Krutik Maru

California

3D Character Animation & Simulation Workflow

Technical Case Study

Project Overview
A personal 3D motion and simulation practice project built entirely in Blender, focusing on complex character rigging, dynamic cloth, advanced hair simulation workflows, and anatomical realism.

1. Technical Breakdown & Workflow

Rig Architecture & Control Systems: Animating the Universal Human base mesh (originally created by artist Chris Jones) demands a structured, technical approach. Rather than acting as a simple plug-and-play add-on, it functions as a foundational framework utilizing advanced Forward Kinematics (FK) and Inverse Kinematics (IK) toggles, macro-driven bone constraints, and optimized topology for clean joint deformation without collapsing.

Manual Keyframing & Pose Management: Utilized Blender’s Pose Mode and custom bone gizmos, combined with Auto-Keyframe workflows and mirrored pose management (using copy/paste coordinates) to craft precise, hand-animated movements.

Anatomy Customization & Shading: Adapted the neutral base mesh and adjusted skeletal proportions under edit modes, leveraging hyper-detailed node groups for realistic subsurface scattering, procedural skin pores, and lighting interaction.

2. Equine Animation & Assets

The Equine Rig: Built upon a high-detail white horse model featuring 4K UDIM maps, complex muscle structures, and comprehensive procedural controllers (CTR_Drive) for seamless spine, neck, and limb management (including IK/FK limb switches and custom follow attributes).

Loopable Motion: Configured a clean, loopable running animation at 30 fps with cached dynamic mane and tail behaviors.

3. Simulation Pipeline (Hair, Fur & Cloth)

Geometry Nodes Hair System: Implemented modern vector curve workflows combined with interpolation modifiers, clumping/frizz styling, and hair dynamics to simulate reactive, physics-driven fur and hair.

Collision & Anchoring: Configured precise character mesh collisions and root-pinning weights (using weight painting) to ensure strands react dynamically to motion without clipping through surfaces.