{"id":2057,"date":"2025-11-09T06:32:16","date_gmt":"2025-11-09T06:32:16","guid":{"rendered":"https:\/\/diamondcostcalculator.eu\/product\/zurichs-interactive-design-infrastructure-capabilities\/"},"modified":"2025-11-09T06:32:16","modified_gmt":"2025-11-09T06:32:16","slug":"zurichs-interactive-design-infrastructure-capabilities","status":"publish","type":"product","link":"https:\/\/diamondcostcalculator.eu\/de\/product\/zurichs-interactive-design-infrastructure-capabilities\/","title":{"rendered":"Zurich&#8217;s Interactive Design infrastructure capabilities"},"content":{"rendered":"<p>The Premier Animation, Rigging, and VFX Outsourcing Studio<\/p>\n<p>If 3D models are the &#8220;sculptures&#8221; of a game, then <b>Animation<\/b> is the divine spark that gives them life. A game can have the most beautiful character model ever created, but if it moves poorly\u2014if it slides across the floor, if its attacks have no &#8220;weight,&#8221; if its face is a lifeless mask\u2014the illusion is shattered. <b>Movement<\/b> is the core of interactivity. It is the player&#8217;s primary means of expression, and it is the language through which characters and worlds communicate. This is the domain of <b>Animation, Rigging, and Visual Effects (VFX)<\/b>.<\/p>\n<p>This is a discipline of two halves: the unseen, highly technical foundation of <b>Rigging<\/b> (building the digital skeleton and controls), and the expressive, artistic performance of <b>Animation<\/b> (the act of &#8220;puppeteering&#8221; that skeleton). It is a field further enhanced by <b>VFX<\/b>, the &#8220;magic&#8221; of game art\u2014the explosions, fireballs, and ethereal glows that create spectacle and provide critical gameplay feedback.<\/p>\n<p>To excel at this requires a rare, hybrid talent. A great rigger must be both an engineer and an anatomist. A great animator must be both a technical &#8220;keyframer&#8221; and a method actor, capable of conveying emotion through the subtle tilt of a head or the shifting of weight in a stance. The challenges are enormous: creating rigs that are flexible enough for animators but performant enough for the engine; animating hundreds of &#8220;gameplay&#8221; actions (walks, runs, jumps) that &#8220;blend&#8221; together seamlessly; and creating cinematic &#8220;story&#8221; animations that drive a narrative forward.<\/p>\n<p>Our studio is a dedicated production house focused exclusively on the science and art of <b>motion<\/b>. We are a collective of technical directors, riggers, keyframe animators, mocap specialists, and VFX artists. We exist to be your external motion department, a trusted partner to take your static 3D models and imbue them with character, weight, and life. We handle the entire motion pipeline, from the creation of complex <b>Character &amp; Facial Rigs<\/b> to high-volume <b>Gameplay Animation<\/b>, cinematic <b>Cutscene Animation<\/b>, and stunning <b>Real-Time VFX<\/b>.<\/p>\n<p>This document will provide an exhaustive breakdown of our motion-centric services. We will explore our deep, philosophical approach to &#8220;gameplay-first&#8221; animation, our meticulous, multi-stage rigging and animation pipelines, our mastery of the industry-standard toolchain (Maya, MotionBuilder, Houdini), and the flexible engagement models designed to bring your characters and worlds to life.<\/p>\n<hr \/>\n<p>\u00a0<\/p>\n<h3><b>Section 1: The Philosophy: Movement as Gameplay and Narrative<\/b><\/h3>\n<p>\u00a0<\/p>\n<p>Our core belief is that &#8220;animation is not just a visual layer; it is a core game mechanic.&#8221; Every single movement must serve a purpose, and that purpose falls into two categories: <b>Gameplay<\/b> oder <b>Narrative<\/b>.<\/p>\n<p><b>1.1. The &#8220;Gameplay First&#8221; Animation Philosophy:<\/b> In an interactive medium, &#8220;looks cool&#8221; is secondary to &#8220;feels good.&#8221; This is the core of gameplay animation.<\/p>\n<ul>\n<li>\n<p><b>Readability &amp; Feedback:<\/b> The player <i>muss<\/i> be able to read an animation instantly. When an enemy is about to attack, it must &#8220;telegraph&#8221; that intent with a clear &#8220;wind-up&#8221; animation. When the player lands a hit, the enemy must react with a clear &#8220;hit&#8221; animation.<\/p>\n<\/li>\n<li>\n<p><b>Responsiveness:<\/b> This is the most critical element. When the player presses &#8220;jump,&#8221; the character must feel like they jump <i>instantly<\/i>. This is a constant battle between artists and designers. Animators want long, beautiful, &#8220;follow-through&#8221; animations. Designers want instant control.<\/p>\n<\/li>\n<li>\n<p><b>Our Solution: The &#8220;3-Frame Rule&#8221;:<\/b> We are masters of this balance. We design our animations (like an attack) in distinct &#8220;A-B-C&#8221; phases:<\/p>\n<ol start=\"1\">\n<li>\n<p><b>Phase A (The &#8220;Anticipation&#8221;):<\/b> The first 1-10 frames. The &#8220;wind-up.&#8221; This is the part that can be &#8220;canceled&#8221; by the player, ensuring responsiveness.<\/p>\n<\/li>\n<li>\n<p><b>Phase B (The &#8220;Action&#8221;):<\/b> The &#8220;active&#8221; frames. This is the &#8220;damage&#8221; part of a sword swing. It&#8217;s fast, powerful, and <i>cannot<\/i> be interrupted.<\/p>\n<\/li>\n<li>\n<p><b>Phase C (The &#8220;Recovery&#8221;):<\/b> The &#8220;follow-through.&#8221; The character recovering their balance. This is the longest, most &#8220;animated&#8221; part, but it, too, can be &#8220;blended&#8221; or &#8220;canceled&#8221; by the next player action (e.g., a &#8220;dodge roll&#8221;).<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<li>\n<p>This technical, design-centric approach to animation ensures our work not only looks good, but <i>feels<\/i> perfect to control.<\/p>\n<\/li>\n<\/ul>\n<p><b>1.2. The &#8220;Performance&#8221; Philosophy (Narrative &amp; Cinematic):<\/b> For cutscenes and story moments, the philosophy shifts. We are no longer mechanics; we are actors.<\/p>\n<ul>\n<li>\n<p><b>Acting &amp; Emotion:<\/b> Our cinematic animators are trained actors. They understand how to convey complex emotions\u2014doubt, fear, joy, rage\u2014through body language, timing, and facial expression.<\/p>\n<\/li>\n<li>\n<p><b>Beyond the Body: Facial Animation:<\/b> This is our super-specialty. A lifeless face is the #1 killer of immersion. We are experts in complex, joint-based facial rigging and animation, allowing for subtle, nuanced performances that truly sell your story. We can animate from audio, from video reference, or from scratch.<\/p>\n<\/li>\n<\/ul>\n<p><b>1.3. The Rigging Foundation: The &#8220;Marionette&#8221;<\/b> None of this is possible without a world-class &#8220;rig.&#8221; The rig is the digital skeleton and control system for the 3D model.<\/p>\n<ul>\n<li>\n<p><b>Our Rigging Philosophy:<\/b> &#8220;A rig should be a <i>tool<\/i> for the animator, not an <i>obstacle<\/i>.&#8221;<\/p>\n<\/li>\n<li>\n<p><b>Unser Prozess:<\/b> We build rigs that are both flexible and standardized.<\/p>\n<ul>\n<li>\n<p><b>Flexible:<\/b> Our rigs include all the controls an animator dreams of: <b>IK\/FK switching<\/b> (for arms\/legs), <b>stretchy<\/b> limbs (for cartoon effects), <b>bone-driven &#8220;jiggle&#8221;<\/b> (for fat or accessories), and complex <b>facial UI<\/b> controls.<\/p>\n<\/li>\n<li>\n<p><b>Standardized:<\/b> Our rigs are &#8220;engine-ready.&#8221; We build them to be perfectly compatible with <b>Unreal Engine (UE Mannequin) or Unity (Humanoid)<\/b> systems. This means your &#8220;walk&#8221; animation will work on <i>any<\/i> character using our rig, and you can seamlessly use engine-native features like IK foot-placement.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<p>\u00a0<\/p>\n<h3><b>Section 2: Core Motion Service Offerings (Exhaustive Breakdown)<\/b><\/h3>\n<p>\u00a0<\/p>\n<p>Our studio is split into three technical-artistic divisions, working in perfect sync.<\/p>\n<p><b>2.1. Division: Technical Art &amp; Rigging<\/b> This is the &#8220;engineering&#8221; division. They build the tools and skeletons.<\/p>\n<ul>\n<li>\n<p><b>Character Rigging (Biped &amp; Quadruped):<\/b><\/p>\n<ul>\n<li>\n<p><b>Prozess:<\/b> We take your &#8220;skinned&#8221; 3D model and build its entire internal skeleton. This includes placing every joint (bones), painting &#8220;skin weights&#8221; (which vertices move with which bone), and building the &#8220;control rig&#8221; (the colorful, external controls the animator uses).<\/p>\n<\/li>\n<li>\n<p><b>Ergebnisse:<\/b> A fully-rigged character file (.MA, .MB, .BLEND) that is performance-tested and animator-approved.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Facial Rigging (Specialized):<\/b><\/p>\n<ul>\n<li>\n<p><b>Was es ist:<\/b> Creating the 50-100+ &#8220;bones&#8221; or &#8220;blendshapes&#8221; required for realistic (or stylized) facial expression.<\/p>\n<\/li>\n<li>\n<p><b>Ergebnisse:<\/b> A character head with a robust &#8220;Facial UI&#8221;\u2014a floating control panel that allows animators to control individual parts (e.g., &#8220;left eyebrow raise,&#8221; &#8220;right lip corner pull&#8221;) or use &#8220;master&#8221; controls (e.g., &#8220;Smile,&#8221; &#8220;Sad,&#8221; &#8220;Angry&#8221;).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Mechanical &amp; Prop Rigging:<\/b> We also rig non-living things: the complex reloading mechanism of a sci-fi rifle, the suspension and wheels of a vehicle, or the opening\/closing of a treasure chest.<\/p>\n<\/li>\n<li>\n<p><b>Pipeline &amp; Tooling:<\/b> Our most senior technical directors can build <i>custom tools<\/i> for your project, such as &#8220;auto-rigging&#8221; scripts or animation library exporters that plug directly into your engine.<\/p>\n<\/li>\n<\/ul>\n<p><b>2.2. Division: Keyframe Animation (Gameplay &amp; Cinematic)<\/b> This is the &#8220;performance&#8221; division. Our animators create motion &#8220;by hand,&#8221; frame by frame.<\/p>\n<ul>\n<li>\n<p><b>Gameplay Animation (&#8220;Anim-Sets&#8221;):<\/b> This is the high-volume work for the &#8220;player&#8221; and &#8220;AI&#8221; characters.<\/p>\n<ul>\n<li>\n<p><b>Prozess:<\/b> We create the entire library of motions a character needs. This is a massive, organized list.<\/p>\n<\/li>\n<li>\n<p><b>Deliverable (Example &#8220;Biped Melee NPC Anim-Set&#8221;):<\/b><\/p>\n<ul>\n<li>\n<p><b>Locomotion:<\/b> Idle, Walk (F\/B\/L\/R), Run (F\/B\/L\/R), Strafe (L\/R), Turn-in-place, Jump.<\/p>\n<\/li>\n<li>\n<p><b>Combat:<\/b> &#8220;Telegraph&#8221; Attack (Heavy\/Light), Attack (Heavy\/Light), &#8220;Hit React&#8221; (from F\/B\/L\/R), Death (x3 variations), Block.<\/p>\n<\/li>\n<li>\n<p><b>Social:<\/b> Taunt, Patrol (look around), Idle (variation).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p>We deliver these as 30-50 individual animation files (.FBX) that are all &#8220;in-place&#8221; (run on a treadmill) and perfectly &#8220;loopable,&#8221; ready for your engineers to blend them in-engine.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Cinematic &amp; Story Animation:<\/b><\/p>\n<ul>\n<li>\n<p><b>Prozess:<\/b> This is not a &#8220;loop.&#8221; This is a &#8220;shot.&#8221; You provide the &#8220;storyboard&#8221; or &#8220;pre-vis&#8221; (a rough version). Our animators, working from a &#8220;blank slate,&#8221; will &#8220;hand-key&#8221; the full performance, including body, face, and fingers. This is the &#8220;Pixar&#8221; style of animation.<\/p>\n<\/li>\n<li>\n<p><b>Ergebnisse:<\/b> A single, long animation file for a specific cutscene shot.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>2.3. Division: Mocap &amp; Real-Time VFX<\/b> This division handles high-volume motion and environmental &#8220;magic.&#8221;<\/p>\n<ul>\n<li>\n<p><b>Motion Capture (Mocap) Services:<\/b><\/p>\n<ul>\n<li>\n<p><b>Was es ist:<\/b> For <i>realistic human motion<\/i>, Mocap is often more efficient than keyframing.<\/p>\n<\/li>\n<li>\n<p><b>Our Service:<\/b> We do not <i>capture<\/i> the data. We are the &#8220;post-production&#8221; house. You send us the raw, messy Mocap data (e.g., from an Xsens suit or Vicon stage), and our &#8220;Mocap Cleanup&#8221; team will:<\/p>\n<ol start=\"1\">\n<li>\n<p><b>Solve &amp; Retarget:<\/b> &#8220;Solve&#8221; the data onto our character rig.<\/p>\n<\/li>\n<li>\n<p><b>Cleanup:<\/b> Fix all the &#8220;jitter,&#8221; floating feet, and penetrated limbs.<\/p>\n<\/li>\n<li>\n<p><b>Enhance:<\/b> Add &#8220;keyframed&#8221; polish on top, exaggerating the &#8220;weight&#8221; and fixing the &#8220;floaty&#8221; feel.<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<li>\n<p><b>Lieferbar:<\/b> We turn 10 minutes of &#8220;messy&#8221; data into 50 clean, &#8220;game-ready&#8221; animations.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Visual Effects (VFX) Design:<\/b><\/p>\n<ul>\n<li>\n<p><b>Was es ist:<\/b> The art of &#8220;real-time magic.&#8221; This includes explosions, muzzle flashes, fire, magic spells, smoke, and &#8220;impact&#8221; effects.<\/p>\n<\/li>\n<li>\n<p><b>Prozess:<\/b> This is a highly technical art form, using &#8220;particle systems&#8221; and &#8220;shader graphs&#8221; within the game engine itself (Unreal Niagara, Unity Particle System).<\/p>\n<\/li>\n<li>\n<p><b>Ergebnisse:<\/b> We don&#8217;t deliver a &#8220;file.&#8221; We deliver the <i>VFX System<\/i> itself, built inside your game engine project, ready to be &#8220;triggered&#8221; by your code.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<p>\u00a0<\/p>\n<h3><b>Section 3: Toolchain and Technical Prowess<\/b><\/h3>\n<p>\u00a0<\/p>\n<p>Our animators and riggers are masters of a complex, interconnected set of software. Our pipeline is built for efficiency and compatibility.<\/p>\n<ul>\n<li>\n<p><b>Autodesk Maya:<\/b> This is the undisputed, 800-pound gorilla of the animation and rigging world. 95% of our rigging and keyframe animation is done in Maya. Our studio has a deep, shared library of custom MEL\/Python scripts for Maya that automate common tasks (e.g., &#8220;export this animation to Unreal format&#8221;).<\/p>\n<\/li>\n<li>\n<p><b>Autodesk MotionBuilder:<\/b> When dealing with high-volume Mocap data, MotionBuilder is the tool of choice. Our Mocap team uses it for its powerful retargeting and data-editing toolsets.<\/p>\n<\/li>\n<li>\n<p><b>Blender:<\/b> We also maintain a fully separate, Blender-native rigging and animation pipeline, as its capabilities have grown exponentially and many clients prefer a fully Blender-based workflow.<\/p>\n<\/li>\n<li>\n<p><b>Houdini:<\/b> Our most senior VFX artists use Houdini to <i>procedurally generate<\/i> complex visual effects (like a tornado) or &#8220;bake&#8221; complex simulations (like a building collapse) into an animation.<\/p>\n<\/li>\n<li>\n<p><b>Game Engines (Unreal &amp; Unity):<\/b> Our VFX team works <i>directly<\/i> in your engine. Our animation team uses real-time &#8220;live-link&#8221; plugins to see their Maya animation running <i>on the character, in the engine, in real-time<\/i>. This &#8220;in-engine review&#8221; is critical for avoiding surprises.<\/p>\n<\/li>\n<li>\n<p><b>Review &amp; Pipeline:<\/b><\/p>\n<ul>\n<li>\n<p><b>ShotGrid:<\/b> We manage the entire &#8220;Motion&#8221; pipeline here. An &#8220;NPC_Melee_Attack&#8221; asset moves from &#8220;Rigging&#8221; -&gt; &#8220;Animation (Keyframe)&#8221; -&gt; &#8220;Animation Review&#8221; -&gt; &#8220;Exported&#8221;.<\/p>\n<\/li>\n<li>\n<p><b>Video Review:<\/b> We use video-review tools (like SyncSketch) where you can &#8220;draw&#8221; over a video of our animation, giving frame-by-frame notes (e.g., &#8220;at frame 42, this foot is slipping&#8221;).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<p>\u00a0<\/p>\n<h3><b>Abschnitt 4: Rahmen f\u00fcr Preisgestaltung und Engagement<\/b><\/h3>\n<p>\u00a0<\/p>\n<p>The &#8220;cost&#8221; of motion is based on &#8220;time&#8221; (seconds of animation) and &#8220;complexity&#8221; (e.g., a simple biped vs. a 6-legged dragon). Our pricing reflects this.<\/p>\n<p><b>Model 1: Fixed Price (Per-Asset \/ Per-Second)<\/b> This is the most common model for well-defined animation tasks.<\/p>\n<ul>\n<li>\n<p><b>Wie es funktioniert:<\/b> We provide a &#8220;Per-Asset&#8221; or &#8220;Per-Second&#8221; quote.<\/p>\n<\/li>\n<li>\n<p><b>Am besten geeignet f\u00fcr:<\/b><\/p>\n<ul>\n<li>\n<p><b>Rigging:<\/b> We &#8220;tier&#8221; the complexity.<\/p>\n<ul>\n<li>\n<p>Tier 1 (Simple Prop, e.g., door): $200.<\/p>\n<\/li>\n<li>\n<p>Tier 2 (Standard Biped, IK\/FK): $2,000 &#8211; $4,000.<\/p>\n<\/li>\n<li>\n<p>Tier 3 (Hero Biped + Face Rig): $8,000 &#8211; $15,000.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Gameplay Animation:<\/b> We &#8220;price per animation.&#8221;<\/p>\n<ul>\n<li>\n<p>Simple Loop (e.g., Idle): $200.<\/p>\n<\/li>\n<li>\n<p>Complex Loop (e.g., Combat Run): $500.<\/p>\n<\/li>\n<li>\n<p>Complex Action (e.g., &#8220;Get Up from Prone&#8221;): $800.<\/p>\n<\/li>\n<li>\n<p><b>&#8220;Anim-Set&#8221; Bundles:<\/b> &#8220;Get our 40-animation &#8216;Melee NPC&#8217; set for a fixed price of $15,000.&#8221;<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Cinematische Animation:<\/b> We price &#8220;per-second.&#8221;<\/p>\n<ul>\n<li>\n<p>&#8220;10 seconds of high-quality, hand-keyed cinematic performance&#8221;: $5,000 &#8211; $10,000 (depending on character complexity).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>VFX:<\/b> Priced &#8220;per-effect&#8221; (e.g., &#8220;Small Impact FX&#8221;: $150, &#8220;Large Explosion FX&#8221;: $1,000).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Modell 2: Engagiertes Team (Retainer)<\/b> This is the &#8220;Scalability&#8221; model for large-scale motion needs.<\/p>\n<ul>\n<li>\n<p><b>Wie es funktioniert:<\/b> You pay a fixed, flat monthly fee for a dedicated, managed &#8220;pod&#8221; of riggers and animators.<\/p>\n<\/li>\n<li>\n<p><b>Example &#8220;Motion Pod&#8221;:<\/b> For <b>$25,000\/month<\/b>, you receive: 1 Senior Rigger\/Tech Artist, 2 Mid-Level Animators, and a part-time Producer.<\/p>\n<\/li>\n<li>\n<p><b>Am besten geeignet f\u00fcr:<\/b><\/p>\n<ul>\n<li>\n<p><b>AAA Co-Development:<\/b> Your RPG has 200 unique characters, each needing a full anim-set. This is the <i>nur<\/i> way to manage that volume.<\/p>\n<\/li>\n<li>\n<p><b>Cinematic-Heavy Games:<\/b> Your narrative game has 30 minutes of cutscenes. A dedicated team will work on this for 12 months.<\/p>\n<\/li>\n<li>\n<p><b>LiveOps:<\/b> Your game needs new &#8220;Emotes,&#8221; &#8220;Finishers,&#8221; and &#8220;Weapon&#8221; animations every single month. A retainer team provides this content pipeline.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p><b>Nutzen:<\/b> The most cost-effective model (a 20-30% discount vs. &#8220;per-second&#8221; pricing). The team becomes experts in your game&#8217;s &#8220;feel&#8221; and rigging system.<\/p>\n<\/li>\n<\/ul>\n<p><b>Modell 3: Zeit und Material (T&amp;M)<\/b> This is our &#8220;Consulting&#8221; and &#8220;R&amp;D&#8221; model.<\/p>\n<ul>\n<li>\n<p><b>Wie es funktioniert:<\/b> You pay a simple, pre-agreed hourly rate for our most senior technical and animation directors.<\/p>\n<\/li>\n<li>\n<p><b>Am besten geeignet f\u00fcr:<\/b><\/p>\n<ul>\n<li>\n<p><b>Prototyping &#8220;Feel&#8221;:<\/b> You&#8217;re not sure how your character should move. You need a &#8220;master&#8221; animator to spend 40 hours just prototyping the &#8220;run&#8221; and &#8220;jump&#8221; until it &#8220;feels&#8221; right.<\/p>\n<\/li>\n<li>\n<p><b>Mocap-Bereinigung:<\/b> The volume is unknown. You pay us &#8220;by the hour&#8221; to clean as much Mocap data as we can.<\/p>\n<\/li>\n<li>\n<p><b>Technical Consulting:<\/b> You need our Technical Director to spend 30 hours building your initial Unreal &#8220;Anim-Graph&#8221; or rigging pipeline.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<h3><b>Conclusion: Your Partner in Motion<\/b><\/h3>\n<p>\u00a0<\/p>\n<p>Static models are just sculptures. It is motion that transforms them into characters. It is rigging, animation, and VFX that build the intangible &#8220;feel&#8221; of a game, create the spectacle that players remember, and tell the stories that make them care.<\/p>\n<p>This craft is a complex, technical, and artistic challenge. Our studio was built to solve it. We are not just a collection of animators; we are a dedicated, managed production house for all things motion. We provide the technical foundation of rigging, the artistic performance of animation, and the spectacular magic of VFX.<\/p>\n<p>We are your &#8220;on-demand&#8221; motion department, ready to integrate with your team, understand your game&#8217;s unique &#8220;feel,&#8221; and bring your entire world to life. We invite you to send us your 3D model for a free rigging and animation review. Let us show you the life we can breathe into it.<\/p>","protected":false},"excerpt":{"rendered":"<p>The Premier Animation, Rigging, and VFX Outsourcing Studio If 3D models are the &#8220;sculptures&#8221; of a game, then Animation is the divine spark that gives them life. 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