|Session Name||Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City|
|Company Name(s)||Slant Six Games|
|Track / Format||Programming|
This session will demonstrate how Slant Six Games implemented runtime support for helper bones driven by Maya expressions in 'Resident Evil: Operation Raccoon City'. It will describe the authoring workflow, pipeline and runtime implementation in detail, and demonstrate the practical application of expression-driven helper bones in our game.