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  • Phoneme Charts
    In preparation for my dialogue animation piece I decided to create a set of phoneme shapes ready for the lip-sync part of the animation. Aft...
  • A (very) rough character performance
    For our first submital I decided to rough out some poses and basic shapes I would like to use in my character performance piece and whilst i...
  • Companies that inspire me #4 - Rockstar North
    The infamous Rockstar North, established in 1988 in Edinburgh, are best known for their creation of the Grand Theft Auto franchise one of...
  • Current state of the head rig
    Along with my animations I also submitted my human head rig as well and managed to get some really good feedback on the areas that are worki...
  • Head Rig Update #4
    Just spent a couple of hours cleaning up the controls on the rig making a few custom shapes with the CV curve tool and applying them to the ...
  • Bow & Arrow Rig
    I mentioned it briefly but forgot to ever post any info up on the bow and arrow rig I created for the centaur. Its a fairly straightforward ...
  • Ultimate Image
    Recently, as part of my Business studies module  I created an 'Ultimate Image' which essentially showcases my art and animation abil...
  • New Project: The Head Rig!
    So this week I have continued to work on my Major Project but slightly veered off from animation onto rigging again. I felt that my centaur ...
  • More Pre-Prod work
    Still keeping busy with all my uni work, I'm currently working on a rig for a character in our upcoming game project, I'll post that...
  • Echoes animation (so far...)
    First submittal is very soon so I decided to render out my animations and compile them together in Adobe premiere to show them to the tutors...

Popular Posts

  • Phoneme Charts
    In preparation for my dialogue animation piece I decided to create a set of phoneme shapes ready for the lip-sync part of the animation. Aft...
  • A (very) rough character performance
    For our first submital I decided to rough out some poses and basic shapes I would like to use in my character performance piece and whilst i...
  • Companies that inspire me #4 - Rockstar North
    The infamous Rockstar North, established in 1988 in Edinburgh, are best known for their creation of the Grand Theft Auto franchise one of...
  • Current state of the head rig
    Along with my animations I also submitted my human head rig as well and managed to get some really good feedback on the areas that are worki...
  • Head Rig Update #4
    Just spent a couple of hours cleaning up the controls on the rig making a few custom shapes with the CV curve tool and applying them to the ...
  • Bow & Arrow Rig
    I mentioned it briefly but forgot to ever post any info up on the bow and arrow rig I created for the centaur. Its a fairly straightforward ...
  • Ultimate Image
    Recently, as part of my Business studies module  I created an 'Ultimate Image' which essentially showcases my art and animation abil...
  • New Project: The Head Rig!
    So this week I have continued to work on my Major Project but slightly veered off from animation onto rigging again. I felt that my centaur ...
  • More Pre-Prod work
    Still keeping busy with all my uni work, I'm currently working on a rig for a character in our upcoming game project, I'll post that...
  • Echoes animation (so far...)
    First submittal is very soon so I decided to render out my animations and compile them together in Adobe premiere to show them to the tutors...

Matt Watson Animation

Character Dialogue

Overall I feel this project was perhaps my strongest allowing me prioritise facial and lip-sync animation above body mechanics to produce a character driven piece that focuses on some subtle details to convey the desired emotions.

Throughout the course of this project the greatest learning curve has been understanding lip-sync workflow and facial animation and I believe I have taken great strides in further understanding this process. Whilst I still have much to learn, I feel that this project has put me on the right path to understanding a greater level of animation whose applications can be applied to a variety of uses both within film as well as video games.

If more time were available I would have liked to have used more solid moving holds throughout the animation especially on the areas where the character looks into distance and towards the camera. Further work here would have really enhanced the overall feel of the animation and effectiveness of the design.


Echoes Animations

The animations I created for the Echoes encompassed a large variety of characters of varying sizes, personalities and designs including the Fae player character, Bark Basher, Centaur and Genevieve.

Some of the animations turned out more successful than others due to minor rig issues with the centaur as well as some of the limitations when working with video games. But overall, the project gave me a good grounding in body mechanics animations and further enhanced my knowledge and understanding of animation within video games.

The most interesting character to work with was the Bark Basher whose unique 'shield-arm' designs provided a complex problem to overcome for animation but also proved a enjoyable design for us to manage.

With more time I would rework some of the Fae attack animations to create snappier, cleaner arcs and motions that would work more effectively in-game. As it stands I feel they are too slow and whilst playing the game the player can often find themselves waiting for the attack combo to finish rather than enjoy the motion of the animation.




Rigging

As part of this project I creating a number of different rigs for different purposes. The centaur character is the main enemy character the Winter environment of the game with a variety of different animations including trots, canters, walks, attacks and death animations to name a few.

The rig as a while has worked on a base level giving animators enough options to create basic animations using a simple, clean set of controls and features. But if more time were available I would  get back in and fix the IK/FK switches. Using just IK has been fine for the Bow carrying hand and will certainly be useful when constraining the arrow to the hand but trying to achieve secondary motion has been a pain for my colleagues. Other than that though, he is generally fine to animate with and the amount I've learnt from doing this can only make my future rigs considerably better. 

My other rig was the human head, which used a simple joint layout with exploration into blendshapes and other features. I created it to further my understanding of facial animation since I was unable to explore it with the centaur rig I also felt my experience with facial animation with my first project would aid in my development and understanding of what was necessary from the rig. 

Overall I felt it was a successful exercise in learning more about rigging furthering my understanding of how blendshapes work within the rig creating a system whereby moving the mouth controls would also animate the cheek bones independently and without animator supervision. To further enhance the rig though I would like to include more features for the mouth and eyes like blink controls or set driven shapes as I feel this would greatly increase the viability of the rig and it's usefulness for animation.



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The final company on this list is Quantic Dream who have in recent years revolutionised the video games industry through their belief in motion capture technology to deliver the same engaging, narrative experience of movies through the video game medium.

Founded in Paris, 1997 by industry luminary David Cage, they have pursued their own unique take on video games focusing on interactive storytelling that evolves the entire narrative based on the player's decisions. But their most successful title to date, Heavy Rain released in 2010, has cemented their position as one of the most influential and innovative developers today. The game's incredible motion-capture performances combined with the engaging narrative delivers a movie-like experience with the interactivity of a video game.

This incredible blend of mediums is what attracts me to a studio like Quantic Dream. The idea of delivering compelling, memorable characters like those seen in film through the interactivity of a game is a real possibility for the future of video games and Quantic dream are the ones spearheading that future - a future I hope to play a part in.
 


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The infamous Rockstar North, established in 1988 in Edinburgh, are best known for their creation of the Grand Theft Auto franchise one of the best-selling and arguably one of the most successful games ever created both in terms of game design and aesthetic qualities.

Their games are often very character driven creating some of the most believable and interesting personalities  within the video game medium through the clever use of animation and motion capture performance. Similarly to the Creative Assembly, they are a very large studio with over 200 employees creating games that demand high sales to cover their giant budgets. Yet unlike many of the big studios, Rockstar North creates games at a relatively slow pace with their recent Grand Theft Auto V being released 5 years after their previous installment resulting in high quality products with relatively less pressure.

This style of working combined with the companies dedication to creating compelling characters  through the use of animation and motion capture would present an excellent facility to experience working within one of the largest video game studios in the world.




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Similarly to Media Molecule, thatgamecompany were recently founded in 2006 in Los Angeles and focus on producing small game titles that attempt to invoke emotional responses from players rather than strive for high production, high risk games like Creative Assembly and Rocksteady.

They remain an independent company, not tied to any specific publisher or owner which means their creative drive comes from within the company of just a handful of members. Such freedom has allowed them to experiment within video games and allowed for their products Flow, Flower and Journey to push the very boundaries of game and aesthetic design.

They are a relatively small company that rarely hires focusing to stay small, but the core fundamentals and beliefs of the company are inspiring and being part of such a team (perhaps one day being created by myself) would allow for  the freedom to explore and experiment the true capabilities of the video game medium to evoke emotional responses from its audience.




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Another studio based in the UK, Media Molecule are relatively new being formed in 2006 from  former Lionhead employees and releasing its first game in 2008 - Little Big Planet. Despite being their first game Little Big Planet has been heralded as a monumental success for video games pushing the idea of user generated content for gamers to a whole new level. This combined with the games unique aesthetic style, went on to win dozens of awards including a BAFTA for Artistic Achievement and all this was completed with a team of less than 30 members.

Currently, Media Molecule are working on new unannounced projects under the Sony Corporation but continue to strive for creativity and innovation pushing the boundaries of video game design whilst still keeping their mantra of small, creative teams produce the most interesting games.

It is this freedom and drive for creativity that makes Media Molecule appeal to me most, where small teams who strive for innovation can take the industry in new, fascinating directions and being a part of this new model of design is something I wish to experience at some point in my career.



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The video games industry is full of creative and innovative teams that are passionate about their products but a few stand out more than some as companies I would like to be a part of.

One of these is the Creative Assembly established in 1987 in West Sussex they rose to fame with their original title Shogun: Total War, a historical war game still considered to be a milestone within the strategy game genre. In recent years they have continued their Total War series and have made big leaps in animation and motion-capture including recently the creation of their own motion-capture suite within their studio.


This dedication to innovation with animation and performance as well as their continued development of high quality products have made them one of the UK's oldest and most established development houses for video games to date. For these reasons, I would consider them one of the key studios I wish to be a part of in my career and would love to have the chance of playing a part in the future of the Total War series of video games.



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Along with my animations I also submitted my human head rig as well and managed to get some really good feedback on the areas that are working well and those that need most improvement.

Overall though its working as well as I expected, the basics are all in and generally the deformations work cleanly with minimal mess. There are however a few key pieces that need further work that were commented on during my first submittal.

Specifically, the lower lip as it currently stands has too much influence on the top of the lips and when controlled it's managing to pull the upper lip - so this definitely needs changing! Some cleanup around the the eyebrows would also be good, and if anything they need to control more influence because as it stands they are quite limited in their usability and influence.

Additionally, some eye controls would be really beneficial to animation and coupled with the inclusion of the blink and eyelid functions would enhance the rig's usability and functionality and should then allow for some simple animation with relative ease.



Head Rig from Matthew Watson on Vimeo.
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In preparation for my dialogue animation piece I decided to create a set of phoneme shapes ready for the lip-sync part of the animation. After watching David Latour's demos I found his style of animation was really effective for lip sync - an area I have always struggled with before.

Essentially you create each phoneme shape you anticipate using then using the pose2shelf script save that shape to the Maya shelf allowing you to easily access that shape at anytime. Then, using TweenMachine, blend the phoneme shapes together for whatever pose you require to create that sound in the dialogue. 

So thats what I did! After a couple quick tests I feel the whole process is much more streamlined and clearer to me now on how to achieve effective lip-sync animation with relative ease. using Stop Staring by Jason Osipa as a guide I have created the majority of the phoneme shapes I will require and layered them out sheets for easy viewing. 


 
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For our first submital I decided to rough out some poses and basic shapes I would like to use in my character performance piece and whilst its still very rough, you do get an idea of where I want to go with the character and the acting in general.

Some of the main feedback I got was where the character should be looking and who the character is talking to. My original idea was to have the character look at the camera as if talking to the audience, emphasizing the eeriness of the dialogue and the imposing nature of the design. I think I will continue with this idea just  to ensure more of the poses do look into the character and grasp the personality I want - the image below is a glimpse of what I want to achieve with this animation.





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First submittal is very soon so I decided to render out my animations and compile them together in Adobe premiere to show them to the tutors. All the animations are still work in progress but as you will be able to tell, some more so than others.

Overall, I am fairly happy with the timings but I feel the poses on a few of them can still be tightened up, so in the next few days I really need to blast through the polishing stages of those almost complete and keep going on with those that need the work.

With the project in general I am still behind, especially in regards to my character performance piece, but fortunately I still have 3 weeks left to go so fingers crossed I can pull it all together soon and start entering crunch time hours with a few sleepless nights thrown in for good measure.

1st Submittal from Matthew Watson on Vimeo.

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When thumbnailing for the Ultimate Image a few key themes and designs were my initial inspiration. I produced research sheets detailing each idea or piece of research and how I may incorporate such a design into my own work. Initially I planned on creating an aesthetically simple design, using minimalist colours and shapes to create a movie-like poster showcasing the character I am working on for our Echoes game project.

But as I researched more I found myself veering away from this idea struggling to thumbnail designs that would successfully incorporate this theme and instead began to work my way towards the idea (as seen on a few of these sheets) that using a series of characters in expressive poses would be a more effective way to display my ability as a animator.







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Continuing on from my Ultimate Image design, I thought I would post a few of my early ideas and slight variations I considered when designing the whole piece.

After various thumbnail testing with the movie poster design I decided that a piece showcasing a characters various emotional states would perhaps better showcase me as an animator. Originally I decided to use a rig by Max Norderfeldt to initially place ideas downs for various images and angles of the characters until I finally deciding to use Ozgur Aydogdu's Cenk rig. With this rig I could achieve the great, exaggerated expressions I needed to to portray the character's emotions and thoughts and with just a little more tweaking of composition I created the final piece that i posted a few days ago.

What I have learnt from this process is simply that ideas and designs are a fluid creation never staying with one form but instead evolving from previous thoughts into (what is hopefully) a more effective and interesting piece of art.




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Recently, as part of my Business studies module  I created an 'Ultimate Image' which essentially showcases my art and animation ability in a single image. Difficulty with that is, as an animator, my work is usually shown through video and multiple frames so picking that single image or pose to show was going to be tricky.

I went through various iterations on the design first showing my the characters from Echoes in action poses or in interesting layouts but quickly realised that this kind of layout was likely to be cluttered with perhaps too many different shapes and poses.

I eventually got to the idea of creating a series of facial expressions using the Cenk rig. Each head or expression would interact with the next creating something of a little narrative. In the end, I went through with the idea as best I could and am overall fairly happy with the result although now looking back at it some of the poses could be pushed a little further especially on the first and last head which feel a little subdued compared to the extremes of the other poses.







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I mentioned it briefly but forgot to ever post any info up on the bow and arrow rig I created for the centaur. Its a fairly straightforward setup but I certainly had some issues creating it in the first place, trying several different ideas with nothing useful being made. But then my fellow friend and student Joe Hornsby had a tinker with it and showed me an idea that tied all the bones together under a single hierarchy and weighting it in such a way the string will effectively deform. So, using this method I went about creating the rig and voila! a nicely working bow and arrow that any centaur would love to own. 





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Just spent a couple of hours cleaning up the controls on the rig making a few custom shapes with the CV curve tool and applying them to the various parts of the rig. The controls are easy enough to use and follow although some more variation in colour would be ideal, something I will have to improve upon next time I am working with the rig.



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Soon I have to begin animating again to meet the deadlines required for the Echoes project but I feel I can leave the rig as it is for now and come back to it later if time permits. So far though I have managed to create an eye rig and cotroller as well as a control setup for all the existing joints.

The eye rig is simple and efficient enough for an animator to use and has a couple of handy features. The animator can rotate either the upper or lower eyelid or both at the same time to create open or closed eyes but the most interesting feature is the fleshy eye setup. Using a simple deformer, when the eye moves in any direction the skin around the eye also moves and deforms with it. Making this feature appear noticeable without being exaggerated was certainly a challenge and there was a lot of trial and error to get it right but in the end I feel I got there and perhaps with a little more tweaking I could clean it up a little bit extra to make it that bit more effective.
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Still going with the head rig, I have begun to work into the more fiddly areas of the rig including the nose and ear joints. The nose proved an interesting challenge that I ultimately managed to complete - after far too long having to sort out the weighting.

Placing the joints and setting up their pivots and constraints was easy enough but (I believe due to the wrinkles around his nose) it became tricky to get the weighting correct juggling influences between the nostrils, upper jaw, main nose joint and eyes. I never anticipated it to become such a challenge after it worked so smoothly in my initial weighting tests. Eventually I got there though with some pretty nice results around the nostrils and I even added a little custom control allowing the animator to 'flare up' the nostrils with a simple slider.




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So far I'm making good progress with the head rig having so far managed to block some weights for the head pivot bones and upper and lower jaw. It is still a little rough and with no real controls setup yet but it gives me an idea as to how the mesh will deform and what areas are going to be problems ones. I have also begun to block in the eyebrow deformers with cluster controls and, like the rest of the rig, they are a bit rough still but again provide a nice starting point that I can continue from here.


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So this week I have continued to work on my Major Project but slightly veered off from animation onto rigging again. I felt that my centaur rig was OK but overall there was room for improvement and the sheer amount I learnt whilst doing it would vastly improve my abilities at rigging next time I tried.

With that in mind I decided to rig a human head (something I never really got to do with the centaur) and this is the progress I have made so far:


Essentially I have placed the bones in areas where I believe they will be most beneficial creating them for the eyes, upper and lower jaw as well as the neck and head pivots. In the next few days I hope to weight the bones to the mesh and then begin to place a basic set of controllers. After that the interesting (and difficult) stuff begins like working with blendshapes for the eyes, cheeks and forehead.




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I am now almost half way through major project and on course to graduate uni in less than 4 months! (scary thought). As such, we had a 'sweatbox' meeting where very student compiles their work together and presents to the class for feedback, checking on progress and generally having a nosey at what everyone is making. So I rendered out the couple animations I've done and compiled them together here.

They are still are quite rough and there is plenty of work still to be done but generally I'm happy so far and the general consensus is I am doing OK. I've fallen behind a week or so but strongly believe I can make that time back up over Easter no problem. Currently I am working on finishing a rough animation of the Fae attack and Bark Basher walk backwards and the hope is these will be done before our Easter break so they are ready to be chucked into the engine for testing.

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As posted before, the Centaur rig is complete and been handed over for animation but I thought I'd post up a quick video and walkthrough of the features available to animate with.

If more time were available I would love to get back in and fix those IK/FK switches and arms as, after animating with it for a little now, I really miss using FK arms. Using just IK has been fine for the Bow carrying hand and will certainly be useful when constraining the arrow to the hand but trying to achieve secondary motion has been a pain. Other than that though, he is generally fine to animate with and the amount I've learnt from doing this can only make my future rigs considerably better.



Rig Test from Matthew Watson on Vimeo.
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Continuing on with project Echoes, I have begun work on a couple animations for various characters including the Centaur, Fae (the player character) and the Bark Basher (our boss character).

Each character has a very different personality and function so going to each animation requires a different mindset and ideas on how they interact with the environment. The couple of rough animations I have here are the Fae's primary cyclic animations, the Centaur's canter and the Bark Basher's basic attack.

So far, I'm pleased with how the Fae is progressing. Here I have simply tested with different timings and poses and have been given the go ahead from the directors  for this time frame of about 24 frames for the main cyclic jog animation. When I begin to polish I would like to push the 'springy-ness' of the legs, really getting a feel for how agile and light-footed the character is.

The Centaur is proving to be a tad more problematic. Trying to hit the poses needed to show the character's flexibility has proved difficult without messing with some of the skinning and breaking the realism of the character. As I'm not going to find any centaurs down the local petting zoo, most my research has looked at movies and games for inspiration (specifically Harry Potter, God of War and Narnia). Of course, horses have played a great part in getting the base poses down but the trying to work out what the human part is doing or what they are thinking has been a challenge to say the least.

Finally the Bark Basher has proved to probably be the most fun to work with so far. His huge, cumbersome size coupled with them massive bulldozer-like arms make for some interesting shapes whilst also asking some fundamental physics questions  - like how the heck does he eat?!?!
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This last month I've been working on creating a rig for the Centaur character (created by Dean Paupe) as part of the game project that I have the privilege of working on  - Project Echoes.

Creating a rig for such a character was no easy task, effectively being two characters fused together. Yet the greatest difficulty was surprisingly in the spine, where trying to create a flexible spine that could deform appropriately and effectively connect the horse and human bodies together took much longer than anticipated . But after many hours (and several flipped tables) I got there in the end using an IK driven spine that (mostly) acts a center of gravity and control for the rig and the spine.

 In the end, most of the features that were planned are present and it can perform most animations that are needed. There are still plenty of improvements I would love to make (adding full FK controls to both arms and controls for the quiver are just a few) but I needed to get it out asap so me and the other animators could start working on it - there a lot of animations for this game!

So within the next couples weeks expect a lot of animations using this and the other characters and rigs made by my fellow students and hopefully in the next month or two we should have elements of our work in engine and playing.
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 During pre-production, in preparation for rigging the centaur character, I undertook various rigging tests so that I knew the inner workings of the rig before production began. Each test tried something new with developing my knowledge and the skills I needed to create the centaur rig.




Here I developed my understanding of the IK systems by building a set of IK arms with rotation and elbow controls. Overall they worked fairly well and the skinning was quite effective and managed to get nice deformations around the wrists and elbow. The next step to progress from this is to build in FK controls as well as IK to allow animators the flexibility and freedom to choose what method they see fit.



These tests worked around building the horse part of the centaur's legs focusing on the front and rear. Overall they work effectively but further work around the knee joints will be required to create nicer deformations. As it stands they create an unnatural pose that, when animated, may require a lot of tweaking and fiddling to work.



The last tests focused on the muscle systems on the arms and legs. I decided to create human limbs rather than the ones necessarily used in the centaur for simplicity and greater understanding of how muscle systems work within the human body.
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To grasp a better understanding of the Fae character I created a couple sketches with some little variations and changes. As a result, I feel it has aided in my development of the character now able to distinguish between his different movement styles, poses and designs.










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Still going on with the centaur rig, will have something put together in next few days to show but for now I thought I'd post up a bit more pre-production. 

This is a little animatic put together for the Fae's attack animation. Generally I think it works fairly well and gets the idea of the forward thrusting strike motion but some further work on the return motion would probably be ideal. I am hoping this plays a valuable part of my actual animation and has really given me an insight into combat animation.



004 Clean Attack Animatic from Matthew Watson on Vimeo.
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Leading on from my caricatured designs, I created a few of them using the Morpheus rig testing out how they would appear in CG working within the limits of the rig itself. Mostly, I managed to replicate the core ideas and themes of each character fairly well having to saturate the exaggerated nature of a few of them for a more workable design yet still retain the character's presence and appearance.





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I am into production now working on the centaur rig so thought I'd continue to post up the work I completed for pre-production.

These are a couple of caricature designs I made as concepts for the character in my short acting piece. Originally I was aiming at creating an older male character, probably around late 50s, but continued to experiment with different ages, personalities and shapes. In the end, I have decided to create a character with a blend of all this features using the Morpheus rig in Maya.






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Blog Archive

  • ▼  2013 (36)
    • ▼  May (7)
      • Project Evaluation
      • Companies that inspire me #5 - Quantic Dream
      • Companies that inspire me #4 - Rockstar North
      • Companies that inspire me #3 - ThatGameCompany
      • Companies that inspire me #2 - Media Molecule
      • Companies that inspire me #1 - The Creative Assembly
      • Current state of the head rig
    • ►  April (8)
      • Phoneme Charts
      • A (very) rough character performance
      • Echoes animation (so far...)
      • Ultimate Image Research
      • Early Versions of the Ultimate Image
      • Ultimate Image
      • Bow & Arrow Rig
      • Head Rig Update #4
    • ►  March (8)
      • Head Rig Update #3
      • Head Rig Update #2
      • Head Rig Update #1
      • New Project: The Head Rig!
      • Sweatbox Submission
      • Centaur Rig Reel
      • Cracking on with Animation
      • Centaur Rig
    • ►  February (9)
      • Rig Tests
      • Fae Designs
      • Further Pre-prod
      • Character Designs
      • More Pre-Prod
    • ►  January (4)

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