Mathias Røyrvik (@saihtamen) 's Twitter Profile
Mathias Røyrvik

@saihtamen

A social nerd from Norway
Technical Animator @amazongames
Taught @CGMasterAcademy
Worked @FXRodeo, @NinjaTheory, @MPC_Film
Tweets & opinions are my own
He/Him

ID: 23828921

linkhttps://saihtam.com calendar_today11-03-2009 20:59:46

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Jascha Wohlkinger (@jaschawoh) 's Twitter Profile Photo

Senua Rigging Reel: Hellblade II Rigging, deformation, and facial systems. This reel focuses on Senua, I contributed to the rigging and tech for all characters: youtu.be/pYhNsC2JFIc?si… #Hellblade2 #Rigging #TechArt #FacialRigging #GameDev #Maya #UnrealEngine #XboxGameStudios

Senua Rigging Reel: Hellblade II
Rigging, deformation, and facial systems. This reel focuses on Senua, I contributed to the rigging and tech for all characters:

youtu.be/pYhNsC2JFIc?si…

#Hellblade2 #Rigging #TechArt #FacialRigging #GameDev #Maya #UnrealEngine #XboxGameStudios
Mathias Røyrvik (@saihtamen) 's Twitter Profile Photo

"This is very useful when assembling rig parts and teaking joint / control count. You could use the graph's terminal too of course, but this lets you see the resulting Maya rig interactively."

Triplegangers (@triplegangers) 's Twitter Profile Photo

It might not always seem like we’re active, but we’re working non-stop behind the scenes. Just a month ago, we hit 1,500 models in our Face Scan Library — today, we’ve already passed 1,600. We know the library can be challenging to use. Raw scans require a lot of work to become

ngskintools (@ngskintools) 's Twitter Profile Photo

I have some big news! The technology and IP behind ngSkinTools have been acquired by Autodesk and their team is planning for native Maya integration for the future. While it’s a bit early for further details, I’m excited to share this update: ngskintools.com/about/

Rune Skovbo Johansen →🦋🐘 (@runevision) 's Twitter Profile Photo

I wrote a bit about the many features I worked on at Unity Technologies 2009-2020, while the company grew from 20 to 3000 people. Get a peek behind the scenes of some familiar Unity features, as well as a few that never shipped. runevision.com/tech/unitywork/ #gamedev #unity3d

くろれきし (@endwar1338) 's Twitter Profile Photo

The blueprint for the Old TV postprocess material mentioned below is now up on blueprintUE. If you're interested, take a look here:blueprintue.com/blueprint/qd-f…

Mathias Røyrvik (@saihtamen) 's Twitter Profile Photo

Just got a Bitlocker recovery screen on my laptop when I started it up. I didn't even think it was enabled and I have no clue about my recovery key. Shit. Last time I booted up my laptop I did a USB live boot of Linux Mint to test. And I edited my BIOS boot order. Aaargh.

PurplePuppet (@purplepuppet3d) 's Twitter Profile Photo

#PurplePuppet ❤️ #UnrealEngine5 Here’s a glimpse at some of the Unreal Engine projects we’ve worked on over the past few years. #outsourcing #gamedev #charart #rigging #techart #3dart

Tim Sweeney (@timsweeneyepic) 's Twitter Profile Photo

Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed

Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition.

This will align Unreal with Y-Up, right handed
Kiaran Ritchie (@kiaran_ritchie) 's Twitter Profile Photo

You can procedurally instantiate rigid bodies inside #ControlRig with support for world collision, motors and constraints. This is the most impactful 5.6 feature imho. It opens up a ton of powered ragdoll techniques.

Chase (@chasescooper) 's Twitter Profile Photo

You can create blend shapes directly in #Unreal 5.6 with the new Morph Target Editing Tools, and it also works with PIE in realtime. 🥧 #controlrig #animation #rigging #unreal5 #ue5

Kiaran Ritchie (@kiaran_ritchie) 's Twitter Profile Photo

Excellent introduction to Choosers in #UnrealEngine. Massively simplify animation graphs by separating clip selection from states. Also combine it with a Blend Stack to robustly handle rapidly transitioning between states. So much cleaner.

Wasim Khan (@wasim_cg) 's Twitter Profile Photo

Naughty Dog is hiring ! Join my team to build robust character pipeline for future game titles. We are pushing the boundaries of character technology with machine learning tech.