Animation

Coffeeeeeeeee…

My studio had their annual “Idea Jam” this past week. It’s where employees can work on any project that they feel will better themselves as a person. At the end of one week, everyone gives a presentation on what they learned. All I can say that it was really inspiring to see what my co-workers presented: from dance choreography to mastering coding skills to sculpture, painting, and game projects…I am lucky to be working with such talented people, and to work for a studio that invests in such people!

My “Idea Jam” project was to teach myself how to use TVPaint and to create a 2d animation in it via my Surface Pro 2. I’ve always wanted to figure out how to create animation on the go, and this week was the perfect opportunity.

Animation · Points of Interest

Eat Lead!


(Screenshot taken from Gamespot).

Now that we’re mostly wrapped up on my company’s project: Eat Lead: The Return of Matt Hazard, our publisher has been sending out gameplay videos and screenshots to the press.

One of the videos released is one of the bosses I’ve worked on in the project, Altos Stratus. I’m a humongous Final Fantasy nut, so working on a villain that spoofs Japanese style RPG’s was a real treat for me.

Our project’s viral marketing campaign (complete with terrible graphics and fake bloggers) and voice talent were incredible. I’m very lucky to have been part of such a unique and interesting title.

Be on the look out. The 360/PS3 game hits store shelves in the spring!

Animation · WIP's

Physical WIP: Refining

Here’s the finished product. Of course, there’s always room for improvement. 😉 I widened the gap to make the landing a little more believable, made adjustments to the jump pose, and tried to make the poses a little punchier, but looking at it now it’s not so noticeable. That’s one thing that always bothers me when it comes to smoothing out animation; I tend to lose my poses. If anyone has any advice to preserving poses while smoothing, let me know.

Animation · WIP's

Dialogue WIP: Wrap up



Here’s the finished product. Of course, I’ll probably keep tweaking. Any crits are welcome!

I learned a lot doing this animation test, particularly about workflow and using the Max rig by Peter Starostin. Animating strictly with IK hands was an interesting challenge, but it does make things easier if you want to visualize arcs and adjust torso movement without affecting the hand positions. I’m not quite sure if I’d use it for a walk cycle, but for acting it does have its merits.

Anyway, I’m off to start my next animation which will be a physical test using my character, Asher. I’ll put up the planning/blocking as I go.