
A nice thread in the community forum is going on about "Audience Reactions" to seeing Antics clips. Everyone has a slightly different use for Antics but ultimately the results of our efforts will be presented to an audience. Whether you are a storyteller creating Anymation clips, or an industry guy building Boards, the technology under the bonnet of Antics is going to serve you well at least for the next few years. So it's an important issue to discuss, what do people think about the look of the animation in antics?
Do they see it as a viable medium for communicating ideas or are they quite happy with pencil and paper?
Now that I've played around with the pipeline for creating characters. My question is, what style of characters will assist us in presenting ideas the best. If I was planning a Transformers or Bond fight sequence, I'd already know the look of the talent, so an avatar would work. It works because the viewer has an established point of reference for the actor/character. The ability of the viewer to fill in the missing details of the character is a given, and that sets the tone for the physical performance as well, they adjust to the production value.
The creation of avatar style characters is now possible and they will expand our choices over and above the original library.
But what of the characters for Boards. Do avatar style (real world textures), characters set up the viewers for a in-game or cut-scene style presentation. Does that work for us or against us?
Do we need simplier representations of people in our presentations to industry audiences?
Or is it that the style is fine, it is just the low poly count that people have trouble with?
Thoughts.
Sunday, April 5, 2009
Bust out!
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Wednesday, April 1, 2009
Facial expression - All versions
Been working through the theory of using bones to move features on a face. The good news is it turns out a few guys have used this technique for animating facial expressions within Max and have produced some really cool (and wonderfully intricate rigs). I started with a test using the ponytail bone to drive the chin of a character. It was a good feeling being able to push that chin around within Antics. It is encouraging me to continue the tests. One problem was that the pose was lost once the character was directed to do something else, like walk. So I'll need to sort this.
At the very least facial expressions for static poses are looking good at this point.....
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