I have been searching the internet only god knows. For Animation that are focused on games. All i find, that , there is to much workshops/courses about Zbrush sculpting. And for Animation, everything i find is animation for CG animated films. Why there are no schools that teach game animation?
I was looking something about in-game animation. I read an articles, that, yes, the animation is the same, but, to make a in-game character is completely different, than making animated character for CG feature.
I have to seriously disagree with animation mentor being the best... Especially if you`re looking for game animation. iAnimate has a FANTASTIC game animation course that focuses on game play mechanics and limitation. Animation mentor does not provide this, and as much as people say animation is animation, that is false.…
there is http://www.animationmentor.com/ You should take the thought of "game animation" and forever erase it from your brain. Animation is animation, doesn't matter if you do games, full length features, cg composite shots, whatever. Learning to be a good animator is what is important, like what Jeremy says. When you can…
Key differences between game and movie animation were noted in various posts above. For facial animation you rely on joints (no blend shape correctives at this point in time). Slipsius hit the nail on the head about "reaction times" for games (i.e. limits to the "principles of animation" such as anticipation for game play.…
because animation transfers to pretty much any field. I have a BFA in Computer Animation, the principles are the same study of movement, secondary motions, weight, balance, timing, etc.. all transfer over. The tools might change but the principles don't. Get to know and memorize these for all your work..…
There are no real limitation other then the ones dictated by a game engine...WHICH IS GAME ENGINE DEPENDENT INFORMATION...that you need to look up. For example, some engines have a limit of 64 bones, and 2 influence per vertex, other can have all the way to 255 and a influence limit of 4 or 6. Also, modeling is totally…
That's all very subjective. A platformer with a slip and slide mechanic a la Super-Mario could replace the slip and slide mechanic with a jump delay, in which case, yes, it will take an extra 15 frames for a jump, and if doesn't, guess what, deleting those extra 13 keys from a pose-to-pose scene will take a couple of…
I believe when they mean different, was that the rigs were different. In rigging, there are skeleton bones and blend shapes. Video games have up to this point primarily been using bones. The principles and techniques of animation can be applied to any medium. Its all the same, its not like making high polygon assets and…