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Storytelling Electives Track by adding 3 new…
I'm trying to use mecanim and the generic animation setting to import animations. The problem is I seem to easily break something and the animation clips on the asset refuse to update, that is they no longer change the previously imported clips start/end frames and it wont automatically add new clips. I can fix and add…
Team name: Distant Souls Team. (Not registered) Project name: Distant Souls: Act I Brief description: We're developing a third-person, action-adventure game with gameplay mechanics and style which could be best described as in the middle between Assassin's Creed and Kingdom Hearts; playing in up to 3-member teams. The…
I would like to suggest "Creating the Art of the Game" by Matthew Omernick, it's a very inspiring book with lots of tips. [ame]http://www.amazon.com/Creating-Art-Game-Riders-Games/dp/0735714096/ref=sr_1_1?ie=UTF8&s=books&qid=1234504977&sr=1-1[/ame] The books of Eadweard Muybridge "The Human Figure in Motion" and "Animals…
I am doing the exact same thing with max 2013, cat and unity 3.5.6f4. Exporting a rigged character using fbx 2013 I get errors Followed is a list of bones that are converted to geometry. Followed by a list of bones that don't comply. So here is the strange thing. Supposedly you had to collapse trajectories for the cat rig…
for books try 'pre-owned' might have better luck digging up legacy workflows e.g. https://www.awesomebooks.com/book/9780240809786/game-character-modeling-and-animation-with-3ds-max/used
I personally think it's a mistake to focus on mocap. Learn it, and know how to use it. But If you focus on mocap animation a couple things will happen. You`re keyframe skills won't be nearly as good. Your reel won't show you`re true animation skill. And you pigeon hole yourself to places that only do mocap. When I see a…
Ball Boom ( Artstation link ) - a project for which I did all the graphics, animations, VFX, DOTween, and Particle System, Banner for game email - severusartem@gmail.com LinkedIn
Animations We used Dragon Bones to animate inside Flash, but exported the animations to a GPU-friendly set of textures and skeleton files. One of the many advantages of this method is that it allowed us to blend any animation clip with another, with the results displaying at a smooth 60 fps. When preparing the animation…
Daew: Rawr! Yeah if I did add animating things it'd just be smoke or something. The piece is getting a little too complicated for anything but simple FX additions. I'm gonna look into it though. Scribble: Thanks man, yeah it's a little exaggerated in the proportions, I kind of like it that way at least for this character…