How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay?
This talk from GDC 2014’s Animation Bootcamp features Mariel Cartwright explaining how Skullgirls was animated. It covers the importance of strong key frames, anticipation and timing, and how you can effectively get these principles across when your designer says only have six frames to deliver a punch.
I had the great privilege of attending the launch event of Houdini 16 Amarok from SideFX that was being held at the Rich Mix Cinema in London last night.
This version of Houdini is the biggest update yet, which vast areas of the software being updated and in most cases completely overhauled. The future of 3D & VFX is extremely exciting and Houdini is pushing to not only continue as one of the major entities in effects work but pioneer in rigging, modelling, fur and look development as well.
The stream of the entire launch event is now online, jump to 19.10 for the beginning of the event.
If you are interested in finding out more about Houdini, go to their website here or check out their Vimeo channel Go Procedural here
Having previously contributed to the Harry Potter films, Fantastic Beasts and Where to Find Them was a great chance for Cinesite to revisit the wizarding world of J.K. Rowling and bring the magic from script to screen.
A vast collection of combat animation created by Titera for Disney Infinity 1 and 2.
This compilation goes through a huge roster of characters including; Captain America, Hulk, Iron Man, Thor and Aladdin.
In an abandoned industrial area, a strange phenomena poisons the environment. A girl has to take care of her sick father suffering from his sickness.
Special Effects sequence directed within the exercise of the 2nd year’s Character Animation and Animated Filmmaking program (Prom 2019).
GOBELINS, l’école de l’image
Directors : Benjamin BERREBI, Camille GUILLOT, James MOLLE, Sarah NACIRI, Pierre ROUGEMONT, Côme ROY
An amazing reel by Martin Gunnarsson featuring some great spots for Honda & Nike. He is currently working at Framestore in London as a Rigging TD.
Check out more of Martin’s work here on his website.
Realistic eye rigging done for Audi at Analog.
Responsible for the main rig that needed to be fleshy and handle a lot of deformations by itself when the eye looked around. Manual controllers for details of the eyelids and face were also put in place. A picker was created for easy access.
Link to project
Body rig done for an unreleased project . Features for example a solid spine-setup with multiple articulation points, a custom pick-walker built in python to easily go between different controllers using the arrow-keys.
I’ve also done the cloth simulation and animation in this showreel example.
Torso rig for an art installation. I set up the main muscle-deformations to preserve the volume and create more realistic shapes. Also has some auto-shoulder and adjusting of each muscle-group.
Animation in this showreel done by me as an example.
A toolset/launcher for Maya made in Python and QT Designer with all custom interface. It features around 80 scripts that I’ve done myself to speed up everyday tasks, also makes it possible to search all of maya’s command. An artist can also add there own tool to this interface.
It remembers your favorite tools and the ones you use the most.
You can read more on: