Pixel Movement



BlockBoy Screenshots

Some screenies of the game so far. It’s got coins! Iterated on the character design, has much better animation than before, some doodads here and there an AI that patrols the platform.

More to come..blockboyScreenie_01


Animated Sprite Run Cycle

Animated Joe, a character design I had made a while back, decided to inject the life by animating a run cycle Gif style! in photoshop, what a painful process, someone needs to write an animator friendly plugin that allows frame jumping, onion skinning in photoshop. left and right arrow keys need to change layers ( frame stepping ), then the layers before and after are set to 20% opacity. ( onion skinned ). adding new layers automatically adds them as new frames.

original 32 x 32


11 Second Club May 2012 WIP 3

More updated with where I’m at with the club entry, slow going but I like the attitude I got on the hat dude, also think the change in speed of the “you not listening to me” on voice 1 was an improvement.

The more I’m animating these guys, the more respect I have for the guys at all the studios doing such amazing work, this stuff is hard. To do it right, eh…. it’s hard. More practice required for me. GOGO animate!

11 Second Club May 2012 WIP 2

Here’s my progress on the competition, haven’t been animating as much as I wanted, but I’m going to stick to my promise and make sure that this goes all the way to being entered!

Started doing some stuff with the guy on the left, thought that maybe having his arms crossed the whole time was a bit boring, so now he’s more active and is irritated with this guy trying to tell him what’s what, but he’s also too soft to be rude so bares with it, and at the end gets caught off guard when the guy turns around to check if he is listening.

Any thoughts, comments and critiques are high encouraged.

Some reason the sound didn’t come through from youtube… sad.

11 Second Club May 2012 WIP 1

A blog post!!! hard to be posting posts when you busy! Firstly I listened in on the free webinar by Josh Burton talking about facial rigging, he showed some neat things with the morpheus rig and the blendshape workflow and also some joint based sdk stuff for games, was really insightful and helpful. If you a maya user I highly recommend heading over to http://www.cgmonks.com and checking out what he and his monkey friends are doing.

As for me, I’ve sculpted and half rigged a BuckDog character, going to do some facial stuff for it next month, because my efforts right now are all going towards finishing this 11 second club entry.

I faded in November 2011 and didn’t submit, but this month I’ve vowed to make an entry!

Some things I’ve noticed:

Animating humans is much harder than animating quadrupeds. At work I’ve been animating zebra’s and it seems to be easier because they have a larger COG, this enables any pose to feel balanced quickly. With humans it’s because we see them so often I guess and also the centre of gravity doesn’t have that much area to play with so you have to move the control more precisely. Something you might notice is that the movements are quite big and I think it’s a product of animating the animals, but also lack of subtle experience. I definitely want to tackle that with the second guys performance and go with very small movements with mainly eyes, brows and head. Also need some help thinking of a setting for these guys, a background of some sort. I know that it’s about the character animation and I probably don’t even have to bother much with it, but it would be nice. Saying that I probably should have thought up a situation before going this far. Lack of planning. Alas my experience is tree is being watered and is growing strong.

If you have something to say, please comment I’d love to know what you think. All comments are helpful.




Joint Based Mouth Rigging

Really wanted to know how to get fine controls, and this is what I have so far with a joint driven system. Seems Fun to animated and I think overall suits my animation style. I like controls in space, feels more like interactive sculpting of a pose rather than the sliding of an attribute off somewhere else.

So here’s the setup and a video showing the results, I was going to make a video tutorial, but seemed easy enough to understand from the diagram.

Küber Animation 1 – First Pass

Here’s the first pass for the animation test i’m doing for Küber, seems those FK legs would be very useful now! I need to rig that up in v.2 of the rig. Very helpful if the characters flying through the air.

Küber shoots at the ground to propel himself into an attack where he slams his fists into the ground, doing AOE damage. I’d like to finish this one, with effects and stuff, even though that wont translate into the unity engine, it will still be fun!

Now that I’m interning at Triggerfish, it seems there’s so little time for things in general, but it’s really awesome at the sametime.