





Many people have different definitions of art. To me, art is simply the translation of thought and feeling into a transmitting force. Dance, music, language, sculpture, fashion; all art. Good art is art that carries the indescribable so strong that no medium can properly capture it. When art is squashed down, molded, to fit in a spreadsheet is when art dies. No longer is is about the indescribable, it is now about its metrics: the views, the likes, the price. Art becomes the latter half of artwork.
To be a good artist I think you need to do three things: you need to consume, you need to get inspired, and you need to create.
When you only consume you live like cattle.
When you're only inspired you're dreaming
When you only create you become a factory, churning out product with no end in sight.
When you consume and create but are never inspired you only ever create pale imitations of existing work.
When you create and inspire yourself but never consume the work of others you get lost in yourself and never grow up.
When you consume and get inspired but never create you delude yourself and call yourself a critic, someone with taste, but truly you are not very far from cattle.
I think sometimes people find a label that helps explain their thoughts and feelings in a moment and allow that label to define them. The easy escape from fully working out their own mind maze with a convenient buzzword is intoxicating, and so they continue to do so until they become the label.
In some ways I believe this explains why so many dumb people also happen to be theocratic. Religion has its positives, it's a very effective way for people that want help to find a supportive community as well as to find hope when you have none. But religion gives easy answers to hard questions and all it asks of you is your faith. When you get used to that you stop thinking altogether and all it asks of you is your fate.
Mechanical Engineer
7787125142 | addisonye3@outlook.com | www.linkedin.com/in/addison-ye
Education
Bachelor of Engineering in Mechanical Engineering
@British Columbia Institute of Technology
Machine Design, Thermodynamics, Materials Science, Manufacturing, CAE, CFD, FEA, NDT, Fluid Mechanics
Diploma of Education in Animation Art & Design
@LaSalle College Vancouver
Compositing, Modeling, Drawing, 2D Animation, 3D Animation, Visual Design, Video Editing
Projects
Cartesian 3D DED Metal Printing Robot
Created a DED metal printer using a commercial robotics welding torch to allow further research into DED printing processes and robotics welding repair at BCIT with special considerations for another team's 4th and 5th axis turntable that was to be combined with our machine. My responsibility within my group of 5 was the design and fabrication of custom parts designed to unify the three axes of the machine as well as to dictate the overall design of the frame. The machine was to allow students at BCIT to further their understanding of cutting edge additive manufacturing techniques and allow for further upgrades created by other students in different disciplines.
Short animated film
A short film was created in a team of three as a final project at LaSalle College Vancouver. In my team I was the main coordinator between the members of the group and was responsible for scheduling and storyboarding the film. This was done during the COVID pandemic which made coordination and group work extra difficult. As the group was small due to a lack of students during the pandemic I ended up taking multiple roles: animator, background artist, texture artist, environment modeling, asset modeling, and lighting lead.
Software Proficiency
SolidWorks, AutoCAD, Autodesk Inventor, Automation Studio, ANSYS, PowerPoint, Excel
Autodesk Maya, Autodesk 3DS Max, Blender, DaVinci Resolve, Affinity, Python, Java
Hardware Proficiency
Lathes, CNC mills, Oxy-fuel welding, Sheet Metal Design
2019

UE5 Default Mannequin Rig
Designed to not touch the existing hierarchy of the Unreal Engine skeleton for maximum compatibility and ease of export. Features parent space swapping for the head and all the limbs (both fk and ik). There are controls for every possible joint, even the ones that don't affect anything on the default actor.
[2023.06.03] V1.0: Initial Release (47.5MB)
(46MB are due to the included UE5 Mannequin mesh)
Extra Tools
import maya.cmds as cmds
"""Combines multiple curves/shapes together."""
sl_curves = cmds.ls(sl=True)
final_curve = sl_curves.pop(-1)
for cur in sl_curves:
cmds.parent(cmds.listRelatives(cur, s=True), final_curve, s=True, r=True)
cmds.delete(cur)
cmds.select(final_curve)
import maya.cmds as cmdsdef prefixStrip(obj_list):
"""Removes the first set of characters before an underscore""" out_list = []
for obj in obj_list:
split_list = obj.split('_')
split_list.pop(0)
out_list.append('_'.join(split_list))
return out_listdef assignControl(group_prefix, control_prefix, joint_prefix):
"""Applies a control curve with an empty group to every joint selected First select the control curve, then select as many joints as desired
afterwards. Original control curve is kept.
"""
select_ls = cmds.ls(selection=True)
ctrl_obj = select_ls.pop(0) if joint_prefix:
select_ls = prefixStrip(select_ls)
joint_prefix += '_'
else:
joint_prefix = ''
if not group_prefix:
group_prefix = 'egrp'
if not control_prefix:
control_prefix = 'ctrl' for current_obj in select_ls:
current_grp = cmds.group(empty=True,
name='_'.join([group_prefix, current_obj]))
cmds.select(joint_prefix+current_obj, add=True)
cmds.matchTransform(cmds.ls(selection=True))
current_ctrl = cmds.duplicate(ctrl_obj,
name='_'.join([control_prefix, current_obj]))[0]
cmds.matchTransform([current_ctrl, current_grp])
cmds.parent(current_ctrl, current_grp)
cmds.makeIdentity(apply=True, pn=True)
cmds.parentConstraint(current_ctrl, joint_prefix+current_obj)assignControl(group_prefix='egrp', control_prefix='ctrl', joint_prefix='')
Work Experience
Freelance 3D Animator (2021, 2022, 2023)
Used both Blender and Maya
Created first person animations to be used in game engines for an indie First-Person Shooter game.
Collaborated with client to ensure each animation created were in line with the overall style of the game.
Continually revised multiple animations to ensure everything created was at a similar quality level and were consistent with each other.
Rigged arms and hard surface objects when needed.
Skills and Software Proficiency
3D Animation
Hard Surface Modeling
Rigging
Scripting (Python/Java)
Unreal Engine 5 Animation Blueprints
Lighting
Video Editing
Image Editing
Texturing
Contact
LinkedIn
linkedin.com/in/addison-ye
Email
addisonye3@outlook.com
Phone
778-712-5142