The dragon's geometry was created in Autodesk Maya based on a 2D illustration, with the character divided into independent parts (head, torso, limbs, tail, and wings), each applied to a plane with transparency (alpha). These planes were positioned and arranged in depth to reconstruct the character in a 2.5D space, preserving the visual integrity of the original artwork while allowing for correct layering during animation.

Hierarquy >> Geometry >> Advanced Skeleton >> Animation test

This modular structure served as the foundation for rigging, enabling each part to be linked to the skeleton and animation controls in an organized and efficient manner.