For the final project this semester, we collaborated with UX designers from another education. They planned the story and did the technical parts of the game, while we artists did the graphics. My responsibility was to make all the animations. I planned for all the movements in both the game and the cinematic and then we recorded them with motion capture. I cleaned the data in QTM and then I chose to learn Houdini KineFX for the retargeting. It was a bit complicated since I've not spent a lot of time in Houdini and there were not a lot of resources since it's pretty new. But sidefx got a bit on Youtube at least. I also did some polishing in Maya (for some animations) when it was superior to Houdini's slow graph editor. Then, everything was imported to UE5. Most of the animation blueprints were already set up in Unreal but I still learnt a lot from it. If I had more time, I would have done more polishing and animated the hands, but the deadline didn't support that this time. So I'm not fully satisfied with the animations because I know I can do better, but I've at least learnt a lot from this project.
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Check out my teamates:
https://www.artstation.com/p3ll1sh
https://www.artstation.com/lilmeowie
https://www.artstation.com/tiedtke
Cinematic
Stab animation. QTM and KineFX
Run and fall animation. QTM and KineFX
Gameplay - with animation focus
Brock Idle Animation
Syndra Idle Animation
Alice UE5 Blendspace
Elias UE5 Blendspace