Here was my latest attempt at a Live Action Transformer that I posted a month or two before Transformers hit the big screen. It's basically an adaptation of the old Jazz bumper that would play on the cartoon before sending us to a commercial break (The Transformers will return after these messages).
This a Transformer from my short film I was making with a couple buddies back in 2002. The only thing newsworthy I did was use it as Transformer movie "leaked" footage back in 2005. It caused quite a stir and generated a little more buzz for the movie. It also gave the fans some entertainment on forums debating it's authenticity while they waited for the real stuff.
A quick face posing exercise I did to test out my rig using pictures of real facial expressions. I've noticed a TON of tweaks I need to go back fix on the rig, but I figured I'd post it for you guys to check out. (sidenote: SubSurface Scattering is cool!)
Animated intro I did for when the credits started rolling on F.E.A.R. 3. It was designed as a spoof of Danzig's Mother music video, I even had the Creep doing that weird dance the woman in the Danzig video does (but that's cut even from this animation so we see child Alma twice instead).
We decided it didn't fit the "tone" of the game, so it wasn't used.
I don't know why, we thought he looked kinda like a frog. We were going to do this whole thing where Grey Matter jumps out of my computer and dances on my desk (I think I still have the shot of me standing up and Grey Matter jumping out of the computer on my hard drive somewhere).
Did this when they were trying to get a live action movie made for Cartoon Network (seemed a little weird for a network about cartoons to do a live action movie). IT WORKED, and I got to animate the Grey Matter sequence from the Ben 10 Race Against Time! That sequence was nominated for a 2007 VES (Visual Effects Society) award for Best Animated Character in a Live Action Broadcast Program or Commercial.
I love this animation because I used my little one as reference for the movement. It's missing a shot (of the clothing coming together), but I think it still came out nice. I was worried it would be scary or ghostly, which was not the intention.
I only modeled the "kid" and animated him everything else was done by another artist.
I applied for a job at video game company "X" and they wanted me to do an animation test. The test consisted using the free online character Max and doing...
1) A forward moving jump. Character should have forward momentum for the jump. This animation should be done in 50 frames or less.
2) A two hit melee combo player attack. No weapons. This animation should be done in 40 frames or less.
No facial animation required.
Sounded good, but also kinda boring. I turned in the two animations then I also combined both of the animations into one long one, added a second character, did some extra work, set it to music and dubbed this extra animation "The Fun Version".
Super 78 had me do this as kind of a send off fun thing to do before I left for my new job out in Maryland. It beat having to do actual work... ;)
So it's a quick little sequel to our first little Wii parody animation that I did at Super 78 before I left there to go to my new job. Tried to give the little WiiMote and Nunchuck more personality in this one.
A "spare time" animation done for Super 78. Getting paid for "spare time" animation kicks butt! Wait, doesn't that make it not a "spare time" animation?
A little Wii parody animation for Super 78 during some down time. It's my first V-Ray render ever and that cable turned into a pain (running simulations), but I think it's cute. I thought I'd post it here for some critique.
Father shills his son to a talent recruiter. The son's talent being that he can "pop and lock" like he's from the 80's. Decided to give the "Generi" rig a break and used the "LoMax" rig instead for this 11 second club animation.
An animation exercise I did to show different weight and personalities using the same models.
Even though this is one of my older animations now, I forgive it's lack of animation finesse. It's actually an animation I can still look at and like (usually I hate my stuff a day or two after I finish).
As one of the few left on the project I used it as an opportunity to familiarize myself with the cinema tools we use to make cut scenes in our game engine. I put together my own cinema cameras and animation then placed it in the game.
This was the result. The lesson here is....don't leave Michael unsupervised...you will get silly things (this video had nothing to do with our pitch, except I used the "work in progress" models we had).
I apologize for the bad language in the music....but the song was just WAAAAAY too appropriate for what I was doing ;) I tried to, at least, use the cleaner language version.
This really turned into an analyzing live footage exercise. None of the "animation" you see here was refined and the timing all remained unchanged. Really it was just getting the keys down posewise with some breakdowns (although a lot were missing). This was really the animation equivalent of "gesture drawing" as I would just get the info down as fast as possible.
We ended up not getting the project so I threw stuff together to show here. It's like a months worth of work.
In order to do the Gettin` Jiggy dance animation (2006) I used a bouncing teapot (the teapot object is an old 3d animation inside joke object) timed to the music as a visual metronome to make sure my dance timing was correct.
So everytime Joe Mangione would look over my shoulder to see how the dance animation was coming along he'd laugh because it looked like the cat was dancing with a teapot.
So after I completed the Gettin` Jiggy animaiton AND to avoid burnout I decided to screw around a bit. So I made this video as it says....."for Joe" cause dancing teapots make him laugh.
Dander taps into a bit 'o luck in this short. I was responsible for only the rigging and animation for these American Greetings card company shorts (2006) while working for Super 78. Animated in 11 days.
Almost drove myself crazy dealing with the gimbal in Maya (definitely going to use 2 root bones in the future to deal with the rotations ) as Character Studio (which has it's share of problems) doesn't have a gimbal problem. Anyways, check it out (it was also the first time I've rendered in Maya) and let me know what you think...
After doing a bunch of happy fun stuff, thought I would try something a little more somber. This is me going for the animation academy award.
I wanted to change things up a bit and do a more "realistic" animation after doing a couple of "over the top" cartoony animations (you know, trying to show my "range"). Looking at it now, it's still way too over the top and comes off as not authentic....gotta keep practicing I guess ;)
Totally modeled, setup, textured (with the exception of the eyeballs) and animated by yours truly. It features my kid model (which was just sitting on my hard drive and had yet to do anything with), let me know how you like it.
Using a model I created at Rainbow Studios for a proposed "Centipede" television show back in 2000 (it was cancelled). I decided to learn Max 3's bone system and rig it up. I also learned illusions to put some 2d particles in this video.
9 months earlier I had no idea what even the name of a computer animation package was. This was back in the good old days, Beast War Transformers hadn't even come out yet. You'll have to excuse the crappy transfer quality as all I have is a VHS version and I had no good way of getting it on my computer.
So here it is, the first transformer I ever did....heck the first thing I ever did in computer animation... Just a warning if you watch it...you can't get your 3 minutes back ;)
This was just me goofing around after we had finished the Christmas special Donner because it was weird going from having a ton of work to do...to none at all (plus I just love that Christina Milian AM to PM song so much).
This was the introduction of the other seven reindeer. I still get a kick out of the wacky character designs for the show. If I remember right, I was animating about a minute and a half of footage a week....it was crazy. Although quality obviously had to suffer.
Here are just the 6 shots I did in this pilot when I was working at Rainbow Studios. I did the 5 shots of the Foot Headquarters sequence with Shredder (starting when the narrator says, "There are those who seek to extinguish the power". I modeled the giant computer they're looking at (you may notice it closely resembles Teletran-1 from the Transformers). The last Cowabunga shot was also put together by me.
I did 6 shots in this pilot when I was working at Rainbow Studios. I did the 5 shots of the Foot Headquarters sequence with Shredder (starting when the narrator says, "There are those who seek to extinguish the power". I modeled the giant computer they're looking at (you may notice it closely resembles Teletran-1 from the Transformers). The last Cowabunga shot was also put together by me. I also modeled Splinter and most of the foot soldiers.