[PAID/CONTRACT] Procedural Movement Animation (Control Rig)

Hiring: Procedural Animation Expert for UEFN Project
Position is Remote
Time Zone is Flexible
Hours TBD

I’m currently a full time UEFN developer and looking to hire some help with procedural animation.

The Problem To Solve:
Currently it’s not possible to get the player skeleton in UEFN and the player character can’t be replaced by default, but that’s precisely what I believe we can do. I am looking for someone to tackle this challenge with me.

I currently build full experiences (Verse code, Niagara VFX, Ableton SFX, arena base level design, game modes, etc) but I have not had the time to also learn control rig and animation so I’m looking for someone proficient that would be able to bring my tech and concept to life.

Requirements:
I’m looking for a candidate who can recreate accurate procedural movement and specific attack/ability animations in control rig for 6 playable characters. This will be whatever magic you do in Control Rig as well as triggers from jumping, falling, (player states) and trigger input from the player (these will generate in code) which I believe we’ll then need to use to trigger additive animation in sequencers for things like basic attacks (melee/ranged) and casting animations.

What I can deliver is ensuring that I can keep a blueprint prop (which will be the character replacement mesh/skeleton) at the player location as well as update the orientation of the BP at as close to 1:1 as I believe to be possible. What I need from a candidate is the control rig expertise to work with me to get smooth movements out of this process. I believe we should be capable of making the replacement feel seamless based on my testing and I’m quite excited about the potential (I also have input triggering solved, which is another thing that’s not possible by default).

Character Replacement?
(What do I mean by replacement? We need to make the player invisible, silence footsteps in the audio mixer, and then keep the mesh as close to 1:1 with the player location and orientation. So we basically have a control rig scrambling around after the player but with techniques to prevent any notable discrepancy)

Compensation:
The position would be paid cash (digitally of course), but if you’re interested in map royalty splits I’m open to negotiating that as well. Work would be for a single project and based on its success we could discuss a longer term contract.

Timeline:
As I have already done the majority of the discovery and development for the core systems, and the requirements on polish here are going to be relatively low compared to AAA single player titles, I’m hoping that we would be able to get the project from its current state into release in between 6-8 weeks. There is no hard deadline though and I’m realistic about the ask, this is simply an estimate of when I think it should be possible by. (For context I’m currently finishing games that do quite well in Discovery (although very limited in scope) in under 2 weeks).

In Closing:
I’m looking for the animator to make the dream work. Between your animation expertise and my 1,500 hours in UEFN thusfar, we should have an opportunity to make quite the splash. For those interested please fill out the form below.

Application Form:

Thank you for your time,
Lion