Long time no post eh? I’m currently working on a lot of stuff. Big thing, new business: Get Warmer, LLC letsgetwarmer.com so i’m selling mocap data and other goodies! so to help market this i’m working on a Dark Souls-like demo with some capture data. Its still pretty early but here is some funny clips from this weeks shoot.
So at the end of 2014 I was capturing dancers for an installation project run by a group of Drexel University professors. The piece isn’t done but it should be a great one. Dancers responded to poetry with improv dance in the mocap studio. The data will then be used to generate some abstract imagery and animations that will be played over the dancers as they respond to the same poetry but months later. Its been an interesting project to work on. I just wrapped on cleaning the data (8 dancers at about 45 minutes a piece was tough by myself) so I thought I’d post up some Instagram videos I took during them. I’ll try and take some more when the piece is complete! Until then I’m gearing up to teach the mocap class again this spring term. My second syllabus rewrite, I’m feeling good about it.
2014 is almost over. What a crazy year, and TBH i’m stoked to see it go. It has been a roller coaster of a year and I’m hoping 2015 will be more like bumper cars. Anyway I’ve been working on a bunch of stuff. That monkey organ grinder game I made with Camden won first place and I got a sweet plaque. I helped make a super weird game for the Philly Game Jam where you have to play Rock Band drums to destroy Philadelphia. If you have usb rock band drums you can try to play it here.
I’m really excited about the stuff I’m working on for next year. I’m going to be organizing a video game First Friday event in Olde City Philly hopefully by February and will continue to try and push my Made In Philly logo onto everyone. Support the scene yo! But I also don’t want to jinx it or spoil too much. I will say that I’m working on a small-ish Kinect game that could get not so small. I’m also starting a procedural stealth game with Camden, but that’s super early days. There maybe some really cool pro wrestling motion capture work coming soon. And of course 2015 will be a big push for #BeatBoxing the world’s number one low poly rhythm based fighting game! Here’s some more characters as seen on Twitter dot com!
Oops haven’t updated this blog in a hot minute. Summer has been pretty busy. Graduated in June, spent a month freaking out about work and now I’m knee deep in projects.
First off is my personal project, a rhythm based fighting game working with Greg of Dumb and Fat and Dain Saint of Cipher Prime. Greg is programming gameplay, Dain is composing the music and I’m providing character art and animation. Greg and I team up on design and extraneous art. We all have other work so this is slow going but I’m really hype about it. Its gonna be big.
Next is my real paid grown up video game job. Sorta. I’m working as a dev at Philadelphia Game Lab. I primarily work with the Kinect V2 for Windows, making little games and demos for potential clients. Artists and theater folk wanna use this cool tech but don’t know what it can do and the lab has been doing a bad job getting through the tech jargon to explain it. So games speak louder than words! I made a quick demo in which two players with xbox controllers are trapped in a wheel that the kinect player can turn like a pirate ship steering wheel. The kinect player tries to spin it and get a ball in a hoop and the players inside try to play goalie while getting flung around. Its pretty quick and dirty but I am moving onto something cool and bigger. And with SPACE PIRATES! Shout out to Space for Unity asset guys!
finally I’m getting back into my true love Mocap! I’ll be teaching two sections of the motion capture class at Drexel University in the fall! WOW SIX HOURS OF TEACHING WHAT AM I DOING EVEN. Sike it’ll be great. Its really great being on the ground floor of training this army of mocap animators and techs. Gives me hope for the future of building some big studio in Philly! I got my syllabus approved and start teaching in September. On top of that I’ll be leading a small team on an experimental mocap art project with dancers and crazy projections and 3D printing (???). So that’ll be fun. All this and I’ve still been hitting the gym 4 or 5 days a week and making it to Philly Dev Night every week and Creative Mornings every month, come say hi!. If you don’t hit your pillow at the end of the day completely exhausted then you didn’t have a good day!
Hey so I’ve got some kind janky rigging tools and you should totally try them out! Instead of making a whole auto rigger I just made some scripts that do IK/FK arms and legs. You can also snap one to the other’s location, so you can pose in IK and refine in FK! If they suck let me know!
Started work on a new project with my roommate/Philly Geek of the Year award winner. You can check him out at http://dumbandfat.com/. After working together on some games in our experimental games class we decided to resurrect an old project. I won’t go into a lot of details until we have more to show but if you happen to be a fan of both Parappa the Rapper and Punch Out you’ll really dig this. Anyway here is the first version of our protagonist, who remains nameless for now…
So for my senior project game we needed some serious skating animations so I brought in 3 very talented Philly skaters and tried a lot of things out. I got basic movement, turning and riding very easily. Much like with running I had them try and go fast and just ride out of the volume and reenter it before cutting. The trouble was getting them to land tricks. It was tough for them to get enough speed to perform the trick and land all in the diagonal of the volume. I just let the cameras roll and had them go back and forth doing the same move a few times and will try to splice together the best takes of take off, trick and landing. I made an attempt to capture the board as a prop, but do to the skater’s foot placement changing it was impossible to get a spot where it wouldn’t swap with their feet or fall off if the board didn’t land perfectly. Luckily for our purposes in the game, their feet will likely be locked to the board with and IK solver and be more similar to a snowboard. I’m looking forward to combing through these 5 gigs of animations.
Been working on my character animation 2 face. This is the rough cut i suppose. I started by blocking in the head motion, adding eye movement and blinking to get some of the rhythm down. then I blocked in the opening and closing of the mouth, then wide and tight. started adding some expression and visemes to round it out. then got the eyebrows in a little. a lot more to do to make sure the timing and speed is deliberate. and i think i need to tweak things and add a lot of subtle things but i think this is all the big movements i want. audio is also pretty quiet so i’ll have to fix that somehow.