Emote I animated for @Fortnite, from the TMNT collab
The cool part about this one was the amount of stylization we could add, you can see how the sais are glued to his hands while spinning lol
Thanks to @SteamrollerAnim for the opportunity with this one
Property of @EpicGames
I've been messing around with the idea of procedurally redirecting character attacks/strikes — which I'm calling Strike Warping.
YELLOW: authored animation's strike-frame pose.
GREEN: procedurally adjusted pose.
RED: target.
Notifies mark the strike frames in the animation.
I made a video for work that briefly explains the high-level overview of my animation system "framework." I figured I'd post it here. If you have ideas for a better structure (not using UAF), please let me know.
What do you get when you cross multi character motion matched interactions, active ragdoll physics, and some awesome mocap?
Cinema.
Here's a little sneak peek on what we're working towards. I usually don't like to share early but this was too good to keep hidden, enjoy!
Also you'll want to unmute for this ;)
#UE5 #animation #gamedev
The Control Rig Workshop has been updated with all project files including over 230 slides of information.
We’ve also decided to make the course free forever - stay tuned. 🎁
#controlrig#rigging#animation#ue5#gamedevelopment#vfx#UnrealEngine
https://t.co/5E36X6ymuL
Trying something fun, calling them "spin transitions", which basically allow for seamless transitions between rotation modes. Not an original concept but also not common...though maybe soon that'll change :)
Here's a thing I've been passionately working away on:
What if I told you that one of these characters is using a Motion Matching setup, and the other is using a simple State Machine (sort of)? Would you believe me? Take a guess at which is which.
Some beginners feel that using video reference is ‘cheating’ but it really isn’t. It’s simply a helpful tool for discovering interesting choices and nuances we might not come up with on our own.
People sometimes ask me how I animate cameras. I wish I could say there’s a master plan but honestly I just improvise as I go. Tweaking the FOV helps shape what the viewer sees, whether it’s more of the world or a close up. And from outside the camera the scene is usually a mess (*ノ▽ノ)
When I made this animation as a style test, I started flirting with stepped animation. There’s something about the texture it adds to the motion that I can’t get enough of.
Speaking of great locomotions… the transitions in Inside feel incredibly organic.
btw I still remember the tension in this scene like it was yesterday.
Post card illustration that I was planning for back in self-publishing days. The Paper Biscuit books nurtured my personal cravings to make something for myself. Not everything has to be for everybody. Could just be for you. Better if you find your public.
My project, that I've been pouring my heart and soul into for 3 years, has just been cancelled at phoenix labs and myself and the entire incredible team have been fired. We were weeks away from announcing- I'm just numb and heartbroken, but I'm definitely available for work now