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DavidWeinstein
01-26-2008, 06:43 AM
Hey everyone,

I found one of the Development Test Walk Cycles I did for EA Games online tonight! Thought I would post it here for everyone to check out. This was done for a commercial/trailer coming soon - for EA's Command and Conquer 3 video game. Be sure to check in with my blogsite for new uploads! -D

http://img150.imageshack.us/img150/9468/wolverinecncrenderrp8.jpg (http://www.youtube.com/watch?v=8N7td3JVIp4)

ragdoll
01-26-2008, 02:24 PM
so everything that jiggles or would require dynamics, you'd rather keyframe using FK? are there times when you'd use dynamics? when and why? :)

DavidWeinstein
01-26-2008, 06:23 PM
Hey man, Yeah everything on that walker is 100% animated. I think I would use dynamics more if I had someone available that could do it. OR if I knew how to do it :) But since it was just me, I did it by hand.

For A LOT of dangling bits, sims are needed big time! For example: Davey Jones in Pirates. His tenticle beard... you need sims for that stuff! There's just too many things to animate. I would animate as much as I could and then let someone run a dynamic pass over it to get all the tiny little sweet details.

Also if i was animating a flying creature or a airplane/space ship. I would animate it as much as possible. And then have a sim artist run dynamics on it to get all those little wing flutters and subtle shifts to make that creature/air craft look like the wind was hitting it.

I would also use sim/dyn for anything that was blowing up and ripping apart. Who wants to animate tiny itty bitty pieces of a car ripping open for days on end. Run that dynamic pass already!

It really depends on if sim/dynamic artist are available. Must of us animators only know how to keyframe. Dynamic and Simulation artist are only available on the big shows like Starwars, The Matrix and some big budget cinematic/commercial jobs. On the smaller jobs, you most likely have to animate all those details by hand. -D

ragdoll
01-26-2008, 07:04 PM
ah i see i see...it's just that from your previous reply on the other thread you said you'd rather animate muscles and anything that jiggles as a final touch, and the tentacles in that matrix bug and the tail in that SW beast! tho i kind of see why you'd rather animate those than use syms...if you can why the hell not, right? :D thanks for the reply! :thumbsup:

-rj

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