Revised! Original can be found here! Depending on the critique I get, I might revise it again.
Tuesday, November 30, 2010
Sunday, November 21, 2010
Friday, November 19, 2010
Monday, November 15, 2010
Thursday, November 11, 2010
Monday, November 8, 2010
The best way to get over artists block, for me at least, is to DOODLE. I found myself stuck on some animation this weekend so I sat down for an hour or so and just relaxed/doodled stuff. I like to doodle stupid pointless irrelivant things. It's fun. It lets me reset my brain.
Friday, November 5, 2010
Thursday, November 4, 2010
I wish that my school spent more time talking about animating for games. We are taught good process work, like doing video reference, and of course thumbnails:
But then we're not taught other things, like how to rig for games, or what you should think about while animating for games. How do you animate for a game when the camera is up very close, vs an RTS? An MMO? Depending on where the camera is, your animations will end up looking very different. It's important to take that into consideration when you animate a cycle for any game. When I first started animating for games, I concerned myself primarily with how my cycle looked from the front and side. That was what I was used to from animating for my projects classes and from my 2D animation classes. I was always in control of where my camera was.
When, in reality, a lot of the games I've worked on are 3D adventure titles. The player will view most of the animations I make like this:
This run cycle was something I blocked in in a few hours, btw. It's going to be getting changed soon along with it's rig.