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Slava Borovik Profile
Slava Borovik

@BorovikMotion

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Senior Technical Animator / Rigger at Bloober Team. Maya, Unreal engine, Python, Spine. Smart Layer script:

Kraków
Joined July 2016
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@BorovikMotion
Slava Borovik
20 days
Omg, I didn't expect it to go so viral 😱 Thank you all for the kind support! 😀 I should mention that the inspiring idea of adjustment blending was originally revealed by @danlowlows and there is a tool for mobu
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@BorovikMotion
Slava Borovik
20 days
I created a script for Maya that significantly speeds up and simplifies the animation adjustment. It is a huge time saver and replaces hours of routine work with just a few clicks done in seconds. The tests went well, so I think the beta is ready to be revealed. Here is a 🧵
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@BorovikMotion
Slava Borovik
11 months
About a year ago I wrote a detailed breakdown of my locomotion in the Unreal Engine. There is an info about the state machines, animation blueprints, blendspaces like walk & jog/starts/stops/turns/leans, and many tricks, could be useful for game or technical animators. link below
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@BorovikMotion
Slava Borovik
11 months
I've tried to write a script to deal with angle extraction for driving corrective joints. Managed to get stable work in the -180+180 degrees range, two axes simultaneously, with no custom nodes involved. Anyone who dealt with Euler rotations knows how tricky it could be :D
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@BorovikMotion
Slava Borovik
9 months
When going from Unity to Unreal it's easy to be confused, like the "any state" in Unity Animator - doesn't exist in UE and instead of it - we use slots & montages. Some time ago when I was digging into the UE animation components basics - I wrote a summary, link below :D
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@BorovikMotion
Slava Borovik
2 months
It's funny how you can create a spline in Maya with just a few lines of code and a simple math
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@BorovikMotion
Slava Borovik
9 months
This spring I took an advanced rigging class, at first, the plan was to create a regular humanoid rig, but in the process, I've got a little excited and scripted most of the work, so I'd like to present you the "Pickle Rig" demo, first version 😀
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@BorovikMotion
Slava Borovik
19 days
here is some test I did with HIK a month ago
@sakugamation
Cloud Strife
19 days
@BorovikMotion Ok, but it works with HIK rig right?
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@BorovikMotion
Slava Borovik
2 years
I just finished a personal project I've been working on for a while, an advanced locomotion and battle system in #UnrealEngine , similar to RPG #games Detailed description Play the build Big Thanks @GameAnim for the Azri rig
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@BorovikMotion
Slava Borovik
2 months
Implementing tooltips for Maya scripts be like:
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@BorovikMotion
Slava Borovik
20 days
The script is available at my Gumroad page here: It is not free, but I think it is a very small price considering how much time it saves in work. Thank you for watching! If you have any questions - feel free to ask!
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@BorovikMotion
Slava Borovik
20 days
This is a perfect situation to use the script with the offset algorithm. The script "understands" how to apply the shift in the animation layer, so the result would look organic, and there would be no feet sliding:
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@BorovikMotion
Slava Borovik
3 years
Octopus animation #madewithspine
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@BorovikMotion
Slava Borovik
6 years
Check out my new 2d animation reel #madewithspine :)
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@BorovikMotion
Slava Borovik
7 months
Recently found a series of cool tutorials about maya api, thoroughly describing how to create your own commands, nodes and even custom deformers. Perfect stuff for the weekend 😀 I'll attach the link below
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@BorovikMotion
Slava Borovik
20 days
one more example of a transform algorithm in work. Looks kind of silly, but shows the idea, the whole animation is rotated by 2 full turns:
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@BorovikMotion
Slava Borovik
20 days
Let's start with a simple stuff. Very often we need to change the animation distance, to match the environment/ game design metrics/ or to maintain the required movement speed. Doing it directly with animation layers causes feet sliding, resulting in boring manual work.
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@BorovikMotion
Slava Borovik
7 months
Although creating custom Python nodes in Maya sounds like a wonderful idea, need to be careful with putting it in the rigs, as it easily can create bottlenecks preventing other nodes from execution. This is an exaggerated example, but it's always a good idea to profile things 🙂
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@BorovikMotion
Slava Borovik
7 months
Recently found a series of cool tutorials about maya api, thoroughly describing how to create your own commands, nodes and even custom deformers. Perfect stuff for the weekend 😀 I'll attach the link below
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@BorovikMotion
Slava Borovik
20 days
We can go further and besides a simple shift apply the whole pose to the animation! The script interpolates delta by position/rotation, resulting in a smooth no-feet-sliding blend. You can have one animation with many different idles, plus it solves gimbal issues along the way:
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@BorovikMotion
Slava Borovik
20 days
And the application goes beyond that, you'd be surprised to see what people invent with this technique, for example, here is how you can create a strafe animation from walk-forward in less than one minute:
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@BorovikMotion
Slava Borovik
20 days
Sometimes you need the adjustment to be a little bit more curved, and this is the case where the spline algorithm kicks in! It allows to achieve a smooth movement using just a few keyframes, and again, no feet sliding:
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@BorovikMotion
Slava Borovik
4 years
Hair simulation and locomotion test inside #UnrealEngine with the Azri rig from @GameAnim #azririg #gameanim #animation #UE4
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@BorovikMotion
Slava Borovik
2 months
Kind of like that one? 😀
@Posthaste_
Dylan Jones
2 months
@BorovikMotion That's dope! Can we see a bezier one?
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@BorovikMotion
Slava Borovik
19 days
Hey guys, I'm receiving some questions and I want to be fully transparent. I haven't used anybody's code or formulas in my script. I didn't even know about Dan's github page until 2 days ago. The script was developed completely from scratch, otherwise it'd be unethical to sell it
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@BorovikMotion
Slava Borovik
20 days
I'd like to thank everyone who found the time to participate in testing, that was very helpful.🙇‍♂️Right now the script is technically in beta (as it is only a few months old). Tested in Maya 2020-2025 on Windows/Mac OS, with rigs Advanced Skeleton, Mgear, HIK and others. Thanks!
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@BorovikMotion
Slava Borovik
20 days
Almost forgot about the little cherry on top. The script works not only with bipeds but with any characters, quadrupeds, spides, bizarre monsters - whatever, it's just math, so there is no difference. I'm going to prepare a video, but need to find a proper rig & animation first
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@BorovikMotion
Slava Borovik
3 years
New project #madewithspine other animations:
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@BorovikMotion
Slava Borovik
6 months
@blauereiter
blauereiter
6 months
Tell me what you do for work, using only gifs.
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@BorovikMotion
Slava Borovik
20 days
With spline you can easily "bend" animation, for example, here a character attack-forward is transformed into a directional attack, and no manual work is required. This technique can be used to make character's starts, skills, reactions, etc.
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@BorovikMotion
Slava Borovik
7 years
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@BorovikMotion
Slava Borovik
6 years
#madewithspine Rig overview -
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@BorovikMotion
Slava Borovik
3 months
Idk why Maya native animation layers merge is so slow. Recently I wrote a plug-in which merges animation layers ~150 times faster than vanilla, using only basic c++. But probably need to hurry up with publishing 😅
@Red9_Anim
Red9 Consultancy
3 months
@AdskMaya #techart #red9 Next build of Red9 ProPack is now in Beta with a ton of updates, including anAnimLayer merge function that, on average, is 5 times faster than Maya's internal one! In our test scene, 700frms, 17 animlayers, Maya's MergeLayers takes 35secs, ours takes 7 :)
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@BorovikMotion
Slava Borovik
20 days
By combining rotation and offset we get a movement in a circle. To make the whole process easier you can use a helper rig - an additional feature that helps to locate objects in the correct spot:
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@BorovikMotion
Slava Borovik
20 days
And finally the transformation algorithm. It allows us to interpolate not just position/rotation, but the whole transformation matrix. So, when we turn the character, the whole turn itself is interpolated. Super helpful when need to add rotation to the animation:
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@BorovikMotion
Slava Borovik
6 months
@archieldc animation vibe be like:
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@BorovikMotion
Slava Borovik
4 years
Koalas animation #madewithspine rig overview part of a new match3 game what a wonderful world
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@BorovikMotion
Slava Borovik
6 years
Merge Gnomes - a new game #madewithspine
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@BorovikMotion
Slava Borovik
6 years
Some #animation tests for the Donut - Ninja character #madewithspine Full animations and #rig description:
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@BorovikMotion
Slava Borovik
8 years
Рабочий процесс #Spine2d #spine , для
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@BorovikMotion
Slava Borovik
4 years
Hi, I've made a tutorial on how to prepare and import first person #animation into the #UnrealEngine #UE4 , tried to describe all blueprint & state machine stuff, locomotion setup & montage play and more, hope this would be useful for #game animators
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@BorovikMotion
Slava Borovik
6 years
Finally, I uploaded on behance one of my old projects - One Day on the Farm, You can find a lot of others #animation #madewithspine by following this link: have fun watching! :)
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@BorovikMotion
Slava Borovik
4 years
Recently made this flamingo animation for Bounce Patrol, looking forward to seeing how kids gonna react to it :D #madewithspine
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@BorovikMotion
Slava Borovik
20 days
@Faidren fyi no ai involved. only math and python
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@BorovikMotion
Slava Borovik
3 years
Mole animation #madewithspine
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@BorovikMotion
Slava Borovik
11 months
@KielFiggins So, I used a locator + closestPointOnSurface node with a nurbs plane transformed into a sphere, so there are proper UV values and no flips. After that numbers could be clamped/remapped. This is not a 100% precise way, but it works :D
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@BorovikMotion
Slava Borovik
2 months
Does anybody use HIK for animation in Maya? I'm working on a script, and with every other rig it works perfectly, but HIK rotations is just something else.. it changes without even asking Kind of unclear how it is even supposed to be used when results are so unpredictable 🤔
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@BorovikMotion
Slava Borovik
7 months
For the last few days I'm trying to learn C++, and it's quite fun, the performance gain compared to python is 🤯, even in non-computation tasks like converting numbers to strings the difference could be 10-20 times, here is some test:
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@BorovikMotion
Slava Borovik
11 months
My first try at face rigging in Maya. Gonna be honest, python scripting is much easier than creating a believable face rig/animation 😅 Can't even imagine how much time & effort need to spend to become a pro in it
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@BorovikMotion
Slava Borovik
6 years
Some more #animation #madewithspine from Merge Gnomes. By the way, the skins option is something really remarkable. More characters:
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@BorovikMotion
Slava Borovik
20 days
@Faidren with all due respect, AI requires the data to train it, and creative people's concern is about how this data was gathered. Ai companies mostly just scrapped the internet without anybody's consent, so it is technically a theft, and stealing is not cool
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@BorovikMotion
Slava Borovik
2 months
@TaSiang I just needed a spline logic for my new script, and remembering seeing this gifs sometime ago I implemented a simple example, but using naming A-B-C-D instead of p1-p2-p3-p4
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@BorovikMotion
Slava Borovik
6 years
@Er1k4r1 the same thing in motion #madewithspine
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@BorovikMotion
Slava Borovik
1 month
wait, did autodesk just removed 2020 version? how am I supposed to test scripts on older versions now😱
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@BorovikMotion
Slava Borovik
7 months
tutorials: Even though it's quite old, the concepts are explained very clear. But you need to keep in mind that in openMaya api v2 some things are done in a little bit different way. And some things would require a little bit of googling
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@BorovikMotion
Slava Borovik
4 months
A typical day working with Unreal Engine. Spent 2 hours trying to figure out why my control rig was not working, until realized that float arrays are broken😲And after the engine restart the issue magically disappeared🧙‍♂️🧙‍♂️
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@BorovikMotion
Slava Borovik
5 months
everyone: 🎄🎄🎄 me: here is a fractal noise deformer updating 1 million points geo in realtime😄
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@BorovikMotion
Slava Borovik
9 months
@henningsanden Basically the algorithm these days is very tik-tokish, and you’ll have more reach by posting 10 small videos rather then publishing a one cool large video, where the retention drops 95% after the first 30 seconds 🥲
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@BorovikMotion
Slava Borovik
11 months
One more feature of Pickle Rig - is an easy reverse foot setup. It works in 2 steps - positioning proxy locators & pressing build. It might look controversial, but I've noticed that these controls are the most used by animators, and having more ctrls usually just distracts people
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@BorovikMotion
Slava Borovik
4 years
New animation for kids #madewithspine - bunny hopping cycle
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@BorovikMotion
Slava Borovik
7 years
@belamova на самом деле на кадре сотрудник омона помогает пенсионерке встать! будьте объективными
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@BorovikMotion
Slava Borovik
9 days
a peculiar thing in Maya om.MTransformationMatrix.translation() returns data in centimeters cmds.xform(t=1, q=1) returns in current units (can be meter, inch, foot, yard, etc.)
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@BorovikMotion
Slava Borovik
3 months
So sad this thing is focusing only on cinematics and beauty shots, and there is no chance to show animation systems, fancy control rigs or gameplay prototypes
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@BorovikMotion
Slava Borovik
4 months
Good rigging tutorials, I'd like to add, besides learning "how to do X in software Y", it's super important to focus on fundamentals, like: - anatomy and how the body works - how 3d software works, linear algebra, programming then you'll be able to do anything in any software
@infinitisirrena
s.infiniti
4 months
Here is a thread on what classes I took to get my rigging to where it was and what I would recommend right now!
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@BorovikMotion
Slava Borovik
1 year
Having some fun with python scripting in Maya
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@BorovikMotion
Slava Borovik
4 years
About 2 years ago I took part in small fancy mobile game project, the gameplay based on collecting different kind of kittens 😺 Animation was done in Spine software, I'll post some animations here, starting with Cheetoh cat #madewithspine Other cats:
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@BorovikMotion
Slava Borovik
4 years
@ArtOfReinaV @Marcel_Hampel Thank you! 😃 in general, it's very similar to 3d, same rig and bones techniques for movement, and mesh deformation #madewithspine
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@BorovikMotion
Slava Borovik
10 months
@izzyccheng You’ll laugh, but I’d ask how the person would do the forearm twist setup 😅
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@BorovikMotion
Slava Borovik
4 months
@kiaran_ritchie sadly, for one successful story will be 1000 fails
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@BorovikMotion
Slava Borovik
4 years
there was also a bit more crazy option #madewithspine
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@BorovikMotion
Slava Borovik
2 years
Does anybody know any good technical animation courses/workshops? 🤔🤔🤔Maybe something related to Maya/Motion Builder/Python/Unreal Engine game animation pipeline. It's kind of hard to find anything at the advanced level, and the information is spread and not structured
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@BorovikMotion
Slava Borovik
2 months
@CardozoAnima3D normally you'd want to put it in a cutom node or mel expression or script job, but here for demonstration I just run the function 60 times per second 😁
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@BorovikMotion
Slava Borovik
19 days
@derfonoid I'm a simple guy, I sell what I created personally and nothing else
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@BorovikMotion
Slava Borovik
20 days
@danDmayor Unfortunately no, but theoretically it could be developed for blender as well, if it has animation layers and api to modify them
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@BorovikMotion
Slava Borovik
2 months
ok, problem solved 😅
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@BorovikMotion
Slava Borovik
11 months
Working on Maya autorig in a free time
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@BorovikMotion
Slava Borovik
3 months
I didn't wanna teaser things ahead of time, but since somebody is already working on that, here are some of my test results: 500 transform nodes, 1k frames, 6 layers - 4.5 seconds to evaluate. By default It takes Maya 12 munutes and 8 seconds to calculate that 😄
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@BorovikMotion
Slava Borovik
6 years
@channfree haha, thanks :) there is nothing special here, just regular mesh and bones, by the way I'll publish the work with running animals soon, and if there is anything interesting could share some rig details
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@BorovikMotion
Slava Borovik
6 years
Idle #animation with different skins #madewithspine from Leo's Journey
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@BorovikMotion
Slava Borovik
7 months
A question for Maya TDs: how do you handle parallel calculations in python? As multiprocessing module is not supported in Maya's interpreter, so far I found a way - to use subprocess.Popen() with mayapy.exe. It works, but creates other problems, like passing the large data
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@BorovikMotion
Slava Borovik
5 months
@arainydancer You can also put these on a hot key to quickly switch between joints / curves / locators / geo selection and visibility. Speeds things up a lot during animation and rigging work
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@BorovikMotion
Slava Borovik
11 months
@KyleSygma Thank you! I'd very much like to share the project files, but unfortunately, it's not very simple as some assets potentially could have non-redistributing agreements, so the project needs to be carefully checked/prepared/reworked, and it will take time
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@BorovikMotion
Slava Borovik
4 years
@OverwatchEU @jdavisAnimation lol. First you have to born in a right county, then you or your parents have to possess enough money to take university classes. Everyone else could go screw themself. Bravo blizzard, no discrimination at all
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@BorovikMotion
Slava Borovik
1 month
This rises up serious questions. Game development timeline can be 5-7 years. And often updating software is not a good choice (new environments, custom stuff need to be rewritten, etc). So at some point, devs might be unable to download actual software they use in production 🤯
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@BorovikMotion
Slava Borovik
4 months
Apologies to my subs, this account should stay professional, but I feel like I must warn people about the interview with Putin. I've been living in Eastern Europe for my whole life, and guys, don't trust a single word he says, lying to people is his job. It is not journalism, lol
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@BorovikMotion
Slava Borovik
2 months
@bclark_cgchar Personally I use this script, it saved my life so many times I lost count
@jjasperfielding
John Jasper Fielding
2 years
#Maya lifehack: grab the mel script linked below and toss it in your C:\Users\<USER>\Documents\maya\scripts folder and never accidentally paste a bunch of junk into your scene again! psst- @AdskMaya you should put the modified code into the base install
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@BorovikMotion
Slava Borovik
6 months
a quick update, I did a test to compare speed with the same deformer written in C++ , so with a 500x500 torus results are: C++ time: 33 ms python time: 4938ms so the difference is 150 times roughly
@BorovikMotion
Slava Borovik
7 months
Recently found a series of cool tutorials about maya api, thoroughly describing how to create your own commands, nodes and even custom deformers. Perfect stuff for the weekend 😀 I'll attach the link below
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@BorovikMotion
Slava Borovik
19 days
@bclark_cgchar thank you. I got people messaging me in LinkedIn. politely asking if I have used any formulas from that github page, so full transparency mode
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@BorovikMotion
Slava Borovik
11 months
@KielFiggins Thank you! :) Well, it could be a driven key, but here I used a clamp + set range nodes, it makes it easy to set up / edit, as the required angle could vary a lot from pose to pose, from bone to bone
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@BorovikMotion
Slava Borovik
19 days
@bclark_cgchar no need to apologize, I indeed found that video and used it as an inspiration for the presentation, I liked the character stops animation example a lot. The point was about code or algorithms, I didn't use any of these, just wanted to clarify that
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@BorovikMotion
Slava Borovik
20 days
@a_karchik Thanks, It uses quaternion, so 3 axis, but the turn should be less than 180 degrees per one iteration
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@BorovikMotion
Slava Borovik
3 months
@Doom_Squid English is my second language and this got me confused, idk how to react 😂
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@BorovikMotion
Slava Borovik
4 months
@AlexineSkiba The only place Putin should be interviewed - The Hague tribunal, right before receiving a lifetime sentence
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@BorovikMotion
Slava Borovik
3 years
Australian Mist cat animation #madewithspine
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@BorovikMotion
Slava Borovik
6 months
@danlowlows I remember there was a super annoying bug in unreal engine, where camera animations started from frame 0 (even if animators used different start frames in their scenes), resulting in unique async between pair animation and camera 😅 I was scratching my head for days this
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@BorovikMotion
Slava Borovik
1 year
@Asante_19 @_shawnlee You can use isFalling from the character movement component, to the define falling transitions
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@BorovikMotion
Slava Borovik
1 month
@sylessae When certain clients scam freelancers on a regular basis for years, and Upwork support couldn’t care less and just ignores it
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