I just finished up a few weeks of contract 3D work in at Vandal VFX in Redfern, who have a very swishy office space. Again, under NDA but basically getting some more frontline action doing quality works for an established studio.
I’m happy to say I’ve started an animator contract with an excellent USA based team Savatronix, creating a large-scale JRPG called Lost Haven. I’m animating, as well as indulging in the usual game dev practices of technical animation control setup, rigging, and other delightful things. Watch this space.
I’ve done a character animation project with Red Cartel, for their VR motorsports / commercial production. Here I took the animation for characters and props from blocking stage to final production quality, using 3DS Max.
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I’ve completed another 90 sequences for the long-running game project World Of Tennis. Examples of the sort of animation I produce are in a previous blog. This was performed in a studio space in Sydney earlier this year (where I have the optical capture rig set up), and brings the total for this project approaching 300 animations. The game is currently in beta. But it’s getting close to release.
Here’s a bit of serve and volley from the game:
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I’ve been a lighting / rendering artist in a past life. It’s all animation and code these days. But I had a quick job to do over the holidays ..
Using Unity Game Engine to render out high quality frames for a video-based simulation ‘game’. Involves a bit of taming and code, but it sure beats waiting for days for frames to render from a 3D app. Out of this I get passes with alpha channels, separate character passes, things like data files I build with info on character distances etc. It’s the efficient way. Short holiday job – might expand into a lengthy one. Source sequences /character / backgrounds all store purchased here. I put them together with some routines and wrangled up a little realtime pipeline here.
Over the holiday period I have completed a job rigging this character, according to some strict standard practice. This is for a tool being developed by a developer in the Unity community, and had to be exact in many ways because the software being developed is actually a procedural ‘people’ maker. I also pushed the work for extreme flexibility of the model.
Before and after pictures here – and this tool in development has some big ambitions so there should be some updates and continuity here.
Happy client quotes:
> I really like the adjusted shape. This is going to be awesome!
> Looking great! It’s pretty amazing that she can do such extreme yoga
> without any crimping.
> I just wanted to confirm that I was able to transfer your excellent
> rigging work to my UV-mapped, subdivided mesh with no problem.
It’s also nice to obtain some competitive projects that come up within the Unity community.
Shown at PAX 2016 in Melbourne, some updates based on the feedback we got there. Lovely Melburnians !
Yes, I’m doing the pixel-sprite monsters, the cutey anime vector based face, tracking the music old-school with a FastTrackerII clone, putting it all together in C#. My wife and cutey-dancer of all time provides the moves here.
This game could fund our children if we have some and feed them beans.
I’ve completed last week a motion capture session and motion editing, with Johan Earl from Scarlet Fire Films, his excellent stunt and mocap performer, and working in with their animator Rowan – A quick job taking less than a week for their Sci-Fi short film currently in post production. Everyone involved was a pleasure to work with and the results were out of this world. Pun intended. Some information below for the film.
Just completed a project with Red Cartel in Sydney working in UE4, a game engine that I’ve worked with a lot over the years. This was a VR project (Oculus Rift) and involved a lot of character work and working with the excellent team there to put together a solid streaming-level, matinee controlled VR experience. This took about 4 weeks of production. Unfortunately again – under NDA so no public showing right now. It was good to be working with Unreal Engine which really is a massive improvement over UDK for realtime production.
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As well as my indie games work, I’m currently contracting on some high quality motion capture based work, for an upcoming title, (Edit: as well as programming animation code for the game).
Here is a short demo showing some of the technical setup and programming for movement on court, utilising captured motion that’s gone under quite a bit of refinement for technical requirements within the system.
A short prototype work for a client running some augmented reality demos. The task involved adding a bit of animation to a maya rigged character (which my client James supplied), bringing things into Unity and coding up some character behaviour and visual enhancements.
This project is for an Augmented Reality App, built for Android.
Tennis Edge Academy, is a sports training title from a series I have been developing. This one has been officially produced by a third party company Transmedia Entertainment where a work colleague of mine happened to be, who’s an excellent programmer (James). I created the character model and mocap animation here (performance based). And Transmedia did use my code base from a previous release and extended it with lots of training and localisations, for this successful release, which demonstrates high detailed character work running on mobile.
I’ve recently completed a series of animations with realistic motion using hand keyframing techniques, and here are some of my sign-off animations. This is for a production that shows in detail the categories of movement skills for a baby aged 6 months to a year.
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I’ve completed a set of game animations for three stylistic game characters. I modeled the paper crane, and rigged up the three characters, and keyframe animated each sequence for the game. These were delivered as Unity animation assets.
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