Wednesday, 12 February 2014

Defining the Role - Skillset

Skillset defines a game animators (they seem to refer to 3D animation throughout this article as opposed to 2D) role in the following way:

Link: http://www.skillset.org/games/careers/article_4731_1.asp

"Animators in the games industry are responsible for the portrayal of movement and behavior. Most often this is applied to give life to game characters and creatures, but sometimes animations are also applied to other elements such as objects, scenery, vegetation and environmental effects."
While this is true, the role "Character Animator" does exist which I would expect would limit the role to just characters.

A key point to note is according to skillset Animators in the games industry are usually permanently employed as opposed to a project by project basis that can happen in other sectors.


Animators are not responsible for the design or modelling of the assets used within games however depending on the size of the company they may be expected to rig the character in order to achieve the motions they require. the animator will be responsible for designing the motion of the character and so may need to work closely with the modeler in order to have appropriate topology.


Animators are required to work in a slightly different manner to animators in other sectors of the entertainment industry. They will need to produce an extensive and reusable library of animations for each character while working within the limitations of the technology. Unlike film animation the performance of the character comes secondary to the interactive quality needed. animators may be required to work with limited key frames in order to keep the movements quick so not to aggravate the player. The more efficient technically the animation is produced the better it will run in engine and also makes it less likely to cause performance drops. 



Typical Career routes (that apply to me)
Most enter the industry after gaining some proficiency in a computer animation package although a background in practical art, particularly  life drawing skills is considered particularly useful.

"
Any animator considering a career in game production should understand the interactive nature of games and also have an overall grasp of all aspects of their discipline, including character modelling, rigging, skinning, kinematics, and basic cinematography."

Essential skills

  • knowledge of traditional and computer 2D and 3D animation techniques;
  • creativity and imagination;
  • knowledge of full motion video (FMV);
  • spatial awareness and a feel for movement over time;
  • knowledge of constraints;
  • ability to work independently and as part of a team;
  • organisational skills and the ability to work to deadlines;
  • good communication and presentation skills;
  • knowledge of the requirements of the relevant Health and Safety legislation and procedures.
"Animators will be required to demonstrate their work through a portfolio and/or show reel. Reels should last about 2-3 minutes and detail the specific contribution the Animator made to the work. Recruiters look for a variety of genres and styles; walk and run cycles, as well as more fully developed sequences; and, perhaps most important, an ability to portray a character’s personality through movement and behaviour."

12-02-14 Quick Poses

I've been finding the poses on pose maniacs to be pretty stiff so I went in search of somewhere else that generate poses to draw. I came across quickposes.com which I'm glad I found because it's been set up by the guy who produced one of my favourite animations:

This is awe inspiring work and never fails to impress me. the poses that are brought up are all photographs of real dancers and as might be obvious are often in the middle of a movement. amazingly fun to draw and I reckon a good place to get to grips with gesture a little better.

Weakest: 11, I dont think this portrays the motion properly
Srongest: 2, I feel the line of action works well here.




Also moved onto the rest of the skeleton later on in the day. I'm starting to understand the structure as a whole before i go into gender differences, it's rough but I think i'm getting somewhere with it. Here are a couple of bits from my notes but it isn't exactly show worthy especially as spellings are an issue.




Tuesday, 11 February 2014

I did do a single pose yesterday that focused on the muscle groups but I was an idiot and deleted it before saving so... that was stupid. anyway, I've been a little unfocused this morning so I don't think I've managed my best.

Weakest: 7 I was trying something different.. It didn't work too well
Strongest: 9, I find it difficult with straight up and down poses so i think the subtlety in the pose comes across well.




Friday, 7 February 2014

06-02-14 - Expression Ball with Tail

I only spent a short amount of time practicing expression this morning because I spent the rest of the time sorting out/building up the courage to submit my jumping fox for feedback on the 11 second club forums. I've also asked for any tips they can offer when it comes to animating for games. Just hope I get some replies.

Link to Forum post:
http://www.11secondclub.com/forum/viewtopic.php?id=24769


I've also spent some time today animating a ball with a tail. This helps practice weighting and follow through.

Thursday, 6 February 2014

06-02-14 - Facial expression

A lot of personality can be displayed in the subtle change sin facial expression, If i want to mimic them properly a firm grasp of what it takes to display an emotion properly is probably advised. I started my session (which turned out to be much longer today than previous sessions) with trying to copy pictures of people and then assess what it was that made them display the emotion they had.
These were the first two I produced but I was disatisfied that I wasn't capturing the subtlety of the expressions and felt this was probably down to a lack of proper anatomy and understanding of the structure of the face. So I started to look at muscle structures, again copying images but after asking for feedback from one of my coursemates it became clear that the bone structure was my real downfall. From then on I've been watching video lectures on the bone structure of the skull in pretty intense detail and while i probably won't remember the exact names of each of the sections described I'm much more likely to remember their structure after being made more aware of them. 



Wednesday, 5 February 2014

ZBrush Challenge

I think I mentioned in a previous post that a few of us are aiming to do a 2hr zbrush challenge every two weeks. This week our challenge was "Sci Fi Female" with the extra requirement of not using tropes or the hair to sell that it's female and using no reference.

My own personal extra requirement was that it showed an emotion, I knew this would be difficult as i'm still not accustomed to sculpting faces with no expression let along with but I gave it a shot.

Result:



I focused a little too much on making the face female which left little time for the sci fi element but I'm fairly happy. The expression is bland but noticeable I reckon spending a morning session on facial expressions might be of use to help with understanding how the facial muscles contorts.

Tuesday, 4 February 2014

04-02-14 posemaniacs


Don't feel like I did as well today, tensed up about half way through and couldn't seem to shake it. Today must be a writing day.

However! On the plus side i think my lines are a little cleaner than normal?

Strongest: 1, I think the perspective and shapes are strong and clear compared to the others
weakest: 3, pretty terrible in both proportions and pose.