Wednesday, September 9, 2009

Number nine... Number nine...

Happy 09/09/09! This is the only time this will ever happen!
(Just like any other day.)

Hooray! I'm still alive!

You know how I promised to update with cool drawings and stuff? Well I've been seriously distracted with... something.

More on that later.

In other news, here's a real-life photo of a floppy squirrel:


(Source)
See? They really do that!

Oh, and this is out. Maybe I'll try to see it this weekend perhaps.

Tuesday, April 21, 2009

Squirrelly Stuff

Here's a super rough squirrelly animation test.


Floppy likes acorns! More to come...

Wednesday, April 15, 2009

Old Guy - Sketch Paint


I'm gonna call this one done for now. :)

Monday, April 6, 2009

A New Tool (no more excuses)

In spite of my efforts to make one of these things myself... Today I got an offer that I just couldn't pass.

Wacom DTU-710 Tablet Monitor


Let's just say I got a really good deal from a coworker. I can hear the faint maniacal cackling of some sort of fish in the distance...

Expect more art stuff soon! :)

--edit--
Here's a quickie doodle I just did. Playing with bizarre colors and stuff that would be extremely difficult to do in real-media. :P

Psychotic Grinning Electric Dragon Thingy


Old Guy - In Progress


Zippy Little Flash Animation Doodle


Tuesday, March 3, 2009

Doing Animation "Multiples" in 3D

Step One: Be Silly!

So a while back, Henry Sanchez made a really spectacular 3D animation that looked like one of the good ol' Warner Bros. cartoons. (It's the second clip on the Animation Mentor Summer 2008 Showreel)

Then, Eddy posted a question on the 11SecondClub forums, asking how this guy achieved the crazy multiples and deformation-swipes and stuff in 3D.

After some monkeybusiness, I came up with a quick little tutorial on one way to achieve this effect. Here's the cross-post:


Hello! I saw that shot too and was really impressed! And... I know how to do it! :D




Here's how it works: Luckily for us, Maya can have fractional frames instead of just integers!
First I made this simple animation using just a few keyframes the normal way. A big chunk of movement happens between frames 5, 6, and 7.

Frame 6 has lots of speed on either side of it, so I decided its "ghost frames" are going to be on 5.75 and 6.25.
Frame 7 is a slow-out, so its ghost frames are on 6.5 and 6.75

Next what I did was type in these fractional frame numbers into the text box right next to the time slider. Once I had my fractional frame set, I could make further tweaks to the pose.

Then I selected the mesh of the character's body, and selected the menu Edit -> Duplicate Special -> Options box.

In "Duplicate Special Options" I set it to "Copy" and un-checked "Duplicate input graph" "Duplicate input connections" and "Instance leaf nodes."

This created a new ghost mesh of the character on that fractional frame.

I then selected that ghost mesh, set the time slider to the frame before it, set its "Visibility" to "off" and keyed it. Stepped forward one frame, keyed visibility on, stepped one more frame, and keyed it back off.

Repeat this process for each ghost frame you want to do, and that's it!

If you step through the animation, you can see where the real mesh is compared to its two ghosts by looking at where the rigging controls are. You can definitely use more ghosts per frame for faster movement. 3 meshes per real frame seemed to be the magic number for me this time.

To take things further, you could apply deformers to the ghost meshes like Henry appears to have done to squash/stretch and curve the rifle.

Hope this helps! :D

Also, Eric Goldberg covers multiples and smears and all kinds of other fun "gimmicks" in a chapter of his book Character Animation Crash Course, which I highly recommend!

Monday, March 2, 2009

Great Googly Moogly!



Happy New Year!....
I'm still alive, I swear!

Time to do some serious catching-up! This might take a few posts...

So what's been going on in general? We'll I've been on a pretty intense project at work that's wrapping up now. I can't really announce what it is yet, but it will be out soon, and will have a whole bunch of my animations on the main character! :D

I've become an active participant on the 11SecondClub forums and competition. I got 12th place out of 128 entries on the December competition.

And here's a higher-res and improved version of the animation on my portfolio: No Bananas!

11SecondClub is a ton of fun and I hope to get back into doing the competitions when I have a little more free time. (canned audience laughter)

I also like to answer animation questions posted on the forums with ramblings and tutorials. I think what I'll do is cross-post them here so we don't have to go digging around for them in the future!

That's all for this post.

Sunday, October 19, 2008

Prometheus

So, I've been helping out on Rachel's project for the Make Something Unreal contest, doing the character stuff. We just announced and released a demo a few days ago, and so far the response has been very positive!

Prometheus is: "A Single-Player-Cooperative FPS Puzzle Action mod for Unreal Tournament 3. Work with your past and future selves to complete your objective."


This character is still in the early stages. I've been using him to figure out the quirks of importing and setting-up a character in the Unreal 3 Engine. He'll see a major overhaul now that I know what I'm doing. :P


Here's the announcement on the Epic Games forum.

And here are a couple walk-through videos recorded by a player. (spoilers)