
This week, I uploaded the character model to Mixamo to perform automatic rigging and generate a base skeleton, then exported the rigged model as an FBX file.

Subsequently, the FBX was imported into Autodesk Maya, where an advanced (ADV) rigging system was developed based on the existing skeleton, including the creation of controllers and IK/FK setups, completing the character rig and animation control system.


We sourced a suitable racing car model; however, its livery did not match the Audi brand. A team member was responsible for redesigning the livery in Substance Painter and adding the necessary rigging where required.

