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Facial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters CALLING BULLSHOTS: TIPS FOR SPOTTING A FAKE GAMEPLAY The infamous E3 2005 Killzone 2 fake gameplay claimed to be real but the weapon camera is a dead giveaway. Live gameplay demos are incredibly difficult to achieve and nerve-wracking for the developers to watch on the day as the player hopefully sticks to the chosen path and hits all the appointed beats, with nothing going catastrophicallywrong on the stage.
RESIDENT EVIL: VILLAGE Resident Evil: Village shipped with several animation-related behind-the-scenes videos as bonus extras. They are shared below: Mocap Sessions. Motion capture sessions, shot at THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
THE LAST OF US: PART II My friend and fellow ex-Naughty Dog Keith Paciello (@keith_paciello) talks through the creation and implementation of the systemic facial animation used throughout gameplay of The Last of Us: Part II, comprising some 15,000 individual poses to be combined with idle animations.. Read the article here, and you can view his reel on the facial animation system below, though expect SPOILERS. AZRI RIG - GAME ANIMSEE MORE ON GAMEANIM.COM RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. GOD OF WAR: BREATHING NEW LIFE INTO A HARDENED SPARTAN In this 2019 GDC talk, Sony Santa Monica’s Bruno Velazquez (@brunovelazquez) discusses the process of transforming the studio’s approach to how it animated Kratos in 2018’s God of HOME - GAME ANIMBOOKFEATURESMAKING OFLEARNDISCIPLINESEXTRAS The Eyes Have It: An Integrated Eye and Face Model for PhotorealisticFacial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters CALLING BULLSHOTS: TIPS FOR SPOTTING A FAKE GAMEPLAY The infamous E3 2005 Killzone 2 fake gameplay claimed to be real but the weapon camera is a dead giveaway. Live gameplay demos are incredibly difficult to achieve and nerve-wracking for the developers to watch on the day as the player hopefully sticks to the chosen path and hits all the appointed beats, with nothing going catastrophicallywrong on the stage.
RESIDENT EVIL: VILLAGE Resident Evil: Village shipped with several animation-related behind-the-scenes videos as bonus extras. They are shared below: Mocap Sessions. Motion capture sessions, shot at THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
THE LAST OF US: PART II My friend and fellow ex-Naughty Dog Keith Paciello (@keith_paciello) talks through the creation and implementation of the systemic facial animation used throughout gameplay of The Last of Us: Part II, comprising some 15,000 individual poses to be combined with idle animations.. Read the article here, and you can view his reel on the facial animation system below, though expect SPOILERS. AZRI RIG - GAME ANIMSEE MORE ON GAMEANIM.COM RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. GOD OF WAR: BREATHING NEW LIFE INTO A HARDENED SPARTAN In this 2019 GDC talk, Sony Santa Monica’s Bruno Velazquez (@brunovelazquez) discusses the process of transforming the studio’s approach to how it animated Kratos in 2018’s God of CALLING BULLSHOTS: TIPS FOR SPOTTING A FAKE GAMEPLAY The infamous E3 2005 Killzone 2 fake gameplay claimed to be real but the weapon camera is a dead giveaway. Live gameplay demos are incredibly difficult to achieve and nerve-wracking for the developers to watch on the day as the player hopefully sticks to the chosen path and hits all the appointed beats, with nothing going catastrophicallywrong on the stage.
SOFTWARE & TOOLS
Software & Tools. This page collates animation digital content creation (DCC) software used in the creation of video games. Only software with animation functionality is included. Note: GAME ANIM is not affiliated with any of the software listed. THE LAST OF US: PART II My friend and fellow ex-Naughty Dog Keith Paciello (@keith_paciello) talks through the creation and implementation of the systemic facial animation used throughout gameplay of The Last of Us: Part II, comprising some 15,000 individual poses to be combined with idle animations.. Read the article here, and you can view his reel on the facial animation system below, though expect SPOILERS.MASS EFFECT
There were no mocap studios up in Edmonton, Canada back in March of 2005 so myself, project director Casey Hudson, animation department director Steve Gilmour and VO & external resources producer Shauna Perry headed down to Giant Studios in Culver City, California for an intensive 4-day shoot to capture the initial batch of player and NPC actions for Mass Effect. ROCKET MAN: CREATING FLIGHT FOR ANTHEM Rocket Man: Creating Flight For Anthem - Game Anim. Rocket Man: Creating Flight For Anthem. Gameplay Animation Presentations. · March 9th, 2021. In this 2019 GDC talk, BioWare’s David Hoang and Daniel Nordlander the process of creating some RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. GOD OF WAR: BREATHING NEW LIFE INTO A HARDENED SPARTAN In this 2019 GDC talk, Sony Santa Monica’s Bruno Velazquez (@brunovelazquez) discusses the process of transforming the studio’s approach to how it animated Kratos in 2018’s God of CASCADEUR: PHYSICS-BASED ANIMATION SOFTWARE Cascadeur: Physics-Based Animation Software - Game Anim. Cascadeur: Physics-Based Animation Software. Tools. · February 3rd, 2019. Nekki’s Cascadeur has previously impressed for their internal creation of parkour running game Vector, and this new version of the software is not only light-years ahead, but is opening up for salesoon. YouTube.
DETROIT: BECOME HUMAN Detroit: Become Human – Mocap Behind-The-Scenes. Making Of. · July 20th, 2018. This promotional behind-the-scenes video for Detroit: Become Human has some great info on the sheer scale of the project. Some highlights include: 100 days of full performance capture. 250 days of body-only mocap. 300 actors. CINEMATICS SANS CUTSCENES Cutscenes can be used to reward the player for acheiving something. This is, however, dependant on the context, quality and duration of the cutscene, as well as the player’s willingness to watch. Simply omitting cutscenes can feel cheap. Especially in a story-orientated experience, the absence of cutscenes requires that the story bedelivered
HOME - GAME ANIMBOOKFEATURESMAKING OFLEARNDISCIPLINESEXTRAS The Eyes Have It: An Integrated Eye and Face Model for PhotorealisticFacial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters GAME ANIM: VIDEO GAME ANIMATION EXPLAINED Author Bio. Jonathan Cooper is an award-winning video game animator who has been bringing virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since been focusing on interactive cinematics in the latest chapters RESIDENT EVIL: VILLAGE Resident Evil: Village shipped with several animation-related behind-the-scenes videos as bonus extras. They are shared below: Mocap Sessions. Motion capture sessions, shot at THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
MASS EFFECT
I spend a lot of time looking online for video game animation history, so was pleasantly surprised to find forgotten footage and images of the original Mass Effect mocap shoots in my own camera archives. I’ve created this page to document them in a way I’d hope others would with their own games. YouTube. Game Anim. 2.24K subscribers. AZRI RIG - GAME ANIM Description. The free AZRI Rig is a simple animation rig for Maya 2018 and above, representative of video game projects aimed at retaining a high frame rate when working even on lower-end machines, with a goal of facilitating video game animation education and non-commercial gameplay prototyping. Go the Tutorials page if you’re new to Maya to get up and running animating AZRI quickly and RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. GOD OF WAR: BREATHING NEW LIFE INTO A HARDENED SPARTAN In this 2019 GDC talk, Sony Santa Monica’s Bruno Velazquez (@brunovelazquez) discusses the process of transforming the studio’s approach to how it animated Kratos in 2018’s God of HOME - GAME ANIMBOOKFEATURESMAKING OFLEARNDISCIPLINESEXTRAS The Eyes Have It: An Integrated Eye and Face Model for PhotorealisticFacial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters GAME ANIM: VIDEO GAME ANIMATION EXPLAINED Author Bio. Jonathan Cooper is an award-winning video game animator who has been bringing virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since been focusing on interactive cinematics in the latest chapters RESIDENT EVIL: VILLAGE Resident Evil: Village shipped with several animation-related behind-the-scenes videos as bonus extras. They are shared below: Mocap Sessions. Motion capture sessions, shot at THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
MASS EFFECT
I spend a lot of time looking online for video game animation history, so was pleasantly surprised to find forgotten footage and images of the original Mass Effect mocap shoots in my own camera archives. I’ve created this page to document them in a way I’d hope others would with their own games. YouTube. Game Anim. 2.24K subscribers. AZRI RIG - GAME ANIM Description. The free AZRI Rig is a simple animation rig for Maya 2018 and above, representative of video game projects aimed at retaining a high frame rate when working even on lower-end machines, with a goal of facilitating video game animation education and non-commercial gameplay prototyping. Go the Tutorials page if you’re new to Maya to get up and running animating AZRI quickly and RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. GOD OF WAR: BREATHING NEW LIFE INTO A HARDENED SPARTAN In this 2019 GDC talk, Sony Santa Monica’s Bruno Velazquez (@brunovelazquez) discusses the process of transforming the studio’s approach to how it animated Kratos in 2018’s God of GAME ANIM: VIDEO GAME ANIMATION EXPLAINED Author Bio. Jonathan Cooper is an award-winning video game animator who has been bringing virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since been focusing on interactive cinematics in the latest chaptersSOFTWARE & TOOLS
Software & Tools. This page collates animation digital content creation (DCC) software used in the creation of video games. Only software with animation functionality is included. Note: GAME ANIM is not affiliated with any of the software listed. DEMO REELS - GAME ANIM Demo Reels. These game animation reels are automatically curated from the Game Anim Demo Reels group on Vimeo. With well over a thousand members and even more reels, the group is open to join so please add your own reel. This gallery showcases the latest 25 reels so visit the gallery linked above for older reels, and be sure to click theMASS EFFECT
There were no mocap studios up in Edmonton, Canada back in March of 2005 so myself, project director Casey Hudson, animation department director Steve Gilmour and VO & external resources producer Shauna Perry headed down to Giant Studios in Culver City, California for an intensive 4-day shoot to capture the initial batch of player and NPC actions for Mass Effect. TUTORIALS - GAME ANIM Tutorials. Below are tutorials to get you quickly animating the AZRI character in Maya. If you are unfamiliar with Maya scene navigation you should start at the beginning. Otherwise, feel free to skip to part 02. NOTE: Before getting started make sure and download the AZRI Rig and Autodesk Maya software listed on the Resources page. RESIDENT EVIL 2 CUTSCENES Capcom’s cutscene process for the 2019 remake of Resident Evil 2 shows a DCC/Engine pipeline involving both MotionBuilder and Maya, with the former used for mocap and scene editing and the latter for facial animation and simulation like hair. ROCKET MAN: CREATING FLIGHT FOR ANTHEM Rocket Man: Creating Flight For Anthem - Game Anim. Rocket Man: Creating Flight For Anthem. Gameplay Animation Presentations. · March 9th, 2021. In this 2019 GDC talk, BioWare’s David Hoang and Daniel Nordlander the process of creating some E3 DEMO & ANIMATION TECH E3 Demo & Animation Tech. My Work Rigging. · July 2nd, 2015. E3 2015 was easily the slickest and most consistent in quality of all I’ve attended. So many great games from large and small developers around the world on all platforms, and most of all I finally got to see The Last Guardian in the flesh, (or feathers). BASICS: ANIMATION BLENDING Basics: Animation Blending. Basics. · June 19th, 2005. In the past, animations on videogame characters have played sequentially. When one ends, another begins, regardless of whether the action is fire-and-forget or cyclic, as the cycle ends before playing through again. Seen abstractly, 3D animation is just a series of numbers orvalues
DETROIT: BECOME HUMAN Detroit: Become Human – Mocap Behind-The-Scenes. Making Of. · July 20th, 2018. This promotional behind-the-scenes video for Detroit: Become Human has some great info on the sheer scale of the project. Some highlights include: 100 days of full performance capture. 250 days of body-only mocap. 300 actors. HOME - GAME ANIMBOOKFEATURESMAKING OFLEARNDISCIPLINESEXTRAS The Eyes Have It: An Integrated Eye and Face Model for PhotorealisticFacial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters RESIDENT EVIL: VILLAGE Mocap Sessions. Motion capture sessions, shot at the Sony Santa Monica stage. Scaling the doorway/set down to later scale up Lady Dimitrescu to match in game is a common technique for larger-than-life characters. YouTube. Game Anim. 2.24K subscribers. Subscribe. Resident Evil: Village - Mocap Sessions. Watch later.SOFTWARE & TOOLS
Software & Tools. This page collates animation digital content creation (DCC) software used in the creation of video games. Only software with animation functionality is included. Note: GAME ANIM is not affiliated with any of the software listed. THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
AZRI RIG - GAME ANIM Description. The free AZRI Rig is a simple animation rig for Maya 2018 and above, representative of video game projects aimed at retaining a high frame rate when working even on lower-end machines, with a goal of facilitating video game animation education and non-commercial gameplay prototyping. Go the Tutorials page if you’re new to Maya to get up and running animating AZRI quickly and AMORA BETTANY ARCHIVES God of War: Breathing New Life Into A Hardened Spartan Destruction AllStars – Animation Exchange Talks Rocket Man: Creating Flight ForAnthem
E3 DEMO & ANIMATION TECH E3 2015 was easily the slickest and most consistent in quality of all I’ve attended. So many great games from large and small developers around the world on all platforms, and most of all I finally got to see The Last Guardian in the flesh, (or feathers). DETROIT: BECOME HUMAN Detroit: Become Human – Mocap Behind-The-Scenes. Making Of. · July 20th, 2018. This promotional behind-the-scenes video for Detroit: Become Human has some great info on the sheer scale of the project. Some highlights include: 100 days of full performance capture. 250 days of body-only mocap. 300 actors. HOME - GAME ANIMBOOKFEATURESMAKING OFLEARNDISCIPLINESEXTRAS The Eyes Have It: An Integrated Eye and Face Model for PhotorealisticFacial Animation
GAME ANIM - 2ND EDITION OUT NOW! - GAME ANIM GAME ANIM – 2nd Edition Out Now! My Work. · April 19th, 2021. Today sees the release of the 2nd edition of my book GAME ANIM: Video Game Animation Explained. At over 70 new pages the book is now overall 30% larger, with a brand new chapter on 2D and Pixel Art Animation, a new section on Motion Matching, new animator interviews and more. ABOUT JONATHAN COOPER About Jonathan Cooper. Jonathan Cooper is a video game animator from Scotland, and is author of GAME ANIM: Video Game Animation Explained. Starting professionally in 2000. He currently works in California and has led teams on large projects such as the Assassin’s Creed and Mass Effect series with a focus on memorable stories and characters RESIDENT EVIL: VILLAGE Mocap Sessions. Motion capture sessions, shot at the Sony Santa Monica stage. Scaling the doorway/set down to later scale up Lady Dimitrescu to match in game is a common technique for larger-than-life characters. YouTube. Game Anim. 2.24K subscribers. Subscribe. Resident Evil: Village - Mocap Sessions. Watch later.SOFTWARE & TOOLS
Software & Tools. This page collates animation digital content creation (DCC) software used in the creation of video games. Only software with animation functionality is included. Note: GAME ANIM is not affiliated with any of the software listed. THE FIVE FUNDAMENTALS OF VIDEO GAME ANIMATION Animtips. · April 4th, 2020. Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five Fundamentals of Video Game Animation proposed in GAME ANIM: Video Game Animation Explained and they are supremely well done, from a solid understanding of the concepts to Dan’s soothing ASMR-likevoiceover.
AZRI RIG - GAME ANIM Description. The free AZRI Rig is a simple animation rig for Maya 2018 and above, representative of video game projects aimed at retaining a high frame rate when working even on lower-end machines, with a goal of facilitating video game animation education and non-commercial gameplay prototyping. Go the Tutorials page if you’re new to Maya to get up and running animating AZRI quickly and AMORA BETTANY ARCHIVES God of War: Breathing New Life Into A Hardened Spartan Destruction AllStars – Animation Exchange Talks Rocket Man: Creating Flight ForAnthem
E3 DEMO & ANIMATION TECH E3 2015 was easily the slickest and most consistent in quality of all I’ve attended. So many great games from large and small developers around the world on all platforms, and most of all I finally got to see The Last Guardian in the flesh, (or feathers). DETROIT: BECOME HUMAN Detroit: Become Human – Mocap Behind-The-Scenes. Making Of. · July 20th, 2018. This promotional behind-the-scenes video for Detroit: Become Human has some great info on the sheer scale of the project. Some highlights include: 100 days of full performance capture. 250 days of body-only mocap. 300 actors. GAME ANIM: VIDEO GAME ANIMATION EXPLAINED Author Bio. Jonathan Cooper is an award-winning video game animator who has been bringing virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since been focusing on interactive cinematics in the latest chapters DEMO REELS - GAME ANIM Demo Reels. These game animation reels are automatically curated from the Game Anim Demo Reels group on Vimeo. With well over a thousand members and even more reels, the group is open to join so please add your own reel. This gallery showcases the latest 25 reels so visit the gallery linked above for older reels, and be sure to click theSOFTWARE & TOOLS
Software & Tools. This page collates animation digital content creation (DCC) software used in the creation of video games. Only software with animation functionality is included. Note: GAME ANIM is not affiliated with any of the software listed. TUTORIALS - GAME ANIM Tutorials. Below are tutorials to get you quickly animating the AZRI character in Maya. If you are unfamiliar with Maya scene navigation you should start at the beginning. Otherwise, feel free to skip to part 02. NOTE: Before getting started make sure and download the AZRI Rig and Autodesk Maya software listed on the Resources page.MASS EFFECT
There were no mocap studios up in Edmonton, Canada back in March of 2005 so myself, project director Casey Hudson, animation department director Steve Gilmour and VO & external resources producer Shauna Perry headed down to Giant Studios in Culver City, California for an intensive 4-day shoot to capture the initial batch of player and NPC actions for Mass Effect. AZRI RIG V1.1 RELEASE Announcing the release of the latest version of the free AZRI Rig, now downloaded over 20,000 times! This update brings a host of fixes and improvements with a view to making it easy to work with Epic’sUnreal Engine.
DETROIT: BECOME HUMAN Detroit: Become Human – Mocap Behind-The-Scenes. Making Of. · July 20th, 2018. This promotional behind-the-scenes video for Detroit: Become Human has some great info on the sheer scale of the project. Some highlights include: 100 days of full performance capture. 250 days of body-only mocap. 300 actors. CINEMATICS SANS CUTSCENES Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes CINEMATICS SANS CUTSCENES Cutscenes can be used to reward the player for acheiving something. This is, however, dependant on the context, quality and duration of the cutscene, as well as the player’s willingness to watch. Simply omitting cutscenes can feel cheap. Especially in a story-orientated experience, the absence of cutscenes requires that the story bedelivered
MOTION-MATCHING IN UBISOFT'S FOR HONOR Motion-Matching in Ubisoft’s For Honor. Features Presentations. · May 3rd, 2016. My most-anticipated talk of GDC 2016, Simon Clavet was our physics mastermind on Assassin’s Creed III and began initial explorations into this technology immediately following the completion of that project so I was keen to see how his work has progressed.__
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THE 12 PRINCIPLES OF ANIMATION (IN VIDEO GAMES)May 15th, 2019
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THE 12 PRINCIPLES OF ANIMATION (IN VIDEO GAMES)1
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MOTION-MATCHING IN UBISOFT’S FOR HONOR2
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CASCADEUR: PHYSICS-BASED ANIMATION SOFTWARE3
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DOWNLOAD THE FREE RIGOctober 24th, 2018
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BOOK AVAILABLE NOW
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DOWNLOAD THE FREE RIGOctober 24th, 2018
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BOOK AVAILABLE NOW
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THE 2019 GDC ANIMATION MICROTALKSJuly 23rd, 2019
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BRINGING ORPHEA TO HEROES OF THE STORMJuly 14th, 2019
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RICO FLORES: BIOWARE ANIMATION PRODUCTIONJune 28th, 2019
THE 12 PRINCIPLES OF ANIMATION (IN VIDEO GAMES)May 15th, 2019
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GAME ANIMATION DEMO REELSACADEMIC RESEARCH
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DEEPLOCO: DYNAMIC LOCOMOTION SKILLS USING HIERARCHICAL DEEP REINFORCEMENT LEARNINGFebruary 3rd, 2018
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