Today I started and finished this little walk-cycle at the request of some friends. I compared it to the work I was doing for Animation Mentor as was really proud of the growth. In a few months I hope that this animation makes me sick, even for a quick one day exercise.
There will always be room for improvement, always be things I can learn, always new perspectives to challenges. Also, I will never grow without pushing my own boundaries for quality and effectiveness. Let's get pushing!
Hey amigos, while I can't post up any of the great television or freelance animation work I've been involved in, I thought I'd share some "Reel" reworking and refining in my latest demoreel. Keep learning, keep creating. A higher res version is available at http://vimeo.com/user6176990/davidwilsondemoreel2012
Aloha compadres! This post epitomizes what I love about working in the entertainment industry - constant development and an environment that thrives on giving and receiving criticism. Refining toward clarity and appeal. I had done a quick animation exercise a while back and was pretty happy with the results. It's a quick video game style animation that can pose blend at either end.
With all animation I was trying to keep in mind clear posing, anticipation, overlapping action, weight, character, compressions, timing and spacing among a myriad of other things
Earlier version: (the videos are better on youtube since they don't crop the widescreen format)
After showing it to a few animator friends (Thanks Allen, Scott and Stephanie) it became apparent that although I had learned a lot creating the shot, there was still more I could be taught by revising the shot.
I revised the shot paying particular attention to spacing. Spacing is everything!!! Spacing imbues animation with weight in the relationships between 3 frames, every frame has to matter. Taking the time to learn again from the feedback led to more and more learning in a shot that I was satisfied with earlier. Growth isn't only making more of something, but realizing where correction is possible and applying it wherever needed (past, present and future).
I also took a stab at compositing the Maya renders with multiple layers of painted backgrounds to create a richer environment.
Gifted is a "mini short" I've had some fun on lately. How many of you have received a great gift like this little guy? What was it?
After doing sketches I filmed my son opening a mystery box. There were so many fun little things he did; I also learned that a 4yr old can't open a present in under 30 seconds but they can make a mess in less than 5.
Whoah, in the past few month I have literally been from coast to coast in the US, from the northern and southern edges as well. I've been involved in some exciting new technologies in film and worked with some great people.
In between all of fun work and family adventures, I've been working on a few side projects. This work in progress animation is one of those. I took an audio clip from Hancock and have had a blast re-envisioning it with a few rigs from Animation Mentor.
Here is a rough block pass on the whole sequence from a couple weeks ago.
Bop It was game that spent the longest time in development, but it is also one that has the most depth in user experience. The changes went back and forth trying to find engaging gameplay and visuals to reinforce that gameplay; it was tight since we developed the whole game in about eight months.
I want to include a little bit of the process here to emphasize how fluid the development process is- it's awesome- good ideas get exchanged for better ideas, weak ideas are left behind, and there is a lot of listening and responding to other. A lot of listening goes a long way.
At first, the game hid the avatars in a capsule of sorts and you could see it rocking out. Cool to see, but not experience. The second version was a big screen the avatar stood in front of...that seemed redundant and removed the experience away from the toy interaction. The third or fourth version brought in a ring on the floor around the avatar, followed by the idea to nix the avatar and create a circular construct to play with.
Lastly, tie the good aspects of all those ideas together and add richer visual cues through the environment...bingo, you've got BopIt! Below is a lighting color script for gameflow, to reduce scope and improve stage consistency we dropped the set entrance. I know FGN isn't a AAA title, but it was great to work on for it's fast pace, open direction, and the folks at Wahoo Studios can't be beat. Cheers.