameDev #VirtualProduction
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16 May 2025
🔜 I'll be attending my first Unreal Fest in Orlando from June 2-5! If you'll be going too and would like to connect, let me know! #unreal #unrealfest #stateofunreal #metahuman #digitalhumans #facialanimation #facialtech #performancecapture #pcap #cinematics #techanim #gamedev
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Layered Deformation in Maya just got easier! Our Red9 Deformation Transfer tool is a game changer—boosting rig speed and productivity like never before. #Maya #VFX #Animation #Rigging #CGI #3DAnimation #AutodeskMaya #MayaTips #TechAnim #CGArtists youtu.be/hRKtD5GbBcM
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youtu.be/UPzsZfxAdrY First of a two-part demo on our Deformation Transfer tool in Red9 ProPack. Now with Batch Mode for transferring full deformation stacks across multiple meshes. #Maya #Rigging #VFX #Animation #CharacterTD #Red9ProPack #3DAnimation #TechAnim
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Dive into the technical side of animation! Make your own characters come to life in our Rigging workshop. Take your career to a place you’d rather be. loom.ly/3n5f8rk Rigging by Lianna Scrimger #animation #rigging #techanim #gamedevelopment #gamedev #3danimation
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30 Jan 2025
#PolarisPvE Launched on Steam. Here are some of locomotion set. Fairly sparse set with orientation warping to help with coverage. But since most of the action is in Flight mode, the player don't spend much time on the ground. #UnrealEngine #gameanimation #techanim #IndieGameDev
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Very happy to finally announce my new adventure! If you're looking for an experienced Technical Animator for your project, why not reach out! Contact details on website! #gamedev #techanim #rigging #freelance
Very first post here, and a perfect opportunity to announce that we released our website! magiclantern.se/ We hope you want to follow our adventures, and if you're looking for Technical Animation services, reach out! #gamedev #rigging #techanim #animation #freelance
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9 Dec 2024
The last feature I proposed and built for @PolarisPvE is Special Jump Apex, something fun for both the players and animators. Takes a little practice to get the hang of it, but very fun in the right place at the right time. #UnrealEngine #gameanimation #techanim #IndieGameDev
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19 Nov 2024
Superhero flight would be a major part of the gameplay experience in @PolarisPvE. Layout of Flight animation states was flat and more artist friendly. The number of transitions between them would have made a messy graph were it not for Conduits and Aliases. #gamedev #techanim
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15 Nov 2024
Over the years at @VariableState One of the pain points that came up repeatedly was setting up HumanIK Character Definition to retarget mocap data onto our animation rig. pastebin.com/cLCZdYdv #IndieGameDev #techanim
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🌟 MPC at #Animex2024! 🌟 If you’re attending Animex Festival today, make sure to catch our own Head of Creative Operations, Chris McKenna, and Head of Animation, Ben Krolick presenting on Animation and TechAnim at MPC. #MPC #Animation #TechAnim #VFX #Animex #Filmmaking
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11 Nov 2024
Cool little setting in UE Blendspace is Per Bone Smoothing. With it you can control the speed different parts of the character blend to the desired pose, and add more life to the animation even in simple 1D Blendspace. #UnrealEngine #gameanimation #techanim
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