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Showing posts with label Unity 3d. Show all posts
Showing posts with label Unity 3d. Show all posts

Sunday, August 28, 2016

Job applications - happy villager

I had a call from an agency a couple of months ago. They forwarded my portfolio to a studio in London. The studio was looking for an animator/rigger with experience in Unity3d and mobile games. My previous experience was close to what they were looking for and that got me to the interview stage. They interviewed me via Skype and explained that the final stage would be a test for which I have 4 hours to complete and send.
The test was on the following week. When I got the project file the clock started ticking. I didn't know what to expect prior to getting it. What I got was just body parts in black and white , and a reference image (on the right). The goal was to rig the character and animate a happy emotion that is up to 4 seconds long.
Rigging the character took about an hour. I arranged some elements into their own subfolders. The hierarchy of elements was key to getting the animation polished quicker. For example I put all face controls under a facedir node - that would allow me to turn her head with less keyframes to manage.
The minimalist character design was a good thing in this case - even with the imposed limitations -such as for example the lack of joints in the legs. I worked with what I had.

All and all they never did give me a call. Instead the agency told me that I have passed their test and they really liked my work. However the CEO has decided to hire somebody that they already know from previous projects instead.

Normally I wouldn't share work done for others, but given how I did not get paid in this case, how they didn't give me personal feedback and also that there was no NDA signed, I feel absolutely free to share this here :)

The animation has a drop in frames, because it is captured from Unity with capture software. When running, it is as smooth as butter 60fps. Thus why all I could get out of the whole experience is now the gif file you see above and the unity project.

If you are looking for an animator with rigging experience - who can do the rigging and the entire animation in Unity alone - I can send you this test file to review it yourself.


Wednesday, December 26, 2012

Reusing 3d animation and rigs for games - research report for university

One of the university modules in this semester had for an (optional) assignment the research of reusing character rigs and animation to be imported to a game's engine.

I was given a deadline to write a greenlight pitch, a research paper (almost 30 pages!) and then create a technical demo video.

 It's pretty much do it yourself sort of a thing set by university(just as many other things).
In this case before even delving into reusing animation clips, I decided that it's more important to find out what exactly are the best practices in character rigging and animation for game engines - where the data has to be created in a specific way that will make it friendly to use by the programmers and the engine.

In the research paper I used for sources the excellent presentations on animation in Uncharted 2 by naughty dog, among  other things.It was a bit rushed so It got me 64.4% .

For the video, I used kdenlive to put together a quick overview of the findings of experimenting with some of the tools in Maya:

http://youtu.be/YOuWO8My84c

That got me 85 % .

The paper and the video focus on the work that is done in the animation package rather than the game engine. I have in the past done character modelling, rigging and animation for Unity 3d. That first experience was a bit of a trial and error - the animation data needed to fit with how the character actor is scripted.It's something that I will keep fo a future post, until there is time to put together a demo of that game.