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All the moving furniture items were rigged with mass animation control with precise blendshape deformations and transformations. All assets were given individual build scripts to allow them to have a quick turnaround on updates and model changes.


Proxy models were created for the animators to work with as some of the assets had such a high topology density. These proxy meshes weights were projected or wrapped to the driven high-density mesh, to make them follow as close as possible. This gave the animators the ability to animate in a real-time scene.