In the pursuit of the creepy and disturbing, it was with foolhardy confidence that Danger and I searched, and located the abandoned Crypt of the Nutters.
I am thankful that we emerged untouched, but I can’t help but wonder if we didn’t bring something back with us.
Granted if you did hear the albums, you would most likely wonder what kind of genius could spawn such crafted retardation. Yes, at first it may seem as disjointed ramblings and musical interludes that unfurl in a non-linear Mudslide of Poorly-Conceived Imagery. But once engrossed sufficiently, you will be sated.
Another video on camera rigs, this time showing the procedure for creating an actor relative Dynamic Targeting camera, that can be used to draw attention and track fast-moving objects, and compose a shot in an unpredictable, dynamic scenario.
All animation is procedural (aside from the character mocap) so no keyframes are necessary!
This is a quick demo of the procedure for creating an actor relative camera, that tracks objects of interest, all animation is procedural (aside from the character mocap) so no keyframes are necessary! first in a series on procedural cameras.
very rough pre-vis of a sequence for the Twin Pines Mall i'm building. the car's not mine, but you can see the skeleton of a soon-to-be McFly in there.
This is a quick collection of test captures and animation sequences from Stormrise, all created and shot in real-time passes.
All in all these runs took less than half a day, and were immediately functional in-engine, this allowed for experimentation with the number of vehicles used, wheeled vehicle interactions with the world, etc..
another shot of the transport's hatch opening up, different angle and animation, added some physics objects and ragdoll crew members getting sucked out the hatch, some very preliminary fume in there to simulate the air being blasted into the vacuum. nasty planet in the background, etc..
testing renders and anim of a troop transport thing, wings are constrainted and angled with the ships movement, no fx for that yet. hatch opens, planning for a shot with a bit more action.
just some naaastty viewports renders fo some driving camera setups, good for getting dialogue during action, chasing vehicles, etc..
first up: a biped ik rigged to some smoothed out controls, hand and feets ik'ed to a null, contrained to the orientation of the wheels on the car.
short version: hands turn with the steering wheel, and the feet stay planted.
Second, the head gets some wired parameters from the wheel orientation; h\means the head tracks the cars trajectory.
Next up, an interior camera, passenger in the back seat. this cam is input captured in realtime, allowing for realisting tracking of scene elements, as it inherits the car's movement and adds to that, with some lag. layering up the cameras above the input means that human behaviour can be added and tweaked, but base changes can still be made efficiently.
Here we see a camera constrained and offset to the car, with a targeted angle toward the roadblock. target is animated and set to track scene elements, then returns to track the car driving out of scene, perhaps an interstitial gameplay cin.
a very early test of some fume/rayfire stuff, no smoke in there, mainly testing using particles to disperse fuel as a vapour and then adding a spark to get big fireballs out of windows, etc..
Well, i'm currently fighting with youtube about wether i uploaded 16:9 versions of my 1290X720 videos, because i rendered them at 1:1, youtube simply can't understand what i mean when i upload a precisely 720 hd clip, and assumes i want half of those pixels to be discarded (after i spend 30 mins uploading those pixels) and the subsequent picture crammed into a 4:3 area.