For the character animations, I rigged the entire character from scratch. This included making IK controllers for their arms and legs, along with their respective pole vectors. Additionally, I made controllers for the hip, chest, and neck areas, along with controllers for the eyes. The skinning for the rig proved to be the most difficult part of the rigging process, for my weaker skills in 3D modelling began to punish me for my questionable edge loops. Because of this, I had to adjust the geometry of the character many times.
For the animations, I made walk, run, and idle cycles. This part was very neat, for it was the first time I was able to see a character that I modeled, rigged, and animated fully alive. Exciting stuff.


I think your animation looks great! The running animation looks so life like and fun.
Your animation for this character fits so well with the art style you chose to model him with, it all gives off a vaporwave and retro-but-future vibe. The run is probably my favorite of the animations 🙂
I also think the animations show a ton of personality! I am impressed you built your own rig and animated a personality walk with the little time we had. I think the downwards head motion after each step adds a lot of personality.
Wow are they on the track team? They look like they run fast and that they ‘walk with a purpose’. It’s impressive that you rigged everything from scratch! I’m still learning to do that.
The animation really shows off how skillful the modeling was. I was expecting your low-poly model to have more noticeable distortion, particularly around the knees. It’s great to see that you found a way around it!
A little late to the party, but I just wanted to drop my two cents. I really wanted to let you you know that he art style is actually really well done. I think the animation, and I mean this honestly, suits the more cartoonish, low-poly, art style you’ve got going. I look forward to seeing the end result.