Uploaded September 2024 | Updated September 2026, 6 days ago
Technical art refers to any slightly technical 3D (to super technical) role in animation production pipelines, whether for the film or games industry. Today i'll tell you all about this part of animation production because I love researching about it. I’ll try to explain the roles of each but im not an expert so just keep in mind
Simple explanations,
1. Rigging artists take a 3D model and create the skeletal structure for it. The model can then be moved by controllers. Typically, it requires understanding of python to set the kinematics (ex. setting if an animator can move the hand forward which may pull the shoulder and allow movements to look more natural)
2. Hair and Cloth Sim (CFX)
Hair and cloth aspects of a character need to be simulated in 3D software. Often times these simulated elements need extra help from artists to play with parameters and make sure moving hair and cloth act natural.
3. Shaders and Texturing
In feature film animation, shader nodes can be linked in 3D software to create necessary textures for all objects, whether that is hard, dated surfaces or a new plastic texture.
4. VFX
In feature film anim at least, vfx artists have certain parameters they can move for natural events like pyro, liquid, terrain. Generally, since they need to adapt to the style of the film, a lot of building new vfx above their library tends to happen from supervisors. (From what i understand)
5. Technical Animation
For any animation that requires complex fixes, whether that is hundreds of characters walking about, or technical issues, these all go to technical animation. Here, people come up with better solutions in regards to the pipeline handling all these events or even creating tooling for animators.
#technicalart #technicalartist #technicalartists #techart #3d #3dart #3dartist
Technical art refers to any slightly technical 3D (to super technical) role in animation production pipelines, whether for the film or games industry. Today i'll tell you all about this part of animation production because I love researching about it. I’ll try to explain the roles of each but im not an expert so just keep in mind
Simple explanations,
1. Rigging artists take a 3D model and create the skeletal structure for it. The model can then be moved by controllers. Typically, it requires understanding of python to set the kinematics (ex. setting if an animator can move the hand forward which may pull the shoulder and allow movements to look more natural)
2. Hair and Cloth Sim (CFX)
Hair and cloth aspects of a character need to be simulated in 3D software. Often times these simulated elements need extra help from artists to play with parameters and make sure moving hair and cloth act natural.
3. Shaders and Texturing
In feature film animation, shader nodes can be linked in 3D software to create necessary textures for all objects, whether that is hard, dated surfaces or a new plastic texture.
4. VFX
In feature film anim at least, vfx artists have certain parameters they can move for natural events like pyro, liquid, terrain. Generally, since they need to adapt to the style of the film, a lot of building new vfx above their library tends to happen from supervisors. (From what i understand)
5. Technical Animation
For any animation that requires complex fixes, whether that is hundreds of characters walking about, or technical issues, these all go to technical animation. Here, people come up with better solutions in regards to the pipeline handling all these events or even creating tooling for animators.
#technicalart #technicalartist #technicalartists #techart #3d #3dart #3dartist










