02/ 04

Water Gliders

Crowd Animation


Keyframe base model


Set interactivity + movement


Generate variation per particle
About this project

Crowd Simulation was essential to practicing animation principles, chops data flow, particle logic, rigging and skinning. Starting with the base model of the penguin, I created and applied the bone system before keyframe animating the rig poses. The penguin was then converted into a digital asset. Following that, it was brought into chops and offset per particle id, which the asset was parented to.