For animations I use Modo and ACS toolset. As you can see, I transformate rig structure for every character. I add couple of segments for base rig or remove existing cause it's not necessary. Standard states for Z - characters animations I create in traditional way. From "Pose to Pose", next stage is timing and polishing and after that I finished with secondary animations and animations with variations. I pay special attention for extradeformations as elbows, shoulders, knees, flesh shaking, hands and face poses. All of this important for VR creatures, which you see close. I am still pumping my rigging and animation skills. All 2018 year I engaged and concentrated only on game characters part from reediting existing character models to rigging extensions and animation pipeline. And I am so glad to work with amazing models yhat created by Nikolai Kurt.
Game Boss animation timelapse process with Foundry Modo and ACS2
Jock Zombie animations WIP
Fat Zombie animations WIP