DREPANOID

DESCRIPTION

Drepanoids are reptilian humanoid creatures whose design is loosely based on ancient Triassic-era reptiles: the Drepanosaurs. Standing at about 7.8 feet tall, they tower over the average human. I imagine them to be arboreal, peaceful creatures, despite their imposing features which would imply a great capacity for violence.

RIG

DREPANOID

DESCRIPTION

Drepanoids are reptilian humanoid creatures whose design is loosely based on ancient Triassic-era reptiles: the Drepanosaurs. Standing at about 7.8 feet tall, they tower over the average human. I imagine them to be arboreal, peaceful creatures, despite their imposing features which would imply a great capacity for violence.

RIG

DREPANOID

DESCRIPTION

Drepanoids are reptilian humanoid creatures whose design is loosely based on ancient Triassic-era reptiles: the Drepanosaurs. Standing at about 7.8 feet tall, they tower over the average human. I imagine them to be arboreal, peaceful creatures, despite their imposing features which would imply a great capacity for violence.

RIG

ASSET USAGE

ASSET USAGE

The Drepanoid's Maya control rig was actually generated using an early version of the Rig Control Setup Tool, which you can find documentation on below:

The Drepanoid's Maya control rig was actually generated using an early version of the Rig Control Setup Tool, which you can find documentation on below:

The Drepanoid was used in Unreal Engine 5 for two different blueprints: a playable 3rd person character, and a simple wandering NPC.

The Drepanoid was used in Unreal Engine 5 for two different blueprints: a playable 3rd person character, and a simple wandering NPC.

Below is a short test video of the playable Drepanoid blueprint, deriving from my own custom 3rd person character blueprint class. It heavily utilizes Control Rig for much of the procedural animation work, including: aim constraints for looking, spring interp nodes for secondary motion in the tail/spines, IK in the legs, and more.

Below is a short test video of the playable Drepanoid blueprint, deriving from my own custom 3rd person character blueprint class. It heavily utilizes Control Rig for much of the procedural animation work, including: aim constraints for looking, spring interp nodes for secondary motion in the tail/spines, IK in the legs, and more.

And here is a test video showing the wandering NPC variant. They simply walk around, look at each other and the player, yap, and when they get bored, they yawn.

And here is a test video showing the wandering NPC variant. They simply walk around, look at each other and the player, yap, and when they get bored, they yawn.

I also did this animation test in Maya and rendered it out in Arnold, just to show the rig in action. Below is the original animation, as well as a breakdown version.

I also did this animation test in Maya and rendered it out in Arnold, just to show the rig in action. Below is the original animation, as well as a breakdown version.

STILL RENDERS

STILL RENDERS

CONCEPTS/INSPIRATION

CONCEPTS/INSPIRATION