- - - SITE IN PROGRESS - - -
Our first challenge this semester was:
Posing – Create a 3D character sheet (15-20 poses). Emotional range required
Block-out – A series of keyframes and in- betweens to show movement (20-30 seconds max)
Started off by testing and researching the right rigs I could use from the provided websites.
I found very limited high-quality models. Most of them didn't have an adequate articulation of their expressions, so I narrowed it down to 4 rigs that looks decent enough quality to express itself and are also not too complicated so I wouldn't have to manually pose every fiber of their clothes the rigs that I found usable were Hulk, Psylocke, Akali, and this female elf-looking rig called Rayla.
Akali:
Agora.studio (n.d.). Agora.community | Akali | Maya. [online] agora.community. Available at: https://agora.community/content/akali-maya.
Rayla:
Agora.studio (2021). Rayla. [online] Agora.community. Available at: https://agora.community/content/rayla-maya.
Rayla impressed me and attracted me from the pure amount of controls allowing to fine tune the nuanced creases on clothing and a plethora of muscles controls on the cheek. this was a good first choice as it would definitely not limit me on function. but may be quite timely to pose.
After testing the dexterity of the rigs I landed on the middle ground of Akali which had decent facial expressions, albeit no nose controls, and also supported good movement. This rig also allowed me to disable a few clothing layers to help clearly see the body pose underneath, Ididnt want to remove every clothing layer though, so I left the top brown shirt on. I may experiment with changing the outfit based on the pose, if allowed.
I then started collecting some visually clear expressions and poses of women online as it seems most of the good rigs i found were female.
I wanted to find a good range of expressions from happy sad angry confused scared, etc.
bored lazy 7
https://www.istockphoto.com/
bored lazy 2
https://www.pexels.com/photo/bored-woman-sitting-at-table-12912224/
Happy joy 1
https://www.shutterstock.com/
Happy joy
https://stock.adobe.com/uk/
scared 9
https://www.shutterstock.com/
scared 8
https://www.shutterstock.com/
running 10
https://www.gettyimages.co.uk/
in dispair 3
https://www.photo-reference-for-comic-artists.com/photos/show/id/02-2020-laverne-angry-pose
confident
https://www.shutterstock.com/
Fighting stance
https://stock.adobe.com/uk/
yoga 4
https://www.gettyimages.co.uk/
sad 6
https://www.westend61.de/en/photo/HPIF02786/a-sad-mid-adult-woman-alone-in-darkness-sitting-and-thinking
thinking 5
https://elearningchips.com/product/ph-007-soutouna-047/
thinking
https://www.istockphoto.com/
confused
https://www.shutterstock.com/
Angry point 11
https://www.alamy.com/
scared terrified 12
https://www.dreamstime.com/
13
https://depositphotos.com/
begging/praying 16
https://www.dreamstime.com/
The main reference I will be using for my body poses in my animation sequence comes from an exceptional choreo practice my fellow classmate Darwin showed me on Instagram, created by Micahkarns.
Instagram. (2020). Micah Karns on Instagram: ‘10/28/2024 choreo practice Camera/Edit: @micahkarns Sound Design: @chris.lawruk Performers: @julia_a__ @niko_stav Choreography: @niko_stav @kylepotter @julia_a__ Shot at: @tmpstacademy Shot on: Komodo-X @reddigitalcinema @voigtlander_offiziell @globaldynamicsunited @tiltamax #fightchoreography #fightcoordinator #fightscene #fight #action #stunts #cameraoperator #martialarts #punch #anime #reddigitalcinema #shotonred #komodox #voigtlander #globaldynamicsunited #gdu #tilta #uwa #arcane #thelastofus #tlou #godofwar’. [online] Available at: https://www.instagram.com/reel/DEdxDNvy-2w/?utm_source=ig_web_copy_link.
I found this to be a fairly decent reference and starting point for my animation as it gives great body poses and positioning and also is of a great action style which will allow for a range of camera shots to be included, from impactful slow motion shots to dynamic close-up shots.
Although there is still much work to do in figuring out where to place the feet of characters and the rest of the body when the characters have gone out of frame in the reference, as I will likely change the camera angles in areas and will want the body movements to align properly. I have tried my best to position them appropriately throughout.
The reference also includes a female, which matches my main rig type better. I will use the female rig to express facial animations in key moments, such as slow-motion shots where she is taking impact.
This was also the first time I made use of Maya's camera sequencer.
This allows users to align their shots within Maya without having to playblast each camera and arrange the shots later in Adobe After Effects or a similar program. It was first recommended by one of our industry guest speakers, Marcus Aryton, and has since also been suggested by a more recent mentor, Micha Bostrom.
Map inspiration taken from Charge - Blender Open Movie: www.youtube.com. (n.d.). CHARGE - Blender Open Movie. [online] Available at: https://www.youtube.com/watch?v=UXqq0ZvbOnk.
This week I'm doing the final touches on my previs project / "blockout and inbetweens with filmic language" and got a few tips from my tutor Sanjay.
I was told by my tutor on Padlet and in person that my work was amazing and to keep it up.
The main improvement given was to do with story, although it's a very short piece, I found benefit from adding more context to how my character entered and leaves the scene. I found this to give the audience a much better understanding of what is actually happening.
It is now visually obvious and shows that she was sneakily looking for something important, and she got caught by a sort of guard of the facility, and managed to fight him off and escape.
Whereas before it seemed like a pointless and meaningless battle. Now we can more easily relate to the character by understanding her change of emotions throughout and the full struggle shes goes through, rather than just seeing her midway in the struggle for some unknown reason. It also helps build up the tension of the hectic camera movement and fight as it starts slow and ramps up into the action. helping the audience feel and rise with the tension.
Here is a final version with all the assets in place.
I also was thankful for one of my tutors, Alan, who provided me with a very useful previs asset in a previous semester, a fire sprite.
It allows a very cheap performance version of animated fire that i can put in my furnace cage and has enough controls for my usecase.
feedback
After coming back and making some more tweaks closer to the deadline and making more improvements and suggestions by our Guest speakers, such as Ollie Trottman and Philip Hunt, mentioned more on my research page - Here is my improved version:
Cinematic prep in Unreal (this could also be on my research page for the Phase 2 challenge preparation)
As stated previously for my PLP goals before Christmas last semester, I aimed to learn Unreal Engine, as many of our talks have talked about its efficiency in previsualization and rapid realistic workflows.
Towards the end of the Christmas holiday, I started teaching myself how to use Unreal Engine. starting by creating and manipulating objects in a scene and creating a beach landscape which should help my layout skills and lighting skills as well as understanding the tools and interface of Unreal Engine.
I followed a useful tutorial online from Magnet VFX for laying out the assets.
www.youtube.com. (n.d.). Unreal Engine 5.3 Beginner Tutorial - UE5 Starter Course 2023 #unrealengine5 #megascans #cgi. [online] Available at: https://www.youtube.com/watch?v=aaLqEHXGiww [Accessed 9 May 2024].
I also managed to do some node based work as well when creating the shoreline wetness, as well as some fog planes.
The water wetness required using different nodes, such as a detector of the Y- axis to determine the sea level height, and then i added a blend node which makes it a gradual blend of rocks which have varing wetness around the shoreline. they all in turn were linked with and controlling the difference in the shinyness (roughness) and the albedo (base_color) maps, to make it more darker and reflective around the lower rocks near the shore.
Mason Mount x Ravensbourne University London: Charity Animation Challenge Launch - Make-A-Wish Foundation
Today, we were given an exciting extra challenge—helping to create an animation video for the Make-A-Wish Foundation. The video aims to showcase what the foundation is doing this year, and they asked animation students to design the cartoon segments, giving us a lot of creative freedom to develop our own style. They see us as the "professionals" in animation, which is a nice acknowledgment. The project itself revolves around footballers meeting critically ill children, taking them out for snacks and small activities over a couple of days, which sounds like a meaningful experience for those involved.
I really like initiatives like this. Having previously worked as a SEN teaching assistant, I’ve always found campaigns like this to be heartwarming, fulfilling, and enjoyable for many people. I’d love to contribute to this project, Although I fear it may take away time I need to focus on my coursework. If I were to take part, I fear I may end up producing a lackluster promotional piece for them simply due to the workload.
If this had been scheduled at a different, like the summer holidays, I would have more likely taken part and enjoy spending my time on it. Nonetheless, I still greatly appreciate the opportunity. If I manage to complete my assignments early and am certain I'll achieve top marks, I won't mind coming back and spending extra time on this charity project.
Cinematic project - layout and storytelling
Challenge details:
To compete in the challenge, use the free Secrets of the Luminara Kit to build your own world in concept art (still image), in motion (animation), or game development (UEFN island code and video).
To begin your expedition, download Cargo and access your free 'Secrets of the Luminara' Kit. Alongside ancient wonders, your Kit includes a rugged off-roader, a cargo plane to deliver supplies, and an airship that can bring your explorers via air or sea.
KitBash3D. (2024). Secrets of the Luminara. [online] Available at: https://kitbash3d.com/pages/secrets-of-the-luminara [Accessed 6 Feb. 2025].
In class, I struggled a bit with coming up with story ideas since it seemed difficult to fit a complete narrative into just one minute. However, after looking at submissions from the actual challenge, I realized that the judging wasn’t solely based on the story but on the overall quality of the piece. Some submissions didn’t have much of a story at all - one was about a character following X’s on a map, finding what they were looking for, which then triggered a monster reveal before abruptly ending. Another was basically a comedy sketch of friends joking around in front of a TV. First place was won by a contestant who replaced their characters with cars.
Since our submission was limited to just one minute - shorter than some of the others - I decided not to force a full story. Instead, I focused on practical execution, structuring it around small challenges my character might face. And adding some sort of a rise and fall in tension.
In class, my tutor Sanjay helped give some tips to build a story and told me to do a mind map of like similar things that the 'Secrets of the Luminara' Kit reminded me of. Some things that came to mind were Lara Croft and Indiana Jones.
Here on the right is my brainstorming map I started in class using Miro to help come up with ideas for my character to interact with on their journey:
Inspiration from Abe's Oddworld franchise.
This was a game i used to play as a child. It was the first digital game I played. It revolved around saving your fellow species from other evil species that not only feed on you. But also try to feed your own species back to you, in disguised treats. It heavily plays and draws similarities in our current world in how false and misleading advertising can lead us to harm ourselves.
Aside from the dark storyline within, this game was a very well made 2D platformer game which has aspects of decoding puzzles, using precise timings, and planning out routes. This involved going through the right doors, sneaking past sleeping enemies, or even confusing the enemies to infiltrate them.
This marks the initial steps of my environment design. I began by blocking out the scene in a simplistic style, establishing where I wanted the key geometry to be placed. As a Minecraft player of 10 years, I found this process intuitive—creating basic BLOCK style layouts first and refining them with added detail later.
I aimed to create a strong central focus, guiding the audience’s eye toward a ceremonial structure at the heart of the environment. This not only adds depth but also introduces a sense of history and cultural nuance. To enhance the feeling of mystery, I enclosed the area within a large, surrounding chamber, reinforcing the idea of secrecy in line with the challenge title, The Secrets of Luminara.
By having a character explore this buried or hidden civilization, the environment gains an extra layer of intrigue, amplifying the sense of wonder and discovery in uncovering its long-lost secrets.
As this project is meant to be a minute long, I didn't feel I could incorporate the in-depth lure and story as the original game that I played with all the cutscenes it had. But I do feel I can use aspects of the more objective objects that the player interacts with to help tell my own story. Having areas where my character may take a leap to jump across bridges. Or need to plan out certain actions and steps to get past enemies, or dodge certain traps laid out by guards.
This is the rig that I plan to use for my main character, Many thanks to Robbie Reid:
Gumroad. (2022). Guardian - Free Maya Rig. [online] Available at: https://robbiereidrigs.gumroad.com/l/guardianrig [Accessed 9 Feb. 2025].
Here is some screenshots of my map so far. I think I did a pretty good job on the layout. As you can see below on the right side, I'm also incorporating little platforms and paths for my character to move along, similar to Abe's Oddworld or scenes from Indiana Jones.
Currently, my idea is to have her move along platforms and complete mini missions or little challenges like avoiding guards, parkouring, and interacting with objects, such as maybe opening a secretive chest or destroying a door to get through places to collect some items she's looking for. She could probably just be collecting proof of this ancient city to bring back to her people back home to show it still really exists.
Here is a little test I did of incorporating a mocap walk cycle into the unreal engine environment and added a trucking camera move.
To make there be a rise and fall of tension and a 3-arc structure in my story, building on narrative principles as solidified last year in our narrative module. I will incorporate 3 arc structure by having her enter the ancient buried city and start encountering the challenges, which will be shown and focused on with adequate camera shots to build tension and suspense, and the tension will fall when she exits the city safely with her acquired objects.
Gathering motion capture data was a lot easier than I expected, and I was pleasantly surprised about the amount of different actions websites such as Mixamo and Rokoko provides. If I can find the right actions I need to portray my story, I can much more efficiently get the vision across in a shorter amount of time. I started off by relocating the motion capture that was already given by my tutor alan previously. As there was still a few useful moves given there, such as the "running and swinging" motion, I have managed to make good use of it as my character swings across posts to reach far platforms.
Here is the link for the motion capture data provided by Mixamo:
www.mixamo.com. (n.d.). Mixamo. [online] Available at: https://www.mixamo.com/#/?page=1&type=Motion%2CMotionPack.
I found Mixamo to be the most useful, as the website has inbuilt functions to adjust animation timing and even tweaking for the emotions and directions of the actions.
Here on the right i have shown examples of the adjustable actions you can choose before you even download, very useful feature. Which allows much more of a streamline process when integrating mocap.
And here is the link for the motion capture data application provided by Rokoko:
Rokoko.com. (2025). Download Rokoko Studio, free 3D animation and motion capture software. [online] Available at: https://www.rokoko.com/products/studio/download?_gl=1 [Accessed 13 Feb. 2025].
My developed pipeline for gathering motion capture assets and bringing them into Unreal Engine was using Maya for a step in between. As we have already been given knowledge in previous semesters about how to attach and set up motion capture for our rigs taught by our tutor Alan, where he showed us how to take an FBX motion data asset and connect it to our own character rig. This has shown very useful for me as I have now managed to leverage this knowledge by using this middle step of Maya to combine my FBX motion data with my chosen rigs, which saves me from immediately needing to relearn how to link fbx files in Unreal, it also allows me to utilise my animation skills within Maya - which are much greater as we have had much more practice in Maya during this course, this allow for much further tweaking of the animated actions before bringing it into unreal. It required steps such as resetting my skeletons to "T" poses to accurately align the joints before they are linked with the mocap. I find Unreal's tools are still behind Maya in terms of animation- but in terms of everything else, Unreal is far ahead. Using multiple applications shows not only the ability to adapt but also allows me for much more customizability before the final import into Unreal Engine. I still plan to learn more about Unreal's animation features in the future as I am aware they are constantly improving. Below are some of the shown Maya steps.
This is the useful website I used to generate lots of free background props, such as the background characters and civilians:
https://lumalabs.ai/genie
Analyzing the use of these AI generative websites has proven useful in one module before such as the previs module for our tutor Alan last year. Where I used this website called luma to generate background buildings. He mentioned he saw potential in AI for model generation, but I was still given small criticism last time, as my tutor suggested that because they were slightly inaccurate and warped, it led to a slightly distracting effect in my previs, drawing the focus away from my main characters. After around a year of developing and updates, this website has now gotten miles more accurate at its generations, and alongside as me using them as even further in the distance props, such as characters really far in the distance, I have helped deal with these previous issues and improved by having better quality models with less warping, and also using them further away, negating any of the remaining artifacts even more. I found the background characters to be a very efficient and free way to generate a lively background city community without distraction. Which is proving even more helpful for previsualization.
This following video, linked below, has shown incredibly useful for layout purposes. Understanding how to organise mountains from the cameras perspective, to save huge amounts of time.
pinkpocketTV (2022). Unreal Engine 5 Beginner Tutorial | Grassland Mountains Environment. YouTube. Available at: https://www.youtube.com/watch?v=7_Lfs_6wOqQ.
Shown on the right is the opening scene, which I made and plan to use for my cinematic previs. Establishing an opening shot of my character overlooking the landscape, seemingly searching for something important. I'm choosing between which actions suit the best in the frame. I have her checking a map, bending over and overlooking an area, or standing up whist doing so, also some of her pointing at a location in the distance.
This was my first combination of the sequences from the two different Unreal Engine world saves; outside and inside, which I then combined the rendered clips in After Effects.
I was happy in the range and length of actions and events that happened, but wanted more dynamic camera angles and possibly emotions to give more immersion.
This was my second combination, in where I tightened up the shots and timing a bit more.
Luckily, my tutor Sanjay managed to provide a very helpful SyncSketch session on my sequence, where he gave some praise for some good work and also noted some areas which could do with some more improvements. areas such as noted below.
My camera changes sides and the direction of the character on screen changes for no apparent reason. This made sense to remove this angle as its adding no real useful information. If there was a wobbly bridge or broken part that one side needed to see then maybe, but to change the direction of flow of line of action of the animation and layout doesn't help and may take the viewer out of the immersion.
Empty space. Some of my camera angles were lacking in the framing, in this case there was no reason to keep the empty space, let alone the change in line of action.
A great tip was given here. It was kind of hard to position the camera in this space in front of her head. but my tutor gave me a nice tip to tuck the camera down in front of the gemstone, looking up at her. This didn't need as much space and gave a better look at her expression. giving it better readability.
adding a slow dolly zoom also gives a nice benefit of feeling suspense rising to the viewer.
Also giving helpful tips on areas on where to remove less important shots. giving more of a time jump/time cut type of sequence to indicate she passes this area fine and not boring the viewer.
Most of my ladder shots were side-on, so I was thankful for my tutor giving me a suggestion of incorporating a high angle looking down on her climbing. which I feel could be beneficial to possibly showing a better sense of the emotion on her face.
Here is where I'm at now,
Spent some time tightening the timing and smoothing some of the animations. still facing issues with lighting and motion blur.
This is the beginning layout of the cameras for this shot. I may animate the cart rolling in towards the lake and have a bird's-eye or wide cinematic view of the cart approaching the lake.
I received another syncsketch session from my tutor Sanjay today and addressed a few more improvements
Another area for improvement here is where my camera starts with my main character on the right, then changes the flow of action by having her on the left. flipping the image here would keep the location of her on screen in roughly the same place, not throwing off the audience as much.
Another suggestion was to add a few insert shots of the GOAL she is trying to get to.
I managed to add a few shots of the crystals around the city before having a close up of her expression.
I have also learnt to not return to a previous shot, if I want to keep the action and flow of the story moving along. Jumping back to a shot, similar to the 180 rule, throws off the viewer slightly as it is returning them to a shot they have already seen and not providing more information and is dull.
After coming back to make further improvements closer to the deadline, I went back and added sounds, and tried to fix a few of the bugs that were still in my sequence. Here is my final version:
I'm not as impressed with it as I am with my Maya work, but I'm still happy with it for being my first animated Unreal Engine project.
I feel that my next project in Unreal will benefit greatly from me having done this project, and it will continue to further develop my skills in Unreal.
Today was our review day. We were split into smaller groups this time. I was in a group with Darwin and Leah.
I went first to present my work and was pleasantly given praise for the amount of work I had done by my tutor.
Sanjay managed to give tips such as paying attention to cinematography in films such as areas of rising tension- how is the camera framed? coming from a history of more game and not film background, I find benefit from watching and analyzing more filmic-based media and feel it will help direct my shots in cinematic-based sequences.
PIXEL GAME BRIEF CHALLENGE:
I decided to take up the extra opportunity to help out fellow members at a different institution animate their game for use in a short film.
We were initially given assets and instructed to recreate their draft using the assets, but to do the animation properly.
I started putting together the assets.
On the right here is one of my first early attempts:
I wanted to make sure I properly visualised the Mechanics that are shown in retro games, such as when you are already in a walk cycle and you start to move in a different direction, it will re-play the new direction or walk animation at the start of each key press. simulating the character actually tapping on the buttons and making the character inch forward in suitable scenarios.
rather than just using a single walking looping animation and keyframing him to different locations, which would not look great
After responding to feedback from the directors, i adjusted some of the assets and animations.
They wanted adjustments such as the flowers being more vibrant and the greyish blue background to be more vibrant blue.
Update 17th March, second attempt:
I was initially given the impression they had already created the assets and we were just having to animate so to be told that we have to actually have to create some of the assets, such as menu screens or heath bars, added a bit of extra workload onto this task which I was unplanned for especially as this is a task that has to be done alongside my current module and I can't pick and choose which one to do. Unlike some of the other extra challenges which we could do instead of our module tasks.
Even with this added challenge, I got given great praise by the director for having good looking aesthetics in my work.
This situation reminded me of what Stefan Wade - The 360 Artist, had mentioned during his industry talk. He mentioned how a proper treatment plan to pitch an idea is used to help more efficiently get to grips with the idea and have a clear direction and goal to work towards for an idea.
I've learned that I may need to in future, show the client my own versions and designs, as they often are not entirely sure what they want, the designer is often the one who may need to suggest ideas to the client and the client needs to be shown what the designer believes they really should see.
Update 27th March Final:
Final version on the right:
In the end I was told my piece was chosen to be used in the final film. I am grateful for being selected, but feel bad for the others working on the challenge as they put in just as much work, if not more.
I used to read Calvin and Hobbes as a child and found the story writing was always clever, playful and easy to digest. It was a pleasure to see that the tutor gave it praise for its simplistic storyboardings for narrative.
Having our tutor explain how breaking down text or haikus into small story beats can be useful for planning out the vision of a story.
This was our haikus we had to break down and sketch what we could visualise. This was mine:
Traffic is insane, can I just go back to bed, it must be Monday
I started off more normal from inside his bedroom of what the character could be thinking, staying roughly in the same area.
The second time, I thought he could be outside on the road, possibly dreading the traffic he's in and the loud kids in the back or the other angry drivers. potentially drawn into a comedic scene.
The final one: I was given the tip by Alan to imagine this story beat in outer space, to see whether I can fit this story beat into entirely abstract or out-there scenarios to help get a grasp of the potential of different visions from just using these simple beats.
So its a bunch of Star Wars-like troopers on a space station, and they're taking ages waiting in this line on a "Monday" morning; one of them starts thinking or daydreaming about their boring, claustrophobic bunkers, and then a toxic waste carrier spills in the background and brings him back to the present. Obviously days would probably work differently on this space station due to the sun, but assuming they still go by the Gregorian calendar system.
Understanding the setting, environment and personality for characters in game animations is important in making them believable and appealing to the audience.
I was put in a group with Emmanuel, Jeremiah, and Nur-Karn and given some tasks.
1) Choosing a character / 3D rigs
2) Character as game inspiration
3) Generating a mini-games idea
4) Planning in-game animation
5) Simulating the play(er) (posing)
The rig we chose was the Anthro Tiger rig.
We thought about what his different animations would be. and came up with ideas
I came up with the idea of the jump being similar to the Wolverine leap move from the Marvel Rivals game.
Set in a world populated by anthropomorphic characters, similar to Kung Fu Panda and Sonic, with a setting inspired by Crouching Tiger, Hidden Dragon.
Tiger Character – Self-serious, lives and dies by honor, a martial arts master. Strong, fast, agile, acrobatic, a skilled hunter. Temperamental and ruthless, uses claws and teeth to hack and slash.
Stylized Hack 'n' Slash Combat / Action-Adventure.
Objectives/Story – Stop a deadly Scorpion warrior from taking over Japan and turning it into a dystopian hellscape.
Game Mechanics – Hack 'n' Slash combat featuring numerous combos, combined with platforming sections that involve climbing using the tiger's claws.
basic swipe/slash attack move using his claws. thrusts round body and leans in to attack.
My idea would be that he alternates between left and right attack
If he lands 4 swipe attack moves in quick succession, he acctivates a Bleed effect. which slowly drains the health of his openent by 20% of their health over 5 seconds, and making them 10% more susceptible to incoming damage for the duration.
Pounch/leap/Jump attack
Lauches himself towards a location. jumping around 2-3 meters high.
If he touches an enemy while airborne, he clings onto them and brings them to back the ground with him.
Useful for fighting airborne characters.
Feedback and Collaboration
Today I felt well established in the module and was cleaning up my work. I decided to help my classmate Darwin by giving feedback on one of his previs animations. I thought I could also lend a hand with my rigging skills. He wanted some sort of chain to be rigged so he could use it for his previs to hold a dog back from chasing something. I thought I was pretty confident that I could quickly whip up a chain rig for him to use. He was capable of creating a simplistic chain to put in its place. I rigged a chain for him using an IK spline on a chain of joints connected it on a NURBS curve and used clusters to help him angle the bends when he rotates the ends of the chain, and I made sure the metal chain pieces don't stretch. Then he gave him the file to use to attach to the collar of the dog and the other end to the wall. I made sure the scaling worked if he needed it changed size so that when he scales the collar control, it increases the size of everything in the rig and still lets you attach the end of the chain to a separate object, -like a wall - and bends without distortion. Collaboration and sharing of assets has been fundamental support in this brief and my current ongoing mentor brief, such as when I also lent my Rat rig to my mentor group for help if they couldn't find access to one themselves. I talk about this Rat project more in my WBL Development page. This shows my determination to help and continue to work alongside other peers in the industry.