From template to performance

Choose one character base and keep a compatible rig, face system and fitting workflow.

  1. Choose your starting point. Open a working copy of a complete challenge scene to preserve camera, timing and render settings. For an existing rigged character, retain its rig.
  2. Prepare the body and face. Establish proportions, topology, eyes, eyelids, jaw and mouth interior before detailed animation. Nose shape is geometry; talking needs actual mouth controls.
  3. Test the rig. Check shoulders, hands, feet, blink, gaze and jaw. An imported character is not automatically ready for close-up speech.
  4. Fit clothing and hair. Align to the rest pose and bind to the target character. A hair shader shades a groom; it does not create or attach one.
  5. Apply motion. Import BVH using Blender’s motion-capture importer, then retarget bone motion to the character. Align scale and rest pose, remove the source’s first-frame T pose from performance timing, and fix foot/hand contact.
  6. Animate the face. Build mouth poses and map speech cues to them. Gaze and blinking need eye/lid controls. Automatic lip-sync still needs manual polish.
  7. Make fights readable. Use anticipation, clean silhouettes, well-timed contacts and reactions. Gauntlet of Gods and Boss Fight are shot starting points, not universal one-click combat rigs.
  8. Finish the shot. Lock body timing before caching hair/cloth. Render image sequences or video, then edit, grade and add sound in DaVinci Resolve.

File types

.blend: Blender scene or asset library. .bvh / .fbx: motion or interchange requiring compatibility checks. Textures: materials for geometry. Reference video/images: visual guidance. Resolve uses rendered media, not Blender rigs.

Downloads and credits

This website is a catalogue linking to original downloads, not a mirror of creator archives. Check each source’s license and version instructions. The first three challenges share an archive; some packages include versions for several applications.