GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Introducing the New Animation Rigging Features (Presented by Unity Technologies)

Olivier Dionne (Animation Developer, Unity Technologies)

Jean-Sebastien Campagna (Technical Animator, Unity Technologies)

Dave Hunt (Technical Artist, Unity Technologies)

Location: Room 3022, West Hall

Date: Tuesday, March 19

Time: 5:30pm - 6:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Visual Arts

Format: Sponsored Dev Day

Vault Recording: Video

Audience Level: Intermediate

Need more artistic control of your animations in Unity? If so, don't miss this intermediate session on our new Animation Rigging features. A team of Unity technical animators and artists will show you how to use predefined constraints to procedurally control character deformations, simulate physic-based secondary motion, and correct overall animations to significantly improve quality in your game. You will also learn how to build setups that can be dynamically triggered/blended at runtime to control final animation throughput.

Takeaway

Attendees will learn how to use the set of predefined constraints shipping with the new Animation Rigging package to create rig setups that can be dynamically triggered/blended at runtime to control final animation throughput. Attendees will also find out how to write custom constraints tailored for their specific productions.

Intended Audience

Technical Artists, Technical Animators, Animators and Animation Developers.