Mozilla finally caves…

March 21st, 2012 No comments

20120321-115258.jpgFinally somebody at Mozilla gets it!!! In a move that’s sure to make every web developer’s life a LOT easier, the open source browser will now support the H.264 HTML 5 format for video… It’s about…freakin’…TIME!
Via Inquirer

It looks like Mozilla is ready to throw in the towel in its battle against the patent-laden H.264 video codec. Over the last week or so, the software foundation has struggled publicly with whether or not to support the MPEG-LA-owned format. Now several of Firefox’s biggest players have all come out in support of the move and all that’s left is to actually bake the appropriate code into the browser. Both chairman Mitchell Baker and CTO Brendan Eich embraced the decision this weekend, however begrudgingly, in blog posts. Both admit that success in the mobile space requires them to abandon the quest to make WebM the standard for streaming video in HTML5. Even with Google’s support, at least on the desktop, VP8 was never able to seriously threaten the entrenched and battery-friendly (not to mention, Apple and Microsoft backed) H.264. For more details check out the source links.

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Maya 2012 and Human IK 4.5

March 11th, 2012 No comments

20120311-094348.jpgMaya 2012 has been out for sometime and while I read the articles, watched the videos and found it almost impossible to not drool over all the new features, the one thing really caught my attention was HIK 4.5. Amazingly I had no idea that it has been a feature of maya for quite sometime, and has only now been fully integrated with MotionBuilder.

What I never realized was that HIK is not only a skeleton generator, but an actual system that will build a rig for you (similar to what people get with 3D Studio Max and Biped or CAT). What really caught my eye initially was the character picker tool. That made me dig a bit deeper into all the functionality that HIK really has to offer.

In a nutshell, you can either build your own skeleton, or use the skeleton generator tool. You can then either setup your bones and constrain them to an existing rig, or skin your character with the skeleton provided. From there you head to the Characterization tool and begin to associate various bones with the predefined ones that must exist for a character to be properly characterized. If you used the skeleton generator, your skeleton will be instantly characterized, allowing you to created the control rig. This is where the real fun begins.

The control rig is a hybrid fk/ik rig that allows you to animate and pose in any of the two modes at the same time without having to choose which system you want to use. Biped users will instantly know what this means. For me it’s not really about being able to use fk and ik at the same time (although you begin to appreciate that functionality when you start using the system). It’s more about being able to instantly grab a controller and translate or rotate that control to drive it to the position you want as quickly as possible. With a traditional switchable fk/ik rig, I will usually work in local ik mode for the arms, and global ik for the feet. The problem is I’m always fighting with the elbow pole vector and the rotation of the hand to achieve the pose I want, quickly. With HIK, i’m grabbing a controller, and pulling/rotating it to quickly place it where I want it. As for fighting with the pole vector, i find that rotating the elbow is far quicker that managing the pole vector that may be stuffed in the mesh or slung off in the space somewhere (this is doubling true for the foot knee vectors).

Even thought the rig is driving both fk and ik at the same time, you still are choosing how the rig gets to each position. Most of the time, ik is the answer and will give you the results you want, however in cases where you need the limbs of your character to arc instead of reach, you simply set FK keys for that duration.

The concept of pinning and unpinning controllers is especially wonderful as it give you the choice to lockdown any part of the rig and move only those controller you wish. This is a big time saver when doing things like adjusting the torso after you’ve found that all your hand positions are perfect.

Finally, the best part if the system is that it gives animators the flexibility to rig a complex controller set with little to no effort.

This isn’t to say that the system isn’t without it’s flaws, there are some whacky things that require finessing and the concept of keying with different body part selections can be a pitfall for many (I just figured this out). Yet all in all, it’s sped up my ability to rapidly pose a character and dive into the meat of my timing, more quickly and efficiently.

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Updates and new Demo Reel!

March 8th, 2012 No comments

Over the past couple of months, my posts have become very sparse. Work on MW3 certainly snatched up any and all free time I might have had. Now that the game has broken all records and made several metric tons of money, I was able to sit down and cut a new reel showcasing all the work I did. You can view it all on the Demo Reel page

A lot of it has already appeared in the commercials, you tube videos and news about the game. There are also a bunch of my shots in this Sledgehammer Games promotional spot.

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Breakdown Keys

April 5th, 2011 No comments
    One thing that I love about my job is there’s always something new to learn. I’ve been proficient in Maya for 10+ years and have been animating for many of those years. When you work in an industry with directors, producers and others who have a hard time fully understanding what a shot will look like while in a blocking phase, re-timing a shot can become quite a burden.

    I previously wrote about a great tool that our company’s lead TD created called Timewarper. Using this tool has been a time saver and best of all it’s non-destructive- that is, until you have to merge to curve. Since the Timewarper tool connects to the input time on each object or controller, the only way to get a real view of your keyframes back is to bake everything down. While fine with pure mocap data, it becomes overkill when you have hand-keyed data or layers.

    A fellow colleague of mine has always used breakdown keys in his animations and it would frustrate me because I would always inadvertently mess up an animation that he did if the breakdown keys weren’t converted to regular keys beforehand. It’s always been a running joke about him using them and me ‘not understanding their usefulness.’ The issue was because I always did my time scaling in the dope sheet editor (this was also a running joke among our group because no one used the dope sheet except for me). After using the Timewarper tool, we once again had a discussion about scaling keys, breakdown keys and timing shots. It finally dawned on me the usefulness of such keys.

    Simply put, breakdown keys scale evenly between two normal keys. What does this mean in a practical sense though? Say you have a long animation with densely-keyed data. You have a section right in the middle where things need to either be slower or faster, but all timing after and before those keys needs to stay the same. By converting all the keys between your two anchor keys to in-between keys, you will be able to re-time that section without having to slide the chunk of keys following the ones you wish to scale first, then guessing how much you want the section to be scaled by. My workflow in the dope sheet editor would be this:

    1) locate the keyframe to be my anchored key, then select it and everything after
    2) move those keys an arbitrary distance so I have enough room for the next operation
    3) select the keys I wish to re-time and scale them accordingly

    The biggest problem with this technique is you must keep track of the distance from your anchor key and the last scaled key. Usually this would be solved by setting a key one frame before the anchor key. The other issue is that it makes iteration on the timing of the section a bit difficult since each time you wish to re-time the section, you have to make sure the selection highlighted and remember where your anchor keys are.

    Using breakdown keys, you can effectively re-time the section over and over until you have reached the desired speed. After you’re done you can convert the breakdown keys or stamp new ones at whole frame numbers either by hand or by baking the section. The bonus is that you can quickly check your timing from the original source by using a buffer curve and swapping your curve back and forth.

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Timewarper, it’s a thing of beauty

March 18th, 2011 No comments

The one thing I’ve learned over my career in animation is that time is finicky. This isn’t to say that I have a hard time with timing an animation. But in the industry, there’s always something you can count on and it’s that the director, producer etc. will almost always want a shot re-timed. The change usually isn’t something as simple as “make it 30 percent slower”, but rather on the heels of making a fraction of the shot slower while speeding up another portion.

Being in the industry before the layering system with Maya was ever implemented, there were times when repositioning and retiming a shot meant shifting and modifying groups of keys. Add in the fact that games use a healthy amount of motion capture data and it meant for very tedious work.

Fast forward to Maya’s latest versions and there are finally a new host of tools that borrow from it’s acquired brethren like Motion Builder. Though still not as robust as MB’s scene assembly and layer blending, adding the functionality described above in a limited form breathed new life into an otherwise aging animation system. With Maya’s layering system we are now able to manipulate massive key positions while still maintaining their timing and original “feel”.

Yet the problem still remains with retiming. Even if you’re using layers to modify our scene, you still need to shift all keys in the base layer and subsequent layers to re-time your shot. Add in the fact that you may be dealing with baked key data and that makes for tedious work once again.

Maya 2011 introduced a new piece of functionality previously offered in it’s failed “trax view editor”. This concept was time warping and it allowed you a seventh type of animation curve (3 translate and 3 rotational curves). This new curve can handle the time values of a shot and allow the animator an easy way to re-time without the need to scale and shift keys by hand. Unfortunately for those of use NOT using the latest version of Maya, it would seem that your only option would be to assemble the animation using Trax.

A brilliant tech artist I work with named Eric Pavey informed my animation team that Maya has always had attributes to edit time with a curve, they were just never hooked up. A couple of days later and the “Timewarper” tool was online offering the ability to shift and re-time our shots easier than before.

I’ll say that’s it’s not all roses since working with the keyed data either requires a healthy amount of layered animation or that you bake your keys to transfer the modified time of the shot. The tool can be used in a variety of ways to even pre-visualize the timing adjustments leaving you with a blueprint on what keys to shift and how much. Since the time curve can be turned on and off easily, it’s non-destructive.

I will caution that this tool could easily be used as a crutch, and like with any tool that tries makes the core foundation of animation easier (i.e. full body IK reach, motion capture, simulations) it’s also a good way to of making a badly timed shot look horrible. Like what 3D animation did for 2D, It’s intention is to supplement your existing abilities and make mundane and tedious tasks a bit easier to swallow.

Categories: Animation, News, Tips Tags:

Palm may be dead but HP has a good hand on the helm

February 9th, 2011 No comments

All I have to say is… unbelievable! I thought for sure that the acquisition of Palm by HP was a clear signal to the design of WebOs, the Pre and everything in-between. But against all odds HP managed to not only breath life into the now defunct Palm brand, but also raises the bar for Apple.

The TouchPad tablet is an iPad in every way except that it runs Flash and has a whole host of integration with it’s sister hardware, the Veer and Pre3. After viewing all the videos of the Veer multitasking I have only one thing to say to HP… Bravo!

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On Sony’s NGP

February 3rd, 2011 No comments

I love the PS3. Despite the fact that as a developer it’s a difficult platform to develop for, I find that the games I’m most interested in consistently are either exclusive titles or are also made for box XBox and PS3. Yet for all that Sony seems to be on the ball with their developers and titles, I have to question their ineptness at announcing a product almost a YEAR ahead of the actual launch date!

I get that they would rather not leave the developers in the dark and want as many launch titles confirmed as they can, but I’m not sure it’s the right move. The specs might seem impressive right now, but as with any technology, the landscape is ever changing. What is cool now may not be cool down the road or may be used in a radically different way.

As a developer I can say that having a clear roadmap to create your next title against is wonderful. But I fear releasing this hardware so publicly gives the competition more than ample time to get their ducks in a row.

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Dead Space 2

January 30th, 2011 No comments

So many may know that I worked on the original Dead Space title while I was at EA, before I joined Sledgehammer Games and Activision. Some may not know that I and a good portion of the team that formed SHG actually worked on a good chunk of Dead Space 2 before leaving. Now that the game has finally been released I got a chance to see exactly how much was changed when I left.

I worked on the revamped Zero G mechanic that let’s Isaac fly through Zero G rather than jumping from surface to surface. While the end result is certainly a good idea, a better one would have been what I had originally worked on, which enabled you to boost and break in mid-flight. While I’m touched that the original assets were at least kept in some form, I fail to see the reason for the cut. Maybe when I finish the game I’ll see the reason.

In a few months I’ll be sure to post a new reel with some of the work that was done while I was still employed, as well as my impressions of the game and where the series might be going. It is, after all, a 90 rated game so far!

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Black Ops by Treyarch

October 31st, 2010 No comments

You know I work for Activision, you know I’m working for Sledgehammer… well it should come as no surprise then, that I’m rooting for Black Ops (part of the Call of Duty franchise) to do very well. I’ve played a lot of the game and believe me, it’s worth picking up. Though Treyarch has not been very well known for their game changing work in this arena, I’ve witness some amazing amazing things of late from them.

On the animation side of things, there’s not much to talk about. They use Motion Builder for their animation pipeline, do a LOT of motion capture work, but also have some interesting ways of comping their shots. Aside from that, their story is a bit unique for the Call of Duty universe and I’ve very interested to see what happens next.

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End of year, almost here

September 18th, 2010 No comments

Well at least for me things are coming to an end very quickly. I’ve been looking at pictures of babies, asking friends who have kids for advice, all because my wife and I have a little bundle if joy coming into this world. More on this soon!

In other news, my company is hard at work on our game and I simply can’t wait for the announcement. Rest assured I’ve been having a blast animating for this project and every shot I have worked on has turned out so much better than Dead Space. This is due to a couple of things. Most notable is the workhorse of machines we have at our disposal. Working for EA meant a lot of handed down tech and sub-par computers. Sledgehammer Games has all the latest equipment, crisp, large monitors and the tech for our game has some of the most innovative tools I’ve seen in the industry. In months after the game has shipped, I’ll be posting shared animation knowledge as well as case studies on how shots were produced. Till then, keep checking back for more updates!!

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