Thrilled to announce that I worked (again) on Valve's latest @DOTA2 True Sight documentary! I made four sequences from A to Z (animation, lighting, compositing, etc.), 45 seconds in total. 😄
The movie: https://t.co/5sr2kUkkul
More details on what I did: https://t.co/DxF7edl3Cz
@Gamrok Bonsoir, je ne me souviens plus où j'avais trouvé ces images ; mais si je me fie à cette page, il est possible qu'elles proviennent du numéro Juillet-Août 1991 du magazine Joystick : https://t.co/CvUPLIrQ6t
@JustAnotherTL@punnymercenary@FinjiCo Thank you 👍 I spent a weekend with @dicey and asked him tons of questions. In spite of the emergency, it was a fun time for us. I also made sure to respect his choice to not gender the main characters, and try to keep a more old-school fantasy atmosphere with my reworked loc
@RagnaBlade@superiorfoxda It's good. It's faster to say what I don't like: the weight is a bit much, SteamOS is extremely buggy and stops working in strange ways even after simple tasks, awful haptics, and dreadful fan noise (on some units, unfortunately including mine; community is investigating this).
@wuffles My galaxy-brained way to do it using only off-the-shelf tools, that is to say from MoBu to 3ds Max, is to use MoBu to transfer the mocap not onto the character bones themselves, but onto the CAT rig objects... it bypasses 99% of the jank of CAT's built-in mocap import features.
@80Level@sboxgame Thanks for the share & the kind words 🙂 I wanna stress that this really is just, at its core, a little trick reusing something that was already sitting there to do the roughest & most basic impression of fat jiggle. There are much more fancy and interesting setups out there!
With the new first-person arms in @sboxgame, I thought I'd add a tiny thing: the ability to animate the forearm twist helpers ON TOP of the procedural twist. This allows you to tweak the pose, but also to do a very basic, "low-tech" muscle jiggle, like in this quick test anim:
@sboxgame Every time I see a tech artist like this tweet, it feels like... a Powerful Wizard Who Can Bend The Ocean is looking down at me while I'm splashing around in my tiny puddle doing a silly little trick... and they give me a thumbs up. Thank you 🥺
@Tinimations@sampavlovic@sboxgame The forearm has 3 bones. The "traditional" setup is forearm > twist helper halfway through > wrist. To get a bit less volume loss, I went with 3 bones, that is to say, 2 helpers instead of 1.
@Tinimations@sboxgame I looked into pose-space bone helpers specifically for the wrist, but for various reasons I ended up deciding against it. I might go back and add them later to make the bend a little less mushy though.
@Tinimations@sboxgame The last forearm helper's twist axis is always aligned with the wrist's, so the only volume loss that could happen there is from the wrist rotating "up" or "down". Otherwise I don't have any helpers for the wrist itself... it ends up looking OK even in more extreme poses, though
@blyatcannon@sboxgame Yeah, of course! I want to stress that this really is NOT even "tech"; nothing's automated, this was a quick anim test by hand. It's just a cool little rigging/setup trick. For the purposes of demonstration, I exaggerated it. Also, this video plays ~20% slower than it should
@TheShadowBrain@sboxgame Yeah. Also, I recorded my test anim at 60fps, but I'd forgotten GIFs can only do 50 maximum (they store frame times with 2 decimals max), so this is effectively displaying 18% slower 😅