Poppy Playtime Chapter 3: Rigging and Technical Animation

On Poppy Playtime Chapter 3, as Principle Technical Animator I was responsible for rigging all the characters, developing solutions for animation FX, and building gameplay-driven animation systems within Unreal Engine 5. I also worked on some character animation, which is included in the video reel.

You can find the modeling work I also did for Chapter 3 here: https://www.artstation.com/artwork/g0m22e

Rigging and Technical Animation Reel for Chapter 3 on YouTube.

Rig for the Bigger Body version of Catnap I created for Poppy Playtime Chapter 3. The tail controls and necklace piece are simulated real-time in Unreal Engine.

Rig for the Bigger Body version of Catnap I created for Poppy Playtime Chapter 3. The tail controls and necklace piece are simulated real-time in Unreal Engine.

Nightmare Catnap version of the Catnap rig. Main differences are in the toe controls and the slightly different necklace piece. Everything else is shared with the normal Catnap rig on the same skeleton.

Nightmare Catnap version of the Catnap rig. Main differences are in the toe controls and the slightly different necklace piece. Everything else is shared with the normal Catnap rig on the same skeleton.

Modified version of the Huggy rig from Chapter 1 I worked on for Hallucination Huggy, with added toes, fingers, and head controls. The base Huggy rig was made by Andy Gill.

Modified version of the Huggy rig from Chapter 1 I worked on for Hallucination Huggy, with added toes, fingers, and head controls. The base Huggy rig was made by Andy Gill.

Smiling Critter plush rig I worked on, which was also the first character I rigged on the project. For swapping between the different Critter characters, I created a python GUI for animators to use that toggles visibilities on different mesh sets.

Smiling Critter plush rig I worked on, which was also the first character I rigged on the project. For swapping between the different Critter characters, I created a python GUI for animators to use that toggles visibilities on different mesh sets.

Rig I created for Miss Delight's clean and ruined counterparts. The dress is driven by a Ncloth proxy mesh, with rivets that drive joints skinned to the final low poly mesh. More detailed breakdown included in the YT video.

Rig I created for Miss Delight's clean and ruined counterparts. The dress is driven by a Ncloth proxy mesh, with rivets that drive joints skinned to the final low poly mesh. More detailed breakdown included in the YT video.

Bigger Body DogDay rig I created. The belts are a separate rig from DogDay himself, to allow for a clean separation during the beginning of his chase, but they both share the same root position for easy simultaneous animation of both.

Bigger Body DogDay rig I created. The belts are a separate rig from DogDay himself, to allow for a clean separation during the beginning of his chase, but they both share the same root position for easy simultaneous animation of both.

First Person Player rig I created for the player pawn. I worked closely with the programming team to hook this up with the gameplay functionality for the player's camera view, aswell as for jumpscare death animations. Also built the anim blueprint for it.

First Person Player rig I created for the player pawn. I worked closely with the programming team to hook this up with the gameplay functionality for the player's camera view, aswell as for jumpscare death animations. Also built the anim blueprint for it.