tag:blogger.com,1999:blog-78219062074593942652024-03-05T21:46:43.306-05:00(a bit of a technical) Animation blogAnimation with a technical upsideRicardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.comBlogger305125tag:blogger.com,1999:blog-7821906207459394265.post-67660024860645123112018-06-11T21:04:00.001-06:002018-06-11T21:04:46.838-06:00Marvel’s Spider-Man – E3 2018 Showcase Demo Video | PS4<iframe allow="autoplay; encrypted-media" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/X3ricWI0KHE" width="560"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-38289713913497667922018-06-11T20:39:00.001-06:002018-06-11T20:39:02.450-06:00The Last of Us Part II – E3 2018 Gameplay Reveal Trailer | PS4<iframe allow="autoplay; encrypted-media" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/btmN-bWwv0A" width="560"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-74090345507522913122017-12-28T23:58:00.001-05:002017-12-28T23:58:06.069-05:00Procedural Rigging with Construction Kits using Voodoo by Matt L Derksen<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/232917909" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/232917909">Procedural Rigging with Construction Kits using Voodoo</a> from <a href="https://vimeo.com/mattderksen">Matt L Derksen</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-30947383178714770062017-10-15T19:01:00.001-05:002017-10-15T19:01:35.158-05:00Muscle Training to Joint Reconstruction by Hans Godard<iframe allowfullscreen="" frameborder="0" height="480" mozallowfullscreen="" src="https://player.vimeo.com/video/238190856" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/238190856">Muscle Training to Joint reconstruction</a> from <a href="https://vimeo.com/user14195390">Hans Godard</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-9938534236815097182017-09-19T12:37:00.001-05:002017-09-19T12:37:13.353-05:00Snappers Advanced Facial Rig for Maya and Unreal Engine<iframe allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/Vo_FALeUc8c" width="560"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-47660275401105304242017-07-25T09:38:00.001-06:002017-07-25T09:38:54.260-06:00A Study of Creature Animation in Film and Games<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/tBz7LlbvXFI" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-84466967024555244442017-07-18T17:37:00.001-06:002017-07-18T17:37:09.021-06:00Euler RnD - Rigging Reel 1.0<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/ufHM1NdX7pY" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-35236437874553582752017-06-14T14:20:00.001-06:002017-06-14T14:20:08.457-06:00100 Walks<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/HEoUhlesN9E" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com1tag:blogger.com,1999:blog-7821906207459394265.post-78320646884927316662017-05-20T21:35:00.003-06:002017-05-20T21:35:59.807-06:00Animal Gaits for Animators by Stephen Cunnane<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/215637283" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/215637283">Animal Gaits for Animators</a> from <a href="https://vimeo.com/user10041024">Stephen Cunnane</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-5948340323656564672017-04-30T20:16:00.000-05:002017-04-30T20:16:12.896-05:00Workflow Breakdown - The Descent by Adam Turnbull<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/215417395" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/215417395">Workflow Breakdown - The Descent</a> from <a href="https://vimeo.com/adamturnbull">Adam Turnbull</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-51728120401812757552017-04-14T16:32:00.001-05:002017-04-14T16:32:34.669-05:00Hellblade Development DiariesReally cool development diaries from Ninja Theory about their latest game Hellblade. They cover several areas of production, like design, story, animation, FX, modeling, etc.<br /><br />
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I would recommend anyone interested in how video games are make to have a look at it. They are very enlightening.<br /><br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/videoseries?list=PLbpkF8TRYizaT6GfMcKBG-RoUOQ6BJRXp" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-82706112710055318192017-04-11T16:31:00.001-05:002017-04-11T16:31:41.026-05:00What Happened to Mass Effect Andromeda's Animation? - Extra Frames<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/0qvvmVpS3AA" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-23121286116764112402017-03-29T21:49:00.003-05:002017-03-29T21:49:48.618-05:00My thoughts regarding the Mass Effect: Andromeda animation issuesFirst, some links regarding the animation issues in Mass Effect: Andromeda<br />
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This from Jonathan Cooper on Twitter (if you're not following him, then you should start doing it)<br />
<a href="https://twitter.com/i/moments/845012187231895552">https://twitter.com/i/moments/845012187231895552</a><br />
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And this one from the AnimState site, which includes some very savvy animators like Gwen Frey, Simon Unger and Tim Borelli.<br />
<a href="http://www.animstate.com/round-table-mass-effect-andromeda/">http://www.animstate.com/round-table-mass-effect-andromeda/</a><br />
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Both links pretty much sum up what most game developers will tell you: Animators alone are not to blame. I understand (in a way) why most gamers do this: They have no idea all the systems involved in a game of this scope and that's not excuse though to justify insults towards people, so let's be clear on that subject too.<br />
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For me, this game reminds me of Assassin's Creed 3. It was a game that tried to do too many things, with limited time and not enough resources, though that last part is weird given how Ubisoft tend to do their games (multiple studios come in to help if needed).<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/aPmywnQcSYk" width="640"></iframe>
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Both games lacked a lot of polish and that, in my opinion is the root of all this trouble. I think at some point, producers and decision-making people should have sit down in a quiet room and ask themselves an honest question: <b>What do we need to cut in order to make something else better?</b> It is a difficult question because it implies (in a certain way) defeat, but is a question that at some point you need to ask to yourself and your team if you see that your game is full of bugs and there's not enough people to fix them.<br />
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Simon Unger said it best in the AnimState round table linked above: <i>Focus on what the people will see most</i>. Personally, for a game like Mass Effect, that's the main story and combat gameplay. Additionally, you need to be sure that your tools are working properly. This is especially true given that ME:A changed from one engine (Unreal) to another one (Frostbite).<br />
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Once that's done, focus on less important stuff. For example, have less side quests. Or remove some parts of the background story that are not important. Multiplayer? Who needs it when the story is so compelling that you want to replay the game just to try a different ending?<br />
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And if you're worried that some people might complain for the lack of content... Seriously, people will always complain about something, but I prefer that people say "This game doesn't have procedural side quests!" instead of having tons of videos of weird facial expressions and funny walk cycles.<br />
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Mass Effect is a huge franchise, with a huge fanbase. And every time there is a new ME game coming out, there are HUGE expectations. I thought at some point that the gameplay trailer that was shown last year increased the hype of the game from what it normally is, but a friend of mine told me something that I agree 100% with: The hype for a Mass Effect game is always there.<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/NOIzH6UcoW4" width="640"></iframe>
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Finally, I honestly think that issue with the game is not exclusive to the animators (as most people think), or the designers, or the programmers (though every single person that worked on the game has a share of the blame when a game doesn't meet expectations). If I have to point my finger to one department in particular, it will be the people doing the planning. Those are the people that need to ask themselves the tough question of what to remove in order to make the overall experience better. If they don't, you will end up with a half-made huge game that people complains about, not because the lack of content, but because the lack of effort.<br />
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<i>DISCLAIMER: I have no idea what the planning was for ME:A. What I've put in this post are my opinions on why I think the game failed to meet expectations. And for the record, I have nothing against anyone at Ubisoft, but ME:A reminds me so much of AC3, that it's difficult for me not to make comparisons. Cool thing is though, after AC3 came AC4, which is a hell of game! So, I hope the next ME game will be incredible! :fingers_crossed:</i>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-12142269069783047792017-03-28T20:47:00.001-05:002017-03-28T20:47:47.635-05:00Links, enlaces et liens - GDC 2017 Edition<br />
<a href="http://www.animstate.com/free-gdc-2017-animation-talks/">www.animstate.com/free-gdc-2017-animation-talks/</a><br />
<i>A list of all animation talks from GDC2017.</i><br />
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<a href="http://www.animstate.com/animation-exchange-2017-recording-feedback/">http://www.animstate.com/animation-exchange-2017-recording-feedback/</a><br />
<i>The link above contains links to each section of the excellent #ANIMX talk that was held during the latest GDC. Below is the full stream (8+ hours!) in case you want to watch the whole thing (as I did).</i><br />
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<iframe allowfullscreen="true" frameborder="0" height="378" scrolling="no" src="https://player.twitch.tv/?video=v125470703&autoplay=false" width="620"></iframe><a href="https://www.twitch.tv/twitchoffice?tt_medium=live_embed&tt_content=text_link" style="display: block; font-size: 10px; font-weight: normal; padding: 2px 0px 4px; text-decoration: underline; width: 345px;">Watch live video from TwitchOffice on www.twitch.tv</a>
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<br />Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-39377912628311696892017-02-10T18:22:00.002-05:002017-02-10T18:22:49.669-05:00Links, enlaces et liens<a href="http://boutique23.com/">http://boutique23.com/</a><br />
<i>Some cool rigs on sale!</i><br />
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<blockquote class="twitter-tweet" data-lang="en">
<div dir="ltr" lang="en">
This is the gif we should be showing new maya animators <a href="https://t.co/AnQUunl2j0">pic.twitter.com/AnQUunl2j0</a></div>
— Janel Drewis (@the_jan_man) <a href="https://twitter.com/the_jan_man/status/709787788942544901">March 15, 2016</a></blockquote>
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<a href="https://vimeo.com/groups/gameanim">https://vimeo.com/groups/gameanim</a><i>Follow this group for some cool demo reels!</i><br />
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<a href="http://www.cgmeetup.net/home/deadpool-visual-effects-breakdown-by-atomic-fiction/">http://www.cgmeetup.net/home/deadpool-visual-effects-breakdown-by-atomic-fiction/</a><br />
<i>Nice breakdown from the Deadpool film</i><br />
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<a href="http://ryanwoodwardart.com/animation/">http://ryanwoodwardart.com/animation/</a><br />
<i>I think I've shared this before but it doesn't matter, still worth the reshare! :)</i><br />
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<a href="https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-75E03BAB-0D94-43E0-B281-3AE3299BD2B9-htm.html">https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-75E03BAB-0D94-43E0-B281-3AE3299BD2B9-htm.html</a><br />
<i>Some alternative options for those that are using 3ds max</i><br />
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<a href="https://www.iamag.co/features/disney-real-time-skeletal-skinning-with-optimized-centers-of-rotation/">https://www.iamag.co/features/disney-real-time-skeletal-skinning-with-optimized-centers-of-rotation/</a><br />
<i>Cool tech for skinning. From Disney, nonetheless :P</i><br />
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<a href="http://thinkinganimation.com/new-free-rig-mr-buttons/">http://thinkinganimation.com/new-free-rig-mr-buttons/</a><br />
<i>Free rig!! Check a test run done by Kyle Kenworthy below...</i><br />
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<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/174656064?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/174656064">Mr. Button's Bow Tie</a> from <a href="https://vimeo.com/kylekenworthy">Kyle Kenworthy</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
<script async="" charset="utf-8" src="//platform.twitter.com/widgets.js"></script>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com1tag:blogger.com,1999:blog-7821906207459394265.post-69848908572877582672017-02-10T18:14:00.000-05:002017-02-10T18:14:20.102-05:00Quadruped Locomotion Tutorial by Felix Sputnik<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/202205778" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/202205778">Quadruped Locomotion Tutorial</a> from <a href="https://vimeo.com/user6854833">Felix Sputnik</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-82462996194202883182016-12-19T17:12:00.001-05:002017-03-28T20:48:20.510-05:00The Motion Capture Pipeline of The Last of Us<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/2GoDlM1Z7BU" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-10375177405394695652016-10-07T11:44:00.001-05:002017-03-28T20:48:47.643-05:00LAIKA 10th Anniversary<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/XFrY_YJV9nc" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-2314665264698673932016-10-04T15:52:00.000-05:002016-10-04T15:52:02.878-05:00Tips and Tricks for Multiple Space Switch in Maya - By Manoanim<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/181921237" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/181921237">Maya Tutorial - Tips Tricks Multiple Space Switch Using SDK</a> from <a href="https://vimeo.com/manoanim">Manoanim</a> on <a href="https://vimeo.com/">Vimeo</a>.Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-31542093703565955792016-09-20T12:03:00.001-05:002017-03-28T20:49:18.073-05:00Remember to Relax! Realizing Relaxed Behaviors for AI in AAA Games<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/IyHG-EGuCWk" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-59246478207410140802016-08-26T14:20:00.000-05:002016-08-26T14:20:07.439-05:00Animation tips from Twitter and the GDC Tricks of the Trade talk<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/180219379?color=33cc00&title=0" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/180219379">Rigging Dojo Animation Tips from Twitter and GDC Tricks of the Trade</a> from <a href="https://vimeo.com/riggingdojo">Rigging Dojo</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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Below is the link for the Trick of the Trade talk that happened on the last GDC (2016):<br />
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<a href="http://www.gdcvault.com/play/1023479/Animation-Bootcamp-Tricks-of-the">http://www.gdcvault.com/play/1023479/Animation-Bootcamp-Tricks-of-the</a><br />
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Enjoy! Tons of info in this post :)<br />
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<br />Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-59044970645931393162016-08-22T09:57:00.001-05:002017-03-28T20:49:41.929-05:00Divinity: Original Sin 2 - Early Access Announcement TrailerThe game I'm currently working on :)<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/yG6YOUXyx3Q" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-78800570134074327022016-08-18T07:31:00.001-05:002017-03-28T20:50:02.407-05:00Cuphead Platforming Gameplay Reveal<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/xy0bpSyeCuQ" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-32039578269239697382016-07-20T13:40:00.000-06:002016-07-20T13:40:08.954-06:00Daydream Labs: Animator<br />Playing with the Graph Editor in VR must be interesting, to say the least ;)<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/aGbLX3YOebU" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0tag:blogger.com,1999:blog-7821906207459394265.post-85727973887258190892016-07-20T13:38:00.001-06:002016-07-20T13:38:25.227-06:00Fusion4D: Real-time Performance Capture of Challenging Scenes<iframe allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/2dkcJ1YhYw4" width="640"></iframe>Ricardo Ayastahttp://www.blogger.com/profile/09315265080914106642noreply@blogger.com0