Animation TA - UE Realistic R&D

undefined ago • All levels • Animation

Job Summary

Job Description

This role involves building and maintaining advanced character animation systems, supporting realistic physical expressions for elements like cloth, hair, and muscles. The specialist will develop dynamic feedback systems for characters and enemies, including hit reactions and deformations. Collaboration with various teams is crucial to ensure high-quality animation responses and physical interactions. Additionally, the role focuses on optimizing runtime bone structures, physics simulations, and data-driven logic for enhanced performance.
Must have:
  • Familiar with character animation pipelines, understanding bone-driven animation, Blend Space, state machines.
  • Proficient in setting up and optimizing physics simulation systems for cloth, Groom, and accessories (e.g., Chaos, NCloth).
  • Practical experience in implementing muscle systems (dynamic muscles, soft tissues, bone-driven deformation) or related support systems.
  • Capable of driving hit feedback systems, including bone reactions, dynamic dismemberment, reaction timelines.
  • Possess tool development capabilities, able to build or maintain animation debugging, rigging automation workflows.
  • Familiar with animation performance bottlenecks, capable of optimizing simulation overhead and physical expression efficiency.

Job Details

Job Description

1. Build and maintain character animation systems, supporting physical expressions such as cloth, equipment, hair, and muscles.

2. Support dynamic feedback systems for characters and enemies, including performance mechanisms like hit reactions, knockbacks, dismemberment, and deformation.

3. Collaborate with animation, rigging, art, and programming teams to achieve high-quality character action responses and physical linkages.

4. Optimize character runtime bone structure, physics simulation processes, and data-driven logic.

Job Requirements

  • Familiar with character animation pipelines, understanding implementation methods like bone-driven animation, Blend Space, and state machines.

1. Proficient in setting up and optimizing physics simulation systems for cloth, Groom, and accessories (e.g., Chaos, NCloth).

2. Possess practical experience in implementing muscle systems (e.g., dynamic muscles, soft tissues, bone-driven deformation) or related support systems.

3. Capable of driving hit feedback systems, including bone reactions, dynamic dismemberment, reaction timelines, and other linkage logic.

4. Possess certain tool development capabilities, able to build or maintain animation debugging, rigging automation, and other workflows.

5. Familiar with animation performance bottlenecks, capable of optimizing simulation overhead and physical expression efficiency.

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About The Company

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

Shanghai, China (On-Site)

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