Monday, June 23, 2008
Thursday, June 19, 2008
You should know by now that I'm a huge fan of stylized animation in general. I love pretty much everything put out by Valve - they seem to really get it in all areas..storytelling, gameplay, the amount of detail one can or should get away with in a game.
What I admire about this trailer along with all the others is how well paced it is for the content. Whereas the Heavy had slow heavy camera moves and a somber feel to it...this is all about the sense of waiting. The editing as a means of storytelling is particularly strong in this one.
Posted by jeff at 12:33 PM
Tuesday, June 17, 2008
quick action analysis of bruce lee...i'm revamping some of our combat animations this week and looked to bruce lee for reference. according to our combat designer (actually a job), he uses the kinetic force of boxing to power his kicks, basically having the bouncing ball of the pelvis pick up momentum to allow for optimum foot planting.
I'm going to use this as reference footage for a long awaited post...my workflow, which really isn't different than most other workflow posts you've read on the web. I will get into some more technical techniques in dealing with gimble lock the invariable curve headaches that happen.
Posted by jeff at 9:51 AM
Monday, June 16, 2008
So for Father's Day, I took my 6 year old to see Kung Fu Panda and was really blown away by it, which took my by surprise. It was strong on pretty much every level. Usually I can take movies with a grain, say, Bee Movie, where there are a lot of structural problems and story issues, but has some outstanding animation in it, and just appreciate it. Here, the star casting, which usually bugs me, dissolved right into the characters so I didn't feel like it was, say, Seinfeld in a bee costume. I think it was the tight writing, strong editing, and amazing shot layout. Some of those action sequences were better than live action and pushed incredibly far. This is what I love about animation - when things get pushed past realism into that weird realm of plausible deniability, where I don't care that a tiger can jump 80 feet into the air or want to nitpick the fact that it's hapenning...I was listening to my son shout "awesommmmeee!" during some of the rooftop fight scenes, and I was there with him.
Not only did it work in a broad stylized way, but man, there was some fantastic acting. Seeing the wizened old turtle was a thing of beauty...he'd trail off in a dreamy way, licking his lips and showing he was old purely through movement. The contrast was pretty remarkable.
I haven't walked out of a movie that inspired in a really long time, so preorder the DVD, and see it as soon as you can.
Posted by jeff at 4:48 PM
Wednesday, June 4, 2008
Due to low enrollment, class is cancelled this summer. I'm not sure what I'm going to do with this blog - I may migrate over to a new one or just take the summer off and do some personal work once our project wraps...I do have 2 tutorials planned
-quadraped cycles made easy
Posted by jeff at 3:48 PM
Monday, June 2, 2008
So, the first trailer has hit the net...it's not great by any means and doesn't really make the game I've been working on seem all that fun, but here it is, in all its cheesy voiceover goodness.
I did the principal animations on the main character as well as the 'Krommath'. It's always odd seeing game trailers before the game is finished, as they show really incomplete work, bad cameras, animations before facial rigs came on line, but that's how it goes. The link below shows the making of the Krommath, which is pretty inspiring.
Posted by jeff at 2:17 PM