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News

Sonic the Hedgehog 3

We’re delighted to announce our involvement in Sonic the Hedgehog 3, now showing in cinemas. Directed by Jeff Fowler, Sonic 3 has been a monumental rigging challenge. At Red9, we developed all the character and facial rigs for the film, ensuring every character’s performance was both expressive and true to the original designs.

This project demanded an extraordinary amount of effort to achieve the level of performance required for such dynamic characters, all while preserving the integrity of the models. Fortunately, we were able to build upon the foundational work we’d completed for the Knuckles series on Paramount+, giving us a fantastic starting point for the film’s characters.

Due to the scale of the project, Paramount took the unusual approach of centralised the rigging. Instead of each of the 6 key VFX vendors; Rising Sun Pictures, Rodeo FX, ILM, Fin, Marza and Paramount’s in-house team, setting up the characters internally, they received a standardized “delivery package” of assets. This not only streamlined the process but, more importantly, ensured consistency in character design across all shots. It also allowed animation supervisor Clem Yip to distribute key character pose libraries, further guaranteeing seamless performances throughout the film.

With “Knuckles” we had already laid the groundwork, but for the film we had to massively increase the complexity of all the rig control systems. Working closely with Tyson Hesse and Alin Bolcas, we worked tirelessly perfecting the setups to capture each character’s unique personality.

The character team at Paramount wanted to push the facial shapes harder whilst giving the animators greater flexibility to finesse performances. This meant going back to basics and adding entirely new levels of mesh control under the hood. Huge amounts of work was done at the sculpting phase to add an ever increasing number of cross-blends, essential for managing such complex combinations of facial shapes. The brows being particularly difficult for due to their huge range of motion, required by the characters.

Maya Rigs:

The rigs were built entirely using native Maya nodes, a deliberate choice to ensure seamless compatibility across all vendors without relying on custom plugins. We worked tirelessly to optimize their performance, ensuring they evaluated as fast as possible. To achieve this, we layered deformers in carefully structured stacks and employed various advanced techniques to keep the rigs running in real-time, making sure animators could work smoothly and stay productive. Animators interacted directly with the final asset in Maya, meaning what they saw in the Maya viewport was the exact asset exported to the final caches for rendering.

Expression test by Clem Yip used throughout the project to test both the rigs performance and characteristics

We were also tasked with developing a suite of custom tools for the film, which became part of our Red9 ProPack toolset. This meant that not only did the animators receive consistent rigs, but they also benefited from a unified toolset within Maya. Among the tools we developed were solutions for secondary overlapping animations to handle the characters’ hair spikes, as well as a new animated trails tool to capture the dynamic “fast zips” the characters make across the screen.

In addition to the lead characters, we provided secondary “ball” rigs, used when Sonic and Knuckles zip along, as well as various digital double stand-in rigs for motion tracking, which were crucial for the project.

One of the balls rigs in action

Sonic the Hedgehog 3 has been an incredible project, and we’d like to extend our heartfelt thanks to VFX director Ged Wright and the entire Sonic 3 team for entrusting us with such a pivotal role in a project of this scale.

The Blood of Dawnwalker

Congratulations to our friends at Rebel Wolves for the release of The Blood of Dawnwalker, released on the 3rd September to rave reviews.

For this project, we helped develop a custom asset and costume management pipeline, enabling the technical team to build a vast range of in-game character variants by combining libraries of modular parts, including bodies, heads, trousers, shirts, coats, boots, gloves, hair and more.

Fully integrated with Perforce and Maya, our custom toolset managed both the assets and their associated skinning data, streamlining the process of assembling modular components into fully rigged, engine-ready characters from the ground up.

Thanks again for the opportunity!

Red9 ProPack: Update July 2026

Red9 ProPack just got a big update.

Following an intensive period of production work supporting our film clients, we’re pleased to bring the latest additions from our internal pipeline to Red9 ProPack. This release introduces a range of production-proven deformation workflow tools for TDs, alongside full compatibility with Maya 2027.

Deformation Transfer

Our Deformation Transfer tools continue to evolve alongside the increasingly complex production setups we encounter every day. This release introduces support for copying deformer masks between deformers using either vertex indices or world-space coordinates. These capabilities are fully integrated into the existing deformer tools, with a dedicated UI that makes the workflow significantly more accessible.

Delta Extractor

New in this release is the Delta Extractor, a production-developed tool for isolating sculpted mesh deltas and generating clean blendshape targets. The extracted delta can be written directly to a new blendshape target, making it straightforward to isolate sculpted corrections and reusable shape edits.

Conform Verts

Also included is the new Conform Verts tool, available both as a dedicated UI and as a plugin for pipeline integration. It enables topology from one mesh to be conformed onto another using vertex, edge, face or whole-object selections. Full soft-selection support and percentage-based interpolation provide precise control, from subtle surface adjustments through to larger topology transfers.

Additional Improvements

This release also includes a new Line Thickness utility for quickly adjusting the display thickness of rig controllers, along with an early preview of our new curve-based rig setup. While still under active development, we’re making this available now for client evaluation and feedback.

As always, every feature in this release has been developed to solve real production challenges and refined through day-to-day use in feature film pipelines before being rolled out to ProPack users.