Go see it!! It’s a solid success for all departments here at Blue Sky Studios, a true testament to the hard work everyone put into this movie!
Done! After a few weeks of back and forth and interviews I finally landed the job of my dreams, well, for the time being. Blue Sky has always been on the radar as a potential and it’s finally a reality. It’s everything I could ask for in an employer and more.
Don’t think that it’s going to stop me from being active on my blog though, quite the opposite! Well, maybe the first month or two starting now there will be a pause, but after that it will increase. I’m super excited to learn and share knowledge with people and stay really connected and dedicated to innovating personal and industry wide workflows, tech, and of course animation. Technical animation and tech art to be specific is what I’ll be working on in the coming months, same as usual.
Thanks to everyone that’s been involved in the process of landing this, you know who you are! I don’t think they know yet what a valuable asset they just acquired but soon they will find out just how serious I am about the work I do and how inspired I can be!
A fellow classmate from a while back, Jeff Gabor, has been putting up these really interesting reels that exhibit the capturing of a performance of an animator and translating that to a character. We in the animation biz like to call that animation. Tried and true, it’s the best solution there is to getting characters full of life!
use password: “education”
On a serious note, take a look at this post
(link below) challenging Andy Serkis’ statements that actors deserve Academy recognition at the same time completely disregarding the role of the animation team it takes to make a character lifelike and engaging. While I think this shouldn’t be put squarely on Andy’s shoulders, He being the mocap spokesperson and Weta both definitely should have something to say about their actions most recently displayed in a making of video that completely neglects to have any footage about animators working hard to translate and polish the performance onto the digital character.
They must have some highly pissed animators working for them. It’s also stirring up emotions of other animators who are or who have been in the same position. I know how it feels as an animator being left out of credits and getting no recognition working at Image Metrics, again a production run completely as if the software was doing all the work.
Be sure to take a look at the video half-way through Tim’s post.
Suchan, a buddy from Nepal, just broke the independent game dev facial performance capture animation barrier. He deserves kudos for getting it to this stage. This would be such a valuable asset to any gaming company if he brings it to the next level or even at this stage I suspect. Suchan is on a solo climb of Mount Mocap and while he is a base camp right now, I expect he could make the difficult summit by himself! Nice job!
I wonder how much harder it would be to actually be able to do facial mocap from your smart phone directly to a character in Maya or Unity app without any markers, to me that’s Everest. It is, however, a tangible goal these days for developers and all the freely available mocap tech that’s on the market these days.
Watch the first trailer here!
People are buzzing this morning about the new trailer released today from Rockstar Games for LA Noire (not sure where the extra “e” comes from), a game that’s exactly what it sounds like, a film “noir-esque” detective drama/police drama and other LA film noir movies like The Big Sleep,Double Indemnity, Chinatown, and LA Confidential.
The guys over at Speaking of Animation blog have a post linking to Brendan Body’s page about animating birds that really boils it all down to a science. It makes me want to model & rig more flying creatures. I am definitely saving this page for reference later and keeping Speaking of Animation under my “wing”.
Check out more HD bird reference and of course Brendan’s research:
If you don’t know who Bernhard Haux is, read this interview. I know of him but recently I got re-acquainted with his work via this interview. If there is anyone I look up to as far as being a role-model for rigging, technical directing, and so forth, this person is on the top of the list. Many, many others you’ll find will agree. I really know the upper limits of what the software can do when I take a look at some of his rigging techniques. It’s a little intimidating actually!
Oh, and Haux’s work is online I should add. Just take a look at his “deformation grid” TD demo. Sharing knowledge and information online helps with artist comradery and helps young artist like me find a way to become better on our own, or at least in this case what the possibilities are. I’ve learned way more stuff being out of school than ever before because of the internet but it’s a shame more talented people don’t share their stuff online.
Keep in mind the is made by some STUDENTS in France!! It is un-be-liev-able! The rigging and animation are exquisite, magnificent–astounding!! I love the acting, vivid envornment, and the smart combination of 2D and 3D animation elements. The design is all very well done. I honestly haven’t been excited for an animation like this in years.
Check out the artist’s websites, especially E Sousa Vincent’s rigging reel.
This is truly inspirational stuff. I need to go where they went for school. I am working on a similar reel myself and I need to research how to make some of the faces as deformable as the ones for their animations.
I can’t wait to see what’s next! Looks like another short called Meet Buck.
Their awesome website and blog: