About.
I’m Levent Ulas, a 3D character animator working on game cinematics and film.
How I work
I start from the performance: what the character wants in the shot, and where the weight sits. Blocking is about clear poses and readable timing; the polish pass is arcs, overlap and contacts until nothing distracts from the acting.
Most of my work is cinematic: keyframe character animation and motion-capture refinement, pushed until the motion reads as a performance rather than data.
Why I build tools
AnimTools come from the same desk. When a task keeps slowing shots down, I try to turn it into a tool that leaves the animator in control. Where the job allows, the tools work alongside existing animation and make their changes easy to inspect and undo. How each one does that is described on its own page.