Holy shit dude. Your pipeline is really impressive. I can't help but feel jealous and a little sorry for the people responsible for animating those rigs.
would have loved to see some stuff a bit more.
like the tentacle monster, you showed of all the controllers and what not, but the example animation doesn't even finish looping once before you cut it out!
or when you attach a skeleton hierarchy to the randomly generated npc, you just cut out instead of letting me settle on anything.
but yeah, as far as the content in the reel, mind blowing
just think it could have been presented a bit more slowly, to let people settle on details (have to read text, as well as keep an eye on what's going on!)
Awesome stuff. I'm not a rigger but i can appreciate greatness and I've forwarded this to our chief rigger who I know will love this! The tools and interface are superb and I bet the animators just love you
Mindblowing stuff man! The NPC creator is really cool. I did notice they're all the same height, which I can totally understand from a technical/pipeline point of view, but would that be possible with your tool?
Wow! Thanks a lot guys! Really appreciate it. Being the only character TD here, and basically living in a man cave for 3.5 years, I'm never sure how my work stacks up against what else is out there.
I'll try to answer some of the questions.
@d1ver:
I'm obviously not even talking about UDK but is there a chance that licensees might get their hands on those tools?
I'm actually working on a very open system right now with the intent to releasing to
licensees. If everything goes great, it should be pretty useful.
also, do female faces also come from the same metaface? didn't see one in the animation
Indeed they do! In the GDC talk PDF,(linked in vid) I go over some of that stuff.
I totally agree man. I was trying to be aware of the total length, so I started trimming things down a bit, but I guess if your reel is 4.5 minutes anyway, what does it matter haha.
@Maph:
The NPC creator is really cool. I did notice they're all the same height, which I can totally understand from a technical/pipeline point of view, but would that be possible with your tool?
Currently, the tool was setup to work with only 2 skeletons, but you could make
subsets of each sex and have 3-4 skeletal body types. Stuff like height, would
probably be best handled by in-game scaling/retargeting.
@Pzychaoz:
the animators at Epic better give you a life supply of beer for this.
I got a cupcake once!
Anyways, thanks a lot guys. And thanks for sitting through 4.5 minutes of my stuff haha!
Very inspiring work !
But I'm wondering, this type of rigging is not too much ?
I mean, you have lot of setting to care for making an animation, it's getting very hard to handle no ?
I'm currently working on my custom rig system, I try to get the less controls as possible because I think too much settings will slow my work after when I will make the animations. I'm wrong ?
Of course, you need a lot of parameters since this rig is created to fit on every character of the game.
Replies
I'm obviously not even talking about UDK but is there a chance that licensees might get their hands on those tools?
also, do female faces also come from the same metaface? didn't see one in the animation
everything just looks so extremely well skinned!
would have loved to see some stuff a bit more.
like the tentacle monster, you showed of all the controllers and what not, but the example animation doesn't even finish looping once before you cut it out!
or when you attach a skeleton hierarchy to the randomly generated npc, you just cut out instead of letting me settle on anything.
but yeah, as far as the content in the reel, mind blowing
just think it could have been presented a bit more slowly, to let people settle on details (have to read text, as well as keep an eye on what's going on!)
Amazing stuff, the animators at Epic better give you a life supply of beer for this.
Good job man.
my
life...
I'll try to answer some of the questions.
@d1ver:
I'm obviously not even talking about UDK but is there a chance that licensees might get their hands on those tools?
I'm actually working on a very open system right now with the intent to releasing to
licensees. If everything goes great, it should be pretty useful.
also, do female faces also come from the same metaface? didn't see one in the animation
Indeed they do! In the GDC talk PDF,(linked in vid) I go over some of that stuff.
@thatanimator:
I totally agree man. I was trying to be aware of the total length, so I started trimming things down a bit, but I guess if your reel is 4.5 minutes anyway, what does it matter haha.
@Maph:
The NPC creator is really cool. I did notice they're all the same height, which I can totally understand from a technical/pipeline point of view, but would that be possible with your tool?
Currently, the tool was setup to work with only 2 skeletons, but you could make
subsets of each sex and have 3-4 skeletal body types. Stuff like height, would
probably be best handled by in-game scaling/retargeting.
@Pzychaoz:
the animators at Epic better give you a life supply of beer for this.
I got a cupcake once!
Anyways, thanks a lot guys. And thanks for sitting through 4.5 minutes of my stuff haha!
But I'm wondering, this type of rigging is not too much ?
I mean, you have lot of setting to care for making an animation, it's getting very hard to handle no ?
I'm currently working on my custom rig system, I try to get the less controls as possible because I think too much settings will slow my work after when I will make the animations. I'm wrong ?
Of course, you need a lot of parameters since this rig is created to fit on every character of the game.