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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...
  • 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 ...
  • 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...
  • 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 ...
  • 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 ...
  • 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...
  • Ultimate Image
    Recently, as part of my Business studies module  I created an 'Ultimate Image' which essentially showcases my art and animation abil...
  • Early Versions of the Ultimate Image
    Continuing on from my Ultimate Image design, I thought I would post a few of my early ideas and slight variations I considered when designin...

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...
  • 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 ...
  • 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...
  • 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 ...
  • 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 ...
  • 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...
  • Ultimate Image
    Recently, as part of my Business studies module  I created an 'Ultimate Image' which essentially showcases my art and animation abil...
  • Early Versions of the Ultimate Image
    Continuing on from my Ultimate Image design, I thought I would post a few of my early ideas and slight variations I considered when designin...

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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  • ▼  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)
    • ►  March (8)
    • ►  February (9)
    • ►  January (4)

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