The last thing I did on RWBY was make guideline for crowds in scenes. I dont know if it gained much traction, because I soon moved to Japan. But people keep asking for the pdf, so I'm just going to share it online
A week ago, my friend and I were talking about this weird part of the Kojima Productions job application, "List one of the latest technology trends related to your job that has attracted your attention. Also, state the reason for this briefly."
Now I get it
Hideo Kojima and Nicolas Winding Refn have teamed up for a Prada mode event teaser exploring "new creative possibilities through AI technology"
https://t.co/5cYNw5n0MG
@CAFFSTRINK Williams wasn't doing all his own clean-up/inbetweens/colouring. I would strongly advocate for planning scenes without distraction, but when you're three hours deep on clicking bucket fills you can put some music on.
You can recreate this yourself at home. Have a conversation with someone but don't allow your hands to touch anything, and stay a foot away from any wall. Hands out of your pockets. You know what happens? You stand like an actor recording bad mocap
@ThomasonTown As someone that did an entire dissertation using performance capture it IS so hard not to think about what to do with your hands if they aren’t occupied. Someone mentioned the abundance of pockets and that is very true. There is a “stand”.
A very common problem when mocapping action is that all the weapons are made of foam, and you move like it. Same with moving in spandex and pretending it's a three piece suit
@ThomasonTown I think the problem with indiana is the actors dont feel the weight of the clothes their characters are wearing and instead are moving around like they’re naked
@ThomasonTown I have no real experience in any of this but my two cents is it falls victim to what all game design falls victim to;the fact that IRL clothes have separate physics to the body underneath. But in games the whole form, body and clothes, move as one.