View Full Version : Pre-DomWar V - 3D Animation

11-10-2010, 04:40 AM

General Information

To avoid repeating all of the rules here on CGSociety, please refer to the official rules on the Dominance War V site ( I've repeated the section below that applies specifically to the 3D Animation challenge. This thread is where you will post all of your WIP work for the Pre-DomWar V 3D Animation challenge. Do not create an individual thread for your WIPs. I will remove any that appear in this forum.

Please visit the FAQ thread if you have any questions. (

3D Animation Rules
You have 4 weeks to finish a short 6 second fight sequence between two characters with the following specs:

Create a fight sequence where one character is the attacker and one character is the receiver of the attacks. The receiver should start standing, but finish dead on the floor.
Mandatory: Use and rig two of the 3d base meshes (mesh1 (, mesh2 (, mesh3 (, and mesh4 ( for your character animation. They must be different models.
Keep in mind, when animating your characters, they should reflect two of the 4 character classes found above: War General, Technomage, Shadow, or Corrupted.
No textures or coloring allowed. Entire Mesh should be a single color. Optional: You may show the wireframe on your rendered animation (the wireframe can be a uv map texture applied to your model).
No sound fx or music allowed. Animation should be silent.
You may NOT alter the base mesh, but you may add up to 500 extra triangles per character for gear, clothing, appendages, and weapons. No pets or extra sentient beings (including pet robots). Example: 500 extra tris for character #1 PLUS 500 extra tris for character #2. Optional: At your discretion, you may modify (add more lines/topology) the joints of each model if it helps its movement in your animation. This joint modification does not count towards your 500 extra triangles/character.
All lighting solutions and rendering solutions from any software package is allowed.
For this warm up challenge, you may not use special effects, particles, or triangles and textures for special effects, magic effects, etc.
6 seconds maximum for entire fight sequence. No extra time for lengthy credits.
Important: Your animation presentation must include your team's logo emblem and your two chosen character class names (War General, Shadow etc) in your animation. It can be on the floor, it can be within an overlay that frames your shot, it's up to you. Optional: You may add your name, website, and/or contact details alongside your team's logo and character class names if you choose. For logos, visit - Here (
Animations should be uploaded onto Youtube or similar site and you must paste the url to your animation in the submissions page for animation.

11:59 p.m Eastern Time, Monday, December 6th, 2010

11-11-2010, 02:46 AM
Two rigs and animation on 4 weeks, you'd have to be really fast!

11-11-2010, 05:01 AM
Maybe im sounding childishly naive, but 6 seconds of fighting shouldn't take 4 weeks :) even with two rigs :)

Im already in the process of rigging my chosen models hehe

11-11-2010, 05:23 AM
Are auto-rigs allowed? Or do we have to show we did everything manually?

Similarly, what's the stance on mocap bases?

11-11-2010, 09:12 AM

I m really happy there is an animation challenge to!I m in!

All the best guys!

11-11-2010, 12:56 PM
very nice to know theres an animation challenge as well. For the rigs you can use those auto-rigs at creativecrash, ive used some of them and it works great. Ill jump in here later to let you know what scripts I use.

cheers and good luck to everyone,

11-11-2010, 02:29 PM
I have been waiting for an animation challenge in DW nice that they have one now.
Does anyone recommend any specific auto-rig to use?
I was thinking to rig the characters myself but will save time if I can use an already good existing rig which also lets me focus on the animation more. :)

cheers guys!!!

11-11-2010, 04:16 PM
If I wanted to rip off a limb, could I use the 500 extra tri's for that 'accessory' (the limb Duplicate)? It also wouldn't alter the base mesh, since you could scale the joints of that area down and tuck them back inside the mesh.

11-11-2010, 10:45 PM
a follow up question to the one above about limb ripping. rather than use the extra polys for the limb, can we alter the model to separate limbs so we can rip them off?

11-12-2010, 12:41 AM
I am in. I was going to do the character art but the animation challenge will be fun.

11-12-2010, 05:55 PM
Saw this over at *******.com's rule listing about decapitation/limb rip


http://forums.*******.com/showthread.php?t=79721&page=2 (http://forums.*******.com/showpost.php?p=821269&postcount=16)

(Apparently CGTalk won't show the word for three dee total )

"looking over the rules, I would say no, you can change the mesh. But, you are allowed to ad 500 tris to the mesh, so depending on how you go about animating and camera angles, you could "fake" a body part being ripped off. use the 500 tris to model out more or duplicate body parts."

I can work with that, scale and tuck in the limb into the body, have a dup of the limb as a prop. Same process I used for an in game solution back on Heaven Vs Hell:

I'm Goin' For It!

11-12-2010, 09:48 PM
How would you achieve anything for the TechnoMage without some sort of vfx proxy/stand in?

11-12-2010, 10:44 PM
Not entirely sure, I had the same thought though. Perhaps use some of your accessory tris to fake the fx?

11-13-2010, 03:08 AM
Wow really excited for this!! Best of luck to everyone :D

11-14-2010, 01:28 AM
Here's my entry:

Bull is a War General verse Lank a Shadow.


**11/19** - More breakdown poses and revising ending move
**11/18** - Blocking pass for Lank and rigged accessories
**11/16** - Accessories laid out, 500 tris for Bull and 494 for Lank
**11/14** - Initial Blocking Pass for Bull
**11/13** - Got them rigged up today, shotting for a blocking pass tomorrow.

11-14-2010, 10:35 PM
I'm signing in to the Dominance War.

It is great that we have a animation challenge.
But why oh WHY did we have to rig the base mesh???

11-14-2010, 10:50 PM
Yone - I'm guessing since it's a game competition, they are trying to test your range as an artist in related fields.

-Character artists have to design, model, uv, texture, light
-Concept artists have to design, line work, color
-Animators have to rig , animate

Not to mention, having to rig the four meshes in all the possible programs (as to not discriminate) would be a hefty task. Not to mention how much bickering there would be about the rig, limitations or personal preference.

The characters are low res, humaniod with no accessories. So a base rig shouldn't be far outside the scope of your skill set.

Good luck!

11-15-2010, 01:55 AM

**11/14** - Initial Blocking Pass for Bull

11-15-2010, 03:40 AM
I'll be joining CGTalk for my very first contest/challenge of ever :)

This is very much a learning experience for me, but I got most of my first rig done.

I do have a somewhat silly question, though:

I'm taking my rigging class right now in college, and we're learning to set up controllers and all that jazz... for something this small where I'll be animating my own rig, should I bother? I already put controllers in for one of the models, but I'm wondering about the next one.

EDIT: added wip screenshot

11-15-2010, 05:10 AM
Garrick and I will be entering the competition with Shadow vs War General

Finished the rigging today and wanted to post up a pose like Kiel did. Gives a good idea to who is the attacker and who is the defender.

Animation will be started tomorrow

11-15-2010, 05:27 AM
I set up biped on both characters and didn't edit the mesh in any way.

Here you can see the scale of the characters and how i edited the biped rig to match the models.

11-15-2010, 05:35 AM
I do have a somewhat silly question, though:

I'm taking my rigging class right now in college, and we're learning to set up controllers and all that jazz... for something this small where I'll be animating my own rig, should I bother? I already put controllers in for one of the models, but I'm wondering about the next one.

I would say do what ever makes you comfortable. I don't think anyone will rate you on your rig.
I use biped as a rig for 3DS Max animations, and all i animate is the bones.

11-15-2010, 05:43 AM
Kyle, is it allowed to do 2-person teams?

11-15-2010, 05:45 AM
I would say do what ever makes you comfortable. I don't think anyone will rate you on your rig.
I use biped as a rig for 3DS Max animations, and all i animate is the bones.

I am much more familiar with Bipeds than custom rigs, so it may not be a bad idea for me to do a biped for the 2nd character.

11-15-2010, 07:48 AM
Very cool stuff guys! Glad CGTalk anim team is picking up some steam!

Kyle and Garrick - Great to see you guys still making magic, can't wait to see what you pull out this time.

Good luck Ray, whatever rigging solution you decide to go with, just make sure you feel comfortable production quality animation in.

11-15-2010, 11:57 AM
I am in!
Now working on the rigging.

11-15-2010, 02:14 PM
Yone - I'm guessing since it's a game competition, they are trying to test your range as an artist in related fields.
-Animators have to rig , animate
Good luck!

can we share rigs? the rules do not state that we can not.
can i create a rig and give it to all my cgsociety buddies to use?
can we use an available autorig?

11-15-2010, 02:31 PM
Joining up with CGTalk for my first competition. Lurked for a little while but decided now was the time for action!

Done rigging one of the characters, onto the second! I'll hopefully have some poses this afternoon.

11-15-2010, 02:39 PM
Here is my animatiс - shadow girl VS demon general
(length 6 sec, but in my chrome it's slow :shrug: )

11-15-2010, 03:39 PM
Here's my entry:

Bull is a War General verse Lank a Shadow.


**11/14** - Initial Blocking Pass for Bull
**11/13** - Got them rigged up today, shotting for a blocking pass tomorrow.

Really nice start! Good luck!
All the best! CGSociety Team

11-16-2010, 03:33 AM
So yea no teams allowed :(

Me and Garrick will have to split.

11-16-2010, 05:34 AM
Here is some animation progress.

The idea:
The shadow aka Horns Creature, comes out of the shadows and attacks the War General, then is thrown into a different shadow during a struggle. After that, the Horned Creature magically teleports to a different shadow then charges the War General. He then gets his horns stuck in the wall and a devastating blow is given from the war general to finish the battle.

Hopefully there will be camera angles and more of a cinematic feel to it.

Camera angle
:Animation_1: (

Wide shot

11-16-2010, 06:46 AM
Here's the early passes. Gets the idea across. :)

video/animation link (

11-16-2010, 01:40 PM
Everything's looking good guys. So excited there is an animation category this year. Finally got the rigs done. Going to start animating soon.

11-16-2010, 02:08 PM
Take a seat.I am in!

Now I finished the weighting.... (Not used!)

I have changed my players, gonna be War General vs Corrupted. I spent almost 3 days to finish the rigging and blocking(Round 1). I must be hurry , there`s no time......

And also changed the link. Here is the new link:!

11-16-2010, 03:40 PM
finished weighting and rigging, starting on blocking...

11-16-2010, 06:07 PM
Rigged my 'corrupted' character this morning. Next up is the Shadow and then blocking. Very excited to be finally participating in a Dominance War and my first animation challenge as well.

11-16-2010, 06:45 PM
Looking very cool guys! Exciting to see everybody getting their rigs and blocking in.

Surprisingly not a lot of the Big Hand Girl or TechnoMage entries. Oh well, looks like we'll have plenty of hand to hand combat between the rest.

Kyle - digging the bull charge idea, cant wait to see more

Grak - I'd suggest slipping some frames away from the blue guy crossing the bull and put them at the end, to have the impact and recovery read and not feel so aburpt

Treeboy - looking fun man

ilmstrog - do you like having fk controls for the fingers? I've always foudn them to get in the way. I typically use a single cotnrol with channels. but thats entirely a preference. Good luck!

11-16-2010, 07:32 PM
oOoOoh shit, loving all of these WIPs fellas! I better get cracking on these rigs so I can post some love too. So far I got my war general done, corrupted hopefully tonight.

Keep rockin' everybody

11-16-2010, 09:00 PM
Final rigs, ready for animation. Shadow chick and the Corrupted.

11-17-2010, 05:01 AM
I'm not sure I'll be able to finish this because of time constraints, but I got really motivated to try when some guys at work said they might enter. I did some quick rigs with Character Studio yesterday and started blocking out some ideas today. Now that all the grunt work is done with, I'm hoping to have time Thanksgiving weekend to complete it.

Excited to see the other entries too, good luck to all!

11-17-2010, 06:33 AM

**11/16** - Accessories laid out, 500 tris for Bull and 494 for Lank

11-17-2010, 07:25 AM

I typically control the fingers with one control and channels mapped but this is a new rig that I am trying out so we will see how they work out. The hand control also has some finger controls built in as channel/attributes.

11-17-2010, 03:36 PM
Shadow and the Corrupted rigged and ready to start blocking in

11-17-2010, 06:49 PM
Hey Guys!

Everything its looking very cool! :D
Start rigging asap...

Here's an idea I have for Shadow! (

The first impression I had of him was from Twelve the Street Fighter III character. So thats the concept i'm going to go for.
Is going to be tricky to morph the hand into a sharp spike, but it will be fun :)!

Good luck to everyone :thumbsup:!

11-17-2010, 07:21 PM
Got some early blocking, still working on poses, breakdowns, and timing. But here's a rough idea!

Animation (

Messing around with different lighting situations as well

edit: weapons in-progress

11-17-2010, 09:22 PM
or is there somewhere specific we go to enter? Do we post weekly WIPs? or just one animation in the end?

I checked the dom-war site, but cant find any info on it, seen some people posting stuff here, so im guessing we just post WIPs when we have them?

11-17-2010, 09:43 PM
Treeboy - Fun stuff man! Diggin the climb up and varying character scale. Gonna look pretty cool. For the final 'death blow' from the back of the neck, I would really put more into that windup/delivery. Throwing that shoulder, chest and back into would really add impact and drive the point home that he's a badass. Oh, and great idea bout the lighting per character!

MLajoie - once you start posting on the thread, I'm pretty sure that means you're 'entered' for that site/competition. Posting WIPs is required, so whatever stage you get done, toss it up on this thread. This year they've decided to conslidate all the entries into a single thread.

11-17-2010, 10:50 PM
Kiel - Thanks! There's definitely a ton I still have to do, I've barely moved past the first bit of blocking. Thanks for pointing out that spot, the timing is pretty off right around that final blow. Luckily I've got a half second or so to play around with so I should hopefully be able to toss in lots of nice anticipatory breakdowns!

11-18-2010, 04:41 AM
Found some time to start blocking things out. The Technomage (blue dude) is going to have an arm gun that forms when he sticks his arm out. He'll be shooting it on the way up while the War General is blocking it with is left arm. I still have a few seconds left to work with, not sure if I'm going to build up the anticipation at the beginning or have a more dramatic ending. Appreciate any crits.

Youtube: Blocking Animation (

11-18-2010, 04:42 AM
Just finished rigging and put my ideas together real quick. Need to get some stuff done for a friend first and then finish getting the timing right and then blocking everything out. Hopefully should be done soon.

Update 1 (

The girl is a Shadow and the Dude is a War General.

I'll finish timing and blocking, before doing camera moves and finished animation...

Hopefully over the next couple days, time permitted.

Glad to see an animation category this year.

11-18-2010, 05:55 AM
Here is an update on my blocking animation. You may ask why it looks this way instead of actual blocking :)

Welllll its just the way i animate :)

This is about 8 hours or so of blocking for the "shadow".
This will probably end up being one of the most complex animations i have ever tried to accomplish, so lets hope i didnt bite off more than i can chew.

11-18-2010, 09:24 AM
More development:

animation link (

@Kiel: I agree. Now that I'm getting into the details of the motions, I'm discovering/trying out new things, and I think it's for the better. This has more frames on the impact, I hope it feels less abrupt too. I tried to add some tension in there at the end, not sure how it reads. I need to work on how mr. red rolls his weight after the first impact, how mr. blue runs and punches, and mr. red needs to tear off mr. blue's arm. I really like the gore route you took with ripping off the head - inspired me to try and take off mr. blue's arm. Good times. :)

11-18-2010, 01:14 PM
more to show that i'm also in than to show that i've done anything

done some very basic rig for now, hopin for makin more soon

11-18-2010, 07:21 PM
Hey there I have spend about a week rigging and weighing the 2 characters in my spare time here and there. I'm making an animation with the Shadow and War General. I hope I don't fall too far behind as I've been caught up with technical problems but the weekend almost here I hope to get some good solid animation made.

There is some great work out there but a shortage of animations with armed characters.

TheGrak ( - Great animation, really fluid and powerful. The initial jump of the blue character is perfect. What I am not seeing is the killing blow of the red character, he stabs with his horns and you'd almost expect him to shake his head with the other character attached. Also when he throws off the blue character he arcs his head back and it doesn't look right. It fells to me that he should tilt his head to the left of screen and throw the body with a swing of the horns.

squall787 ( - The initial animation is coming off great. It is a bit difficult to picture the scene without the other character but we know he's there. The timing and the weight of the characters initial run is great but when he jumps off his wall run he is falling faster all of a sudden and the istance jumped seems a bit long. I think maybe as he is a slightly chubby character when he jumps off the wall you could make him arc his back backwards and spread his arms a little more to make it feel a bit like a belly flop.

KielFiggins ( - Thanks for the post. Yeah making hundreds of rigs for different applications would be a drag, but I'm still glad there is an animation challenge. I Love the blocking of your characters, I want to see more. It just strikes we that you really would expect the arms and body of the horned guy to go limp as soon his neck is snapped more than 90 degrees. I think it would make it even more overkill when the head finally comes off.

11-18-2010, 11:13 PM
The rigs are dooone!! Going to be working on the blocking next week, more soon to come.

11-18-2010, 11:17 PM
Oh yeah and how do you insert a thumbnail into a post w/out making it an attachment?

11-18-2010, 11:47 PM
The rigs are dooone!! Going to be working on the blocking next week, more soon to come.

Ricardo, to embed images you need access to your own web space using FTP and upload your images there.


Then in your post you can include a link to that image and it will display in the forum thread.

11-19-2010, 03:14 AM
Got a good amount done on the War General and added in a camera pass. Now to figure out how the Technomage should move. I'm thinking of trying really quick bursts of speed, maybe using some sort of leg thruster thing or something Techno Mage-ey like that.

First Pass Animation (

11-19-2010, 04:43 AM

**11/18** - Blocking pass for Lank and rigged accessories

Decided to change the ending. Still not sold on it, but want more emphasis/focus on the spine rip and less on the Bull's body flopping around. Accessories are rigged but not animated. Still hella rough in all areas.

11-19-2010, 05:49 AM

some more blocking

11-19-2010, 08:39 AM
Still fixing the camera moves and animating the guy, just another quick update.

Some really good ideas in everyones post so far. This is my first time animating characters reacting of each others contact so it's proving to be interesting.

11-19-2010, 06:14 PM
Cool to see everyones work so far. Just wanted to offer some quick critique:

Really nice blocking pass. I agree with the ending, I don't think it feels very strong, it seems like it's just popping off without any resistance. I think it would feel better if the Shadow guy locked the body down, maybe stepping on him with his foot, then ripping off the head. Then you could get some cool poses of the War General trying to struggle against the Shadow guy instead of kneeling down passively.

The animation is looking really good so far. I feel like everything is moving at the same speed though. Maybe the jump off the wall could use a little bit of snappiness. Why jump off the wall if it isn't going to make you move faster... or is he dodging something? It also looks like you're using a lot of time for the run when the more exciting part is at the end. I want to see what happens when he bashes him into the wall.

Nice blocking, the timing looks good. Looking forward to seeing more breakdowns since it's tough to tell how she jumps onto his head and what she does to kill him.

11-19-2010, 08:19 PM
Update: Animation (

I unstepped it a bit to work on holds and improve timing. Still have to finish blocking out certain things, especially towards the beginning. Also gotta fix some IK/FK switches that don't quite happen as they should.

Once the climb is set I should have some more time that I can play around with towards the end as it feels a bit rushed at the moment; particularly the neck stab. I'm hoping to get about half a second from the climb once pared down to its 'final' action.

Also going to rework the end pose which is pretty much a placeholder (and terribad)

edit: at some point I'll have to finalize the camera as well.

11-19-2010, 08:39 PM
Cool to see everyones work so far. Just wanted to offer some quick critique:

Nice blocking, the timing looks good. Looking forward to seeing more breakdowns since it's tough to tell how she jumps onto his head and what she does to kill him.

Thanks for the feedback. I'm going to try and finish most of his actions today and then start doing her blocking. I guess I want to finish him first since he's the driving force for most of it, even if she is the victor.

11-20-2010, 02:27 AM

**11/19** - More breakdown poses and revising ending move

Still really rough, with no pacing. Still massaging the ending, though I like how this one is shaping up, so will probably pursue more of this direction. Thanks for the suggestion Lou!

Treeboy - Lookin cool man, interested to see the polish of the jump. Also the last standing pose of the attacker feels a bit out of character.

dgovil - i cant seem to get your movies to play... is a specific codec or web plug in required?

KyleKing - damn man, once you polish this one, its gonna be crazy. You got a lot of off axis motion that really amps up the difficulty. Good luck!

Lou - lovin the head slam at the end. Interested to see how he shots those spikes, magic? forearm launcher? fingernails?

11-20-2010, 09:43 AM
dgovil - i cant seem to get your movies to play... is a specific codec or web plug in required?

What browser are you using? I'm trying out a degradable html5 video player, it's working fine on my end, but I still have to do some testing. Thanks for letting me know.

ANyway, new update. Video File (

ABout half an hours work. My maya just crawled suddenly so I figure it's just not going to be a day for work. Need to simplify the end, but I'm liking the rest.

And finally snow in Vancouver!

11-20-2010, 11:32 PM
Treeboy - Lookin cool man, interested to see the polish of the jump. Also the last standing pose of the attacker feels a bit out of character.

yeah i hate the ending pose, its on the list to be redone

11-21-2010, 01:20 AM
Hey all,
I'll be joining in this challenge as well. Seems as though we're a little light on entries so far, but that's alright. I've got some catching up to do, though, heheh!

You ready? I'm ready...Let's do this!!! Aww, it's goatsie......

11-21-2010, 02:06 AM
Here's my concepts for the two characters that I plan on animating. One is to be from the Corrupted catagory, and I'll be using the woman model. The other will be a Technomage using the long-armed model. We'll see how far 500 triangles can get me to my sketches.



11-21-2010, 07:11 AM


11-21-2010, 07:48 PM
Moving pretty slowly here... finally got a first blocking pass. Its not timed at all, so I'm not sure if it will fit 6 seconds yet. have to add a few more then get some timing in.

Things are looking good on here though!

11-22-2010, 03:47 AM
Here's more development on the character and camera animation (any crits welcome):

Here's a 720p youTube link. (
There are 3 different camera passes (35mm, 24mm, 85mm), each 6 seconds,
and I don't know which to choose for my entry. What do you think?
I wish we had more frames to key, but a minimum 6 seconds is good. :)

@Yone: I agree with you on the horns, and I've worked on the head's keys at the end.

@Kiel: Ah, I didn't rip off mr blue's arm in the end. It would of put me over the tri limit.

11-22-2010, 06:08 AM
Back to the drawing board for me. I'm simplifying everything down and introducing some nightcrawler elements to her. Plus Maya has been freaking out at me the past couple days, need to get that fixed stat.

You can see the latest update here:
Update page (

The video is in an html5/flash wrapper, so if it doesn't work, here's a direct link to the file.
Video Direct Link (

11-22-2010, 06:25 AM
Hey everybody,

Some really nice looking entries so far! Here's what I have planned out for the shadow taking on the war general.


Hopefully I'll have a first pass animation to show some time this week!

- Jim

11-22-2010, 04:39 PM
Here are the props I've added and their tri count... (

...aaand, finally got some Max rigs completed. Time to actually animate! (

- Jim

11-22-2010, 06:08 PM

got some time and made the storyboard for my future animation, hope on this week will finish the rigs and skining process.

The only thing I'm not sure is that okey to alter head's mesh? Or I would have to change it through the rig?

btw see some great work here, keep it up guys, u're great!

11-23-2010, 02:32 AM
I finally got some time to start on this. Shadow vs. TechnoMage.

Here is my super rough first pass at Layout. Just rough cameras and sliding the characters through the scene:

The next pass I will start to get in some decent Poses and nail down exactly what the main actions are. I am still unsure about the Mage pushing off Shadow's blade with his staff and may fancy that part up.

Anyways, there is a lot of great stuff already posted. Looking forward to seeing everyone's finished work!

Comments are welcome. Thanks.

11-23-2010, 05:39 AM
Hey Team,
Over the weekend and through today I finished modeling the props, rigged them up, and skinned everything up. The Corrupted lady's costume consumed the full 500 triangles, while the Technomage took 498 triangles, forcing me to ditch some of his design elements to keep him under the limit.

Blocking the animation starts tomorrow. Keep it up, guys!

Here are some progress shots (poses in no way reflect my animation idea)...

11-23-2010, 09:39 AM
Hi CGTalk!
My first post here ever. :)
The Corrupted guy caught the General by surprise. My corrupted is a spider or monkey like creature. I tried to show it moving on walls, even though it's not that clear from the previs. :)

And rigged fellows.

11-23-2010, 09:54 PM
I'm signing in for challenge. Here is my entry:
Corrupted giant VS Technomage lady, they stuck together in narrow corridor. (

Done rigging both of the characters. Technomage skin still requires some attention later on.
No additional props just few more polygons for joints. (

11-24-2010, 12:37 AM
Hey guys, Finally have another WIP. I'm going to start working on adding more to the Shadow girls animation before pushing the Corrupted any further.Also I'm still not sure where I'm going to put the camera. Any crits or comments in the mean time would be super helpful.

WIP03 (

jchristo and Gatecrasher - I'm digging the props! Its awesome to see how different everyone pictures the characters.

KielFiggins - I like where your going with the new ending, it seems to read a lot better.

11-24-2010, 12:53 AM
I am so behind but I am not giving up as I am excited about this. A partial blocking pass for one character. It is too long without being complete and really rough. I don't yet have the entire scene in my head yet.

11-24-2010, 01:06 AM
Taken me a little while to get back to people who commented on my stuff. sorry :(

Keil - Thanks for the kind words "digging the bull charge idea, cant wait to see more"

Yone - Thanks for the suggestions, i will def take them into consideration. Since this is my blocking, there is some weight in the beginning but not much. When i go through and clean it all up i def plan to add a lot more weight through the full animation.

Lou - I agree that the run is taking too long. I am in the process of blocking in the end of the battle with them punching and if i dont get the right amount of fighting in at the end of the battle, i will have to cut or speed up the beginning. The jump off the wall will need to be sped up definitely. Hopefully when i get that tweaked it will look right. Also thanks for the kind words!

Keil - Again thanks for the kind words! There is definitely a lot going on haha. I have off tomorrow through monday from work so hopefully i can get in there and polish some stuff. or at least make some progress.

11-24-2010, 07:01 AM
Hey guys, lot of good stuff getting posted! Really excited to see all the progress and entries.


**11/23** - Initial cleanup after setting to spline. Still really rough.

11-24-2010, 09:42 AM
For what it's worth, I updated the video player for my hosted videos, it should play fine in all browsers now. Albeit, the initial loading takes a little longer for the videos. I'll try and fix that too..

I'll have another update up soon.

If you couldn't see the video's earlier, they're up on:

11-24-2010, 11:02 AM
Here is my animatik - (demon in suspenders - war general, girl - shadow)
:scream: :wip:


So many great works here, by the way.

11-24-2010, 12:55 PM
Hi There,
I'm signing up for this challenge too.
My entry: technomage lady vs corrupted giant.
Rig for both done 23/11. (

I've tried to put jpg showing my idea and access yesterday (23/11) but post doesn't appear at all.
Don't know why, maybe because link form mediafire server?

11-24-2010, 02:12 PM
Damn Kiel, your animation looks great. I have watched it 10 times in the past five minutes.

11-24-2010, 04:55 PM
Hi There,
I'm signing up for this challenge too.
My entry: technomage lady vs corrupted giant.
Rig for both done 23/11. (

I've tried to put jpg showing my idea and access yesterday (23/11) but post doesn't appear at all.
Don't know why, maybe because link form mediafire server?

11-25-2010, 02:24 AM
Here is my animatik - (demon in suspenders - war general, girl - shadow)
:scream: :wip:

So many great works here, by the way.

I'm really liking the cartoony style you chose.

Anyway I've been having annoying Maya issues that I haven't had before. Possibly related to my setup, but enough complaining from me:-P

Latest update:
Update page (
Video Link (

11-25-2010, 02:32 AM
Really liking all the entries! :)
Here's more development on my side of things:

1280x720 youTube link (

11-25-2010, 03:03 AM
Haven't posted on CG talk in a while now. Never done the Dominance War thing. The animation part has me intrigued. Here's what I have so far. I haven't thought through how I want it to end yet.

Hmm, let me know if this doesn't work. Half the time that I click on this it's truncated.

11-25-2010, 04:50 AM
Hey guys,
Here's what I've got so far. You'll have to use your imagination a bit for this preview. The mage will fire his spell as she does her arial dodge. Also, I didn't do any camera work. This is just a bland camera with some slight movement in there so that they are all framed in one shot. Next preview, I'll try to rough in a camera. Anyways, here's goes:

Blocking Preview (

My idea was a little ambitious and I had to lop off the front part of the animation. As of now, I'm a little unhappy with the pacing. Comments/suggestions welcomed. Thanks.

11-25-2010, 05:16 AM
adam-crocket, I like what you have going there. a good start

rough, ugly and incomplete are three words that fit where mine stands but I am making a bit of progress


11-25-2010, 11:19 AM
Updated - camera test.


11-25-2010, 08:57 PM
I see a lot of nice dynamic animations. Great competition!

Here is my update:

youtube link (http://)

It is little more than blocking but this way me and you be able to better feel idea behind. Full blocking hopefully tomorrow :)

11-25-2010, 09:02 PM
Hey everyone,

I'm about four days in on animation now. I decided early on to forgo the blocking phase this time around and just jump in with some good old straight ahead! I haven't done that in a long time and I forgot how fun it can be :)

Here's my current progress. The last clip is the current state of the animation. I've been looking at it for a while now so critique would be greatly appreciated. Just want to make sure it's reading at this point!

Progress (

Gatecrasher - Yo Jon! I mean, John :) I like the swing around on the mage's head! The little pose she hits right after the swing and before she lands on his shoulders feels awesome. I think it would be cooler though to have the landing on the shoulders and the flip backwards happen in one smooth motion. Anyway, looking great!

TheGrak - Really awesome progress so far! I definitely like camera 3 the best. It seems to have the best timing and staging for the torso rip at the end. Also loving the running jump punch combo happening at the beginning.

KielFiggins - The big dude has some nice weight. I'm really liking the full extension pose in that second punch he throws. Cool stuff. The only thing I'm seeing at this point is the neck twist. There doesn't seem to be much resistance as he twists it around. Other than that though, I'm digging the head rip!

joomangy - Cool style! The low camera adds a lot to the dynamic feel. The suspenders slingshot is a nice touch. My only comment so far would be the staging on the suspenders hit. The camera angle made it a little tough to see what was going on the very first time I watched. Can't wait to see it done!

Thanks guys!

11-25-2010, 09:20 PM
jchristo - great idea and awesome approach! If I may suggest pay attention to War general's second slash. Its too slow and breaks bit unnaturally. I had a feeling he smash the wall or something. This is the weakest point so far. Good luck!

11-25-2010, 10:22 PM
So Far this challenge has been quite entertaining but also very frustrating. I've been working on my 2 characters for about 2 weeks now and finally I'm reaching the end of the rigging process. It has been quite formative learning more about Skin, 3ds Max's new CAT system and things like morph angle deformers.

However I've now put 2 of my characters, Shadow and the Corrupted together in the same file and they are completely the wrong scale. The corrupted is tiny in comparison to the Shadow and CAT isn't being too colaborative in scaling them properly.

Back to the help manual and google.

After this I need to model the weapons each character will use and get animating. Time is a little tight but I hope to hit the deadline.

11-25-2010, 10:25 PM
Hello guys, here is my entry, first pass raw animation, unfinished yet.

War General (in red) vs Shadow (blue) - two different battle styles, different weapons and dynamics.

Static camera:

Animated camera:

11-26-2010, 02:58 AM
New WIP posts. I've got the shadow girls motion a bit more filled out. Still have a bunch of spacing and timing to tweak I want to add more snap to a few of the impacts for sure before moving it all to spline.

a few different camera angles, and one animated camera I'm not too certain about yet.

Angle1 (
Angle2 (
AnimatedCamera (

comments welcomed and encouraged.

11-26-2010, 10:38 PM
@ jchristo: Thanks man! I really really like what you've posted so far, the movements are very clear and it reads well. I think the first swing by the horned guy could use more anticipation before he swings, and then a few less frames during the swing.

@ Kiel: You always post great stuff! I think the War Generals head could use more resistance. :)

@ Vamp1r0: Nice storyboards!

@ Agoras: Awesome stuff. I think the animated camera could accentuate the (awesome) animation further.

11-27-2010, 02:33 AM
Latest and hopefully penultimate update:

Latest update (

or you can view it on my update page at my website (

I like where I am with all the actions hitting, and now I'll go clean up the inbetweens with nice arcs and a few more details.

Really liking a lot of the entries so far.

@jchristo, I really like how you approached it and I think I'll try that for the next time I do something like this.

11-27-2010, 06:52 AM

**11/25** - Base polish for Bull's first half.

Wow guys! Theres some awesome entries going on in this thread! Really making me with I had gone way over of the top, cranking it to 11. Ah well, still pleased with the direction I'm going. Thanks for all the kind words, glad you guys are diggin it.

And yea, the neck will be more snap / pop once I get to that section. The bum rap is that I have contract work due on Dec 4th, so thats really chewing into my time i can a lot to this.

Keep on rockin it!

11-27-2010, 10:05 PM
Had no time to do more but corrupted first pass almost there :)

11-28-2010, 04:39 AM

Hey guys!, everyones is looking really awesome. Im excited to see everyones finished!

Corrupted Splining WIP#2 (

11-28-2010, 08:39 PM
Learn about Dominace War a few days ago. Wip rig on the way.

11-28-2010, 09:35 PM
Another update, full blocking pass for corrupted giant. Seems to be too tide at the end, have to work out few frames more.


11-28-2010, 10:50 PM

Continuing to work on the end blocking. And hope to set up my cameras today. As well get some polish in.

11-29-2010, 03:19 AM
so here are a couple cameras i am toying around with. None of this is final, but i think it achieves the feeling im looking for.

EDIT - for some reason my videos are squished, i think its occurs when i compress them. Will have to look into it for my next post.
You should still be able to get the gist :)

Full video - currently too long.

random camera angle

11-29-2010, 05:06 AM
Here's a second pass on my animation. I was hoping to get the majority of it done this weekend, but it still needs a lot of work. Any crits welcomed.

Second Pass Animation (

( really rough, with no pacing. Still massaging the ending, though I like how this one is shaping up, so will probably pursue more of this direction. Thanks for the suggestion Lou!

Glad to help, I like the way it's going now. You have a really nice workflow too, really cool to see the progression.
Lou - lovin the head slam at the end. Interested to see how he shots those spikes, magic? forearm launcher? fingernails?
Thanks, still figuring out where they come from. I made a gun come out of his arm, but it just didn't feel right especially how he jumps around now. I think I'm going to try a more magical approach, but that's tough to do without real effects.

Been enjoying seeing the other entries so far, keep up the good work. I just have a quick comment for you squall since yours was the last one posted. I know you said the camera is not final, but that first camera cut is a jump cut ( Then the action gets lost since one character overlaps the other. The random angle looks nice and I do like the handycam feel.

Hope to give feedback on some of the other anims soon too. Sleep now...

11-29-2010, 08:49 AM
Second pass. Tried messing with camera and lighting too.

11-29-2010, 09:19 AM
I'm glad to see all these good animations ! Very impressive ! :thumbsup:

11-29-2010, 09:36 AM
Hi animators! :)
My update:
It's too draft so far. Here I marked some corrections I plan to do and playblasted where I stopped last night.

11-29-2010, 02:01 PM
Calling it quits for now. Still a lot I want to change, but don't have the time anymore. I'll continue it when I get some time.

You can see the latest video at

Direct Video (
and all my progress etc at
My Website (

11-29-2010, 04:42 PM
Thanks for the crit Lou

Yea im really not liking the jump cut. i used two different cameras and was going to use a side camera instead, but the 6 second timeline doesn't really allow for that angle. I will defiantly be getting rid of that cut and maybe go no cuts until later in the video. (If any) Thanks for the heads up on that "jump cut" i actually didn't know it had a name.

11-29-2010, 05:18 PM
For some reason this video seems a bit jittery to me. Oh well... Made a bunch of edits from my last update. I Think if going to spline the curves and start to clean it up.


11-29-2010, 05:18 PM
[QUOTE=Lou]Here's a second pass on my animation. I was hoping to get the majority of it done this weekend, but it still needs a lot of work. Any crits welcomed.

Second Pass Animation (

Nice work, like what you got so far.

First off you might need to make it one sec shorter (one of the rules don't go over the time given).

The guy who shoots the spikes out of his hand, it would look better if the action you got was not with one hand only to shoot spikes. Try a left, right, left hold then a right or even better double spikes from both hands.

at one second in the clip the big guys left feet is planted strangely. Also not sure which leg the weight is on, Im guessing the right so the hip would be opposite.

At the end watch out for the big guys left leg it slides, good work man keep it up. @Lou

11-29-2010, 07:04 PM

Alriiight!! Here we go, finally got done blocking out my animation. I got all of my main keys down, but I also put in many of the breakdowns already to help me determine timing better! Camera is still in the works but I know I will change that last shot. I was tired yesterday and I couldn't think of an interesting way to frame the finale! Any Ideas?

Any crits welcome

P.S. I'm loving the entries everybody!!

Kiel, great weight on the big man, reminds me of some kind of tribal bruiser w/ his loincloth haha.

JCristo, Love the style man, great camera work btw. Only thing is that I feel the big guy should swing his sword a couple of frames faster after the anticipation. But damn I really like the shadow guy!

Agoras, love the choices you made on the guy's jumps, really dynamic. Only thing I can say is that the part where he throws his ax at the girl is a bit hard to read. Maybe he can hold while the girl reacts to the hit so our focus will shift to her and then back to him as he lunges again.

Yone! Thanks for helping me out w/ the forum question, I have image shack now so I can post screen captures. Good luck on the rigging!

Again, I'm really excited to see everybody working on this!

11-29-2010, 10:45 PM
So my earlier post was exported at the wrong frame rate or something weird. Looked all jittery or something. Any how here's a better version. Keep firing away with any crits!


R1c00 - Thanks for the comment, I agree with you about the readability around the throw area. I'm pretty up against the wall for frames is my issue. Side effect of not planning well enough maybe. I'll see what I can do. Yours is looking pretty sweet. I love the impact when they first collide.

The Grak- Thanks, I think I'm going to stick with this camera after I clean it up a little. For yours I like the second two cameras you had, I think the third was best. I really like that jumping roll towards the beginning in yours.

11-29-2010, 11:38 PM
After seeing some of the comments I was getting back on the big guy's second attack, I decided to try something a little different. Let me know if anything in that area seems unnatural or off. Thanks for all the feedback everyone. It's been a big help!


MLajoie - I like the staging of yours. The dodge the guy does to screen left looks very Tarzan/ape like. I'm digging the roll as well. Coming along nicely!

squall787 - This is looking pretty sweet. I love the head twist/hip toss at the beginning. It's got tons of weight to it. The face hits at the end kind of remind me of how a ufc fighter will hit an opponent when he's down on a knee. The motion looks really convincing all the way through. The camera's looking nice as well. Really dynamic first shot!

Lou - I love the way his legs dangle as he's caught in the air. It might be cool to see him struggling a little bit right at he's caught and then stop moving as his head is crushed. Just a thought... if there's time :) Not a lot can be added I'm sure with that six second limit.

- Jim

11-30-2010, 01:53 AM
@Jchristo: Loving the pacing and camera work in yours. Easily my favorite of the group. I liked seeing how you fleshed it out too. Very inspiring.

11-30-2010, 03:18 AM
sheldonsmith: Thanks for the feedback. My animation should be 6 seconds...180 frames. Not sure why youtube says 7. You're right about the arm shooting. He pretty much just hits 1 pose and floats in the air. It's partly because it was supposed to be an arm gun that tranforms from his arm. I like your suggestions, ill try to work that in.

R1c00: Nice poses, the action feels really good already. I think the reaction of the guy getting hit by the axe is a little odd. It kind of just sticks in him and he doesn't do much.

Agoras: I really like this one, especially the feeling of the dude ripping his hook weapons out. This might be just me, but I loose track of the weapons especially when the guy blocks the girl's weapon. It almost looks like he is throwing his weapon too. Maybe it would help if he had more of a block pose rather than a swinging motion.

jchristo: Wow, looking really good! Just a small comment... When the big guy gets hit with the uppercut slash, you could knock him into a more upright pose. Then it might give the reaction a harder impact when he gets hit down. Not that it doesn't feel good now, just might add a little something. Thanks for the feedback about mine too. I definitely want to add some more struggle into that whole part, like you mentioned.

11-30-2010, 06:28 AM
Worked mostly on the camera tonight. Took inspiration from blur studios short films. Could definteltly use some more tweaking.

Hope to hear what everyone has to say about it. I think it could make or break my piece, so i HOPE you guys enjoy it.

Thanks to everyone for the support and kind words.

LATEST ANIMATION WITH CAMERA ( (12 mb) may take a moment to load

11-30-2010, 11:52 AM
looking for comments

11-30-2010, 01:36 PM
Hope to hear what everyone has to say about it.

Hi, Squall787, I like your animation, but can you make RightCharacter (War General, I hope), when grabbing the horn of Shadow, keep holding it (to rise his head up), when smashing his face ? IMHO, this will be more aggressive, rather than release the horn when hitting !

Sorry for my English, but I hope you catch the meaning. :lightbulb

11-30-2010, 02:33 PM

I've just completed the prop/weapons for both characters and added about 400 Tri to the shadow and about some 300 to the corrupted. Also to keep things clear by adding some colour to each character, the old Red vs. Blue which some other people around the forum have been used seems to be the way forward.

Hopefully I'll have my first video WIP today.

11-30-2010, 02:41 PM
Well I had planned to get a lot done over the Thanksgiving holiday but that didn't happen. I was able to spend a little time working on the first 3 seconds this morning and getting the blocking closer to being final


11-30-2010, 03:00 PM
squall787- I've been liking your entry whole way through. There's some really nice weight where he pulls him over into that roll. The only thing I had to say is what Christov already did. If he had a hold on the horns he could drag the head up for more anticipation on that final head crush. My sense is that your up against that frame limit though. Looking great!

Lou - Thanks! Most of the comments I've been getting have been about the readability of that part. Having a bit of trouble due to the frame limit. I think I'm going to finish getting the curves cleaned up a bit and then play with that part . Yours is looking pretty sweet, again the only thing I'm seeing at the moment is that he holds pretty stiff in the pose while firing his projectiles.

11-30-2010, 08:30 PM
I'm not pleased with this update, but little progression happened.

12-01-2010, 05:21 AM
Hey all,
Progress: I've blocked in generally what I want the Technomage to do at the beginning, as well as done a little work to the ending as well. I think I will be shortening the ending (taking out the punch that she does at the end) so that I have a little bit more time for the Technomage to track the Corrupted girl with his glyphs. Right now he does very little tracking, and fires pretty much immediately, which is hard to read. With a bit of extra time, I'll do a bit of rework to what the Corrupted does in the beginning/middle. In the mean time you can see what I've done since last post. If possible, I do not want to have any camera cuts in the final version, but for now there two angles showing off my progress.

Feedback is always welcomed.


12-01-2010, 06:54 AM
Thought I'd chime in with some thoughts on your guys' work. Just wanted to say a little bit on most of the entries - to show you guys I care. Take it or leave it, heh. =) So, going from latest posts to older ones....

DawidKliszewski: Can't wait to see how your Girl moves. What you have so far shows a lot of promise. For the big dude, you might consider adding some overlap in his arms when he attacks. Seems like his spine and arm(s) move at the same time when he attacks. Maybe try lagging the arms behind by a couple frames? Also, the second time he gets hit, he smacks up against the wall nicely, but then settles into his kneeling pose sort of floaty. You may not have gotten around to it yet, but just in case, don't forget to add some nice weight to him when he takes that knee. =)

kukart: The Girl reminds me of Little Mac from Punch Out! I like the scale difference you chose too. Maybe calm down the camera a bit, it spikes up at one point in the animaiton. Keep truckin'!

squall787: First off camera - I really like how you start it off with the Bull rushing towards us, but I think the best angle to show off the Bull getting tossed is from a side view. Maybe pan the camera out to the side while he is rushing in so we can get that nice side shot of him getting tossed? I also dig the Bull running along the wall. Suggestion: when he goes to run along the wall, boost him up a few feet. It's a cool move and I'd go all out with it, making him run real high so when he dives at the Lanky guy he's coming at him from a high angle. Also, with the Lanky guy, I think it is strange that he tosses the Bull, only to go back and casually reach for him right as he teleports. That gesture doesn't seem aggressive enough, anyway to amp it up? Concerning the ending, when Lanky Guy gets rammed, I'd flatten him up against the wall, really make him get speared! When he stands up from the ramming, he doesn't use any of his limbs to hold his weight. The arm that was propping him up is the arm that punches, causing him to translate up unnaturally into a standing posture. Take it or leave it, but if I were you, I'd make the Bull spear him into the wall and kill the Lanky Guy with that shot. You'd have plenty of time left in the animation to get a nice wall slam and body crumple. Just my 20 cents worth, heh!

jchristo: Hey man, I'd put the Big Guy's mask getting knocked off back in. I liked that bit! It added impact. Also, seems odd that in the Big Guy's 2nd-would-be-attack he swings the sword all the way back around - then up - to poise for a strike. Why wouldn't he just keep the swing momentum going and cut the Shadow in half? Seems like an odd second attack choice. Really nice work, though. One thing that I am already going to do differently in mine is for the end pose, since it's the last thing you see, I'm going to make the Corrupted Girl strike a much more dynamic pose. Maybe consider doing the same. No sense in having the last thing you see be a relatively static pose, is there? Well, maybe see if it adds anything to mine before considering this last point, heh!

Agoras: Something seems off about the arcs of the Axe Guy's jumps, almost like he is ricochetting off an invisible ceiling. For his initial axe attack (the one that misses) it seems like he snaps into the pose of him with the axe fully extended. Seems like it needs another frame or two to sell the swing. I really like when he sticks his cleavers into the body and tosses it aside. Nice touch.

R1c00: It's cool that you went with the two big dudes. Just brute strength pitted against itself. Looking forward to seeing more progress with this one.

dgovil: Hey dude, after the big guy gets scratched he goes into a static stand pose. It's probably just a left over pose from blocking, but I'd definitely pose him so that he looks pissed and ready to fight.

Olkhor: Couple of suggestions for ya. For the Lanky/Spidery guy it's interesting that he climbs up that pillar, then drops down and rushes in, but why? According to the next shot the guy hasn't even noticed he's there yet. Speaking of the second shot, I would edit that turn around out of your animation. It doesn't add a whole lot to the action, especially since the Spidery guy hasn't entered the frame yet. Perhaps blend the two shots together in this way: Have the Horned guy throw his axe or a big rock, or something at the Spidery guy which is why he dodges up that pillar. When you go to your second shot, the Horned guy is already aware of him and immediately swings at him with his axe, in which the Spidery guy dodges (just like you have it, grabbing the spear, and killing him.) The ending is a little bit confusing too. He does a screen wipe, so to speak, with his palm smash, but the Horned guy is face down. So he wouldn't even have that POV. Just some thoughts.

Lou: One crit that I have is that for someone that can shoot projectiles out of his hand, why does he jump up and towards the Hulk, where he can reach out and grab him? Any way you can have him grab his face in a different way? The animation is really coming along. My only beef is that how he gets grabbed seems a wee bit contrived.

MLajoie: Hey man, I really like the gorilla walk you have in there! For the Girl, I think you over did it a bit with the squash and stretch. It comes off as a little Looney Toons-ish, and I don't think that is what you are aiming for. I'd try going a bit more subtle on that. Enough so that we can feel it, but not see it, if that makes any sense. Can't wait to see what you do with the Girl while she's in air. Nice job!

TheGrak: Nice work so far, man, it's looking good. Couple comments, the opening punch by the Blue guy looks really good, but the Red guy looks like he is squatting down to give him a fist bump. Maybe delay his block a bit, so he's not sitting there just waiting to absorb the blow? There seems to be a lot of feet sliding going on as well, almost as if they are fighting on ice. Maybe you haven't locked the feet down yet? When the Blue guy goes to do his final punch before he gets killed, his legs are doing some really strange stuff. Also, when the Red guy lurches in at the end and sweeps him up with his horns, pay attention to his feet that come out to catch his weight. They are pretty delayed, and I think he would have fallen over by the time they plant. Keep it up, though, it's looking good.

*Yaaawn!*...okay, time for sleep. I might have missed a few entries, but you probably didn't want my comments anyways, haha! Thanks for taking the time to read my long post.

12-01-2010, 02:02 PM

Hi CGTalk!

It's the first time I've posted here.
The girl is Shadow ,Big Boy is General.
The girl is quick and slick, but at the same time very clever and elegant.
The General, on the other hand, is strong, powerful and raw.

Feel free to comment. Thanks.

12-02-2010, 05:52 AM
Hey all,
Today's progress includes a blocked in camera, a cleaned up ending, and a quick and dirty sim on her waist cloth (clearly work needs to be done here, haha!) Due to major construction to the Corrupted girl's beginning portion of the animation, the Technomage doesn't aim at her - ever. So that needs to be fixed next. Along with basically all of the Corrupted's beginning portion of animation. And all kinds of other details, like the Technomage's magical glyphs, etc. Oh boy...


12-02-2010, 07:11 AM
Hey all... I've been lurking in the shadows trying to get stuff ready for this. I finally have stuff to show... albeit minimal. Cursed thanksgiving break/vacation really threw a wrench in my progress. Anyway... here's my character accessory/prop concepts and a screenshot of the posing. The shadow character will eventually have his cape, but for now i'm leaving it out (gotta iron out some bugs.)

Hopefully I'll have some blocking animation to show tomorrow.

12-02-2010, 07:32 AM
@ GateCrasher

12-02-2010, 07:48 AM
Whoops! Sorry for the double post


Hey man I like where you're taking this! Very creative way to show a technomage w/out any FX. I wasn't sure it could be done but then I saw this, major props.

One quick note on timing though (my favorite!). At the end when she is gathering up all of that nice momentum swinging from the technomage's neck it seems like she looses a little steam on the actual slam. I know the guy is not a feather but I think if she swings him around just a couple of frames faster it would make the slam look more brutal.

Just a thought, keep rocking

12-02-2010, 09:50 AM
Hi Gatecrasher! Very solid work, super! Just two minor things I noticed: while spell casting, in first 3-4 sec. the mage's feet are fixed to the ground. It's missing of subtle slips. And the camera is to intensive to my eye. At the end of 1st sec the girl looks like if she's sliding due to that camera move.
Thanks for your feedback. It's too late for such a big changes, though. I wish I could finish this animation on time as it is.:shrug:

12-02-2010, 01:05 PM


12-02-2010, 01:30 PM
Hi everyone!

Here has a different camera angle,and different end of my animation.


12-02-2010, 09:55 PM
Here it comes, another update, another approach to girl animation.
I have cached fps bug, all previous movies was rendered as 25fps, should be 30fps, sorry about that.


Gatecrasher, think you got a point, I will do some improvements during second pass, thanks for tips. You are doing well so far, I will put sort of review tomorrow.

12-03-2010, 12:04 AM
Ok, so progress has slowed up quite a bit on this now. I feel like I'm just changing things to change them at this point. Any insight I can get from you guys would be helpful. Thanks in advance!


adam-crockett - Thanks a lot man! It's nice to hear you're liking it.

Hopefully tomorrow I'll be able to spend some time taking a look at everyone's new updates and give some feedback. Have a good night everybody!


12-03-2010, 12:34 AM
Wow JChristo! Looking pimp!

12-03-2010, 05:06 AM
MLajoie looks awesome!
but i think in the rules it said nothing for magical effects and such
i would hate to see you get disqualified for your magic fx although they look really sharp!

12-03-2010, 06:01 AM
Hey guys,
Still plugging along. Made some headway on the Corrupted girl. Still need to tidy up her jump into the air for the final dive bomb. Then comes orienting the Technomage towards her. Then all the polish at the end. Simple!

Here's the latest vid! (

R1c00: I took your advice and took out a few frames for the head smash move to make it have more impact. I think it looks better now, thanks!

12-03-2010, 06:05 AM
Viper3d: Go for it, Jason! I'm sure you can cobble something together by Monday!!!

12-03-2010, 07:33 AM
Next pass. I really should've planned this thing out. : (

12-03-2010, 07:37 AM
@Gatecrasher: that's looking really nice. I love his magic. Some foot movement during his magic would really bring him to life, even just a little weight shifting.

12-03-2010, 03:45 PM
These days had been so busy that I couldn`t even start my rigging! Now it had been Last Three days! I hope I can catch it!! Couse I don`t wanna lose this great opptunity to communite animation!

Today I finished the rigging and Layout! So tired! Here is the link:

Hoping I won`t be disqualified......

12-03-2010, 03:56 PM
Hey Adam-Crocket and Olkhor, I hear you about the feet being nailed to the floor. I'll see if I can add some weight shifting and stepping when I do an aiming pass on the Technomage. Thanks for keeping me honest. =)

12-03-2010, 05:12 PM
Hey Gatecrasher,

Loving the animation, i think you have one of the strongest pieces.

Just my .02 cents,
You have really strong poses throughout the whole animation accept in two spots, in my opinion. When she jumps to the left its great motion and a strong pose as she jumps, but i think her landing pose could be pushed and made a little more extreme. I think the animation is fine there, just the pose is weaker than the rest of your animation. Also at the end when she slams him down, her "laying down pose" also doesn't look as strong as the rest of your poses.

I also agree with the feet movement, it would look bad ass if he did a step or two and his magic element moved with him. Offsetting the movement of course. Great job man! really enjoy watching it.

12-03-2010, 08:13 PM

Hello everyone, just got done w/ the timing pass. Camera animation is almost done but still taking suggestions for the last shot. Hopefully Its mostly hammered down and I can start to polish it. I think the very last shot is a bit rushed but I'm out of frames! I'm trying to pull some from somewhere else but its tricky because 6 seconds is not very long overall.

anyways, feel free to throw some feedback my way since I might not be able to post another WIP before the monday deadline . Polish Polish Poish!

Good luck to everyone over the weekend! Lets put out some sick shit

(had some good coffee this morning ;D)


12-03-2010, 08:14 PM
Blocking phase complete finally. Its not clear that she grabs monstrum head still, and hands contact needs to be work out a bit. I hope next two days reveal final quality.


Best wishes to all competitors and observers!

12-03-2010, 09:47 PM
@ R1c00 - Hey man, I'm really liking the animation so far. Solid timing, clear shots and cool idea with the clavicle chop and kick over! My one suggestion for the last shot would be to combine it with the second to last. To me, the last cut out for the kick over feels a little busy. I think pulling the camera out a little, having it be a little more perpendicular to the two guys and combining the two shots would open up the frame a bit for the kick staging and just feel less busy.

Just my thought though... still looks awesome as is :) Can't wait to see it finished!


12-03-2010, 11:04 PM
MLajoie looks awesome!
but i think in the rules it said nothing for magical effects and such
i would hate to see you get disqualified for your magic fx although they look really sharp!

uh ohhhh, i guess i never thought of the white spheres she throws as a special effect.....


12-03-2010, 11:40 PM
I've fallen quite a bit behind due to other projects, but I'll be finishing it up this weekend. Here is another WIP screenshot. (Not accessories yet).

12-04-2010, 12:06 AM
hi guys. im using Maya 2011, im a beginner animator and rigger, and im having a hell of a time getting my hands rigged!
i've been learning rigging from the Digital Tutors website using their tutorials and applying them to these meshes.
How come these meshes aren't in a T pose?
i tried to move them manually but its deforming to much
ive been messing about with the joint rotation and everything for a week and i cant animate a proper fist.
aligning the joints properly in the fingers in that relaxed position has proved to be impossible for me.
any advice?

12-04-2010, 09:18 PM
MLajoie looks awesome!
but i think in the rules it said nothing for magical effects and such
i would hate to see you get disqualified for your magic fx although they look really sharp!

good news i emailed Fred (Dom war), and he ok'd it. PHEW! :)

12-04-2010, 09:50 PM
Olmost there, here another update:


12-05-2010, 02:36 AM


12-05-2010, 08:24 AM
Here's more development:

Link to animation (

Add in a new environment+lighting, new staff weapon to mr. red, and new 4th 'MMORPG' overhead style cam.
Still a few more keys to add and fix up.

Check out Vladimir's entry! ( < That's awesome!

Don't forget the deadline has been pushed to Wednesday :)

12-05-2010, 02:47 PM

Here`s my work today.

As you can see,I put a little funny element into the animaiton. When the Shadow(the bull) was dodging, he could not control himself very much. Course he is so "strong" as a Shadow soldier. Haha..
I really would love to make some comparison in my animation work. Acturely,Shadow should to be skinny,tall,move quickly and a great control of himself. But I thought,what if a bull wanna to be a Shadow soldier? He was dreaming about to be a Shadow when he was a child. So he work harder and harder. And finally, he make it! He became the greatest Shadow in the world! And also, he is a funny Shadow soldier. When he was fighting, he could make some funny poses. Just like he was saying, "Even I am not stand firmly, but I still could win.Course I am the greatest Shadow in the world."
In my opinion, in this way, the character is a real person to me.He is Confident,Strong,and humorous.

Hope you guys like it, and please feel free to say what you feel about it! ^_^

And,,,I am really very sad that I can not get link with YOUTUBE and VIMEO website in China...
I really really wanna have a look at you guys` work. In fact, I only could watch several of them....What I could say is they are all fantastic!
Specially,GateCrasher, you really did a great job! I love the design of She put He a little up holding his head. And the camera, using a little change of the camera, to express a lot of message. It is so difficult to do that for me.
And ,Squall787, I try to download you animaitons. But,,, something wrong that I couldn`t even get one of them. I am so looking forward your work.
Now, I am also working on solving the website problem. But first maybe I should submit my work before 8th.

Woo,,,,, It been so long, I am not very good at English, so a friend of mine is helping me with this long ,,,long talk. I think I should stop BlaBlabla,,,,,(This friend is also NOT an expert of English, so hoping you guys could understand what I wrote.)

Hoping you guys have a good day! In my time of China, we should get into bed.
And continue uploading tomorow.

12-05-2010, 04:35 PM
Stupid question but where exactly should we paste final animation link?

12-05-2010, 05:45 PM

These are my final animations for the contest:
I really hope you like them.

Good luck to everyone!

12-05-2010, 06:26 PM
I looked around but I couldn't find anything about cameras; are we allowed to have multiple cameras/angles?

12-05-2010, 07:14 PM
I looked around but I couldn't find anything about cameras; are we allowed to have multiple cameras/angles?

It is also not clear, I assume the rule "animation is limited to 6s" could answer to this one.

12-06-2010, 12:58 AM
My last WIP update, next will be my entry :)


12-06-2010, 01:14 AM
11:59 p.m Eastern Time, Wednesday, December 8th, 2010

Here is a look at what my scene looks like along with the latest animation.

Camera still needs work, trying to make sure i dont over do it with too much motion.

the end still needs a lot of polish.

I changed the part where the war general attempts to grab shadow. Now he punches as the shadow teleports. I also adjusted the posing on the war general when he punches the shadows side. Hopefully he doesn't look off balance now.

Thanks for the input, i appreciate the time you took to look over my piece. I took some of your advice, hope you still enjoy it.


12-06-2010, 02:11 AM
Final animation:

12-06-2010, 03:22 AM
Getting 404 Error, Kyle

12-06-2010, 03:33 AM
i had the wrong link at first, is it working now?

12-06-2010, 04:44 AM
Hey all, finally made some progress these last couple of days. Here's where I'm at so far. Its not fully fleshed out yet, as you can tell by the end...

Camera was pretty rushed, going to need to take another stab at that soon. And I feel like my overall timing can use some tweaks here and there. Let me know what you think!

I'll try to get to some more feedback for others, I know its coming a little late and might not be all that helpful to some. Who knows, maybe with the extension it will help!

MLajoie - Looking really awesome man! I really dig the way she's summoning the energy orbs. My one comment would be that her second and third orbs seem to just go to her hand rather than the summoning being driven by her actions like your first and final orb. Maybe she could reach down slightly as if she was partially grabbing them as they come up. Otherwise its looking really great, I love the ape like movement of the character on the ground.

squall787 - Very cool camera work! I love the attackers all out recklessness and energy. The last two punches before the final face smash feel a bit rushed. Maybe would could just combine the two into one stronger single punch and a big anticipation to the face smash. Looking great though!

DawidKliszewski - I love the little secondary movement you've added! The hair swaying and reacting to her magic adds so much. great job!

Bakarov - Looking good Bakarov! I love the big mace slam mid way through. so much powwwerrr! My one comment would be that her movements get a bit lost from time to time on the black background. Maybe add some more rim light to her or try a lighter background. Very nice indeed though!

FKK - Holy crap! I love the little hop dodge onto one foot, some great balancing animation there. I get a bit lost as to whats going on when they both do their flips though. I think its how erradic the camera gets while they flip around. Maybe tone down the camera in that section or get rid of one of the cuts. Also, I think if you add a ground plane and render some shadows it'll help ground the characters so we can get an idea of the pink guy porting around. Its looking great though!

I'll try to jump back on later and toss some more feedback out. I need to get my butt in gear and try to finish this thing! Good luck all!


12-06-2010, 03:45 PM

That looks great.

I am still really behind. Here is an update, not much more than blocking. Only three days to get this sorted!


12-06-2010, 03:49 PM
Hey all,

Got a little more done this weekend. Tried to simulate the shadow's hood... kind of came out looking crazy, but oh well. I'll try that again soon. Also slapped some lighting and colors in. My background sky didn't render so the general barely shows up at the moment, but at least I finally get to see it with motion blur :) Hopefully a second pass on lights and materials will have it looking a little better. As always crit is welcome!


KielFiggins - Thanks a lot man. It's always encouraging to get positive feedback like that! Can't
wait to see your entry!

Bakarov - Animation's looking awesome man. Nice job!

Good luck to everyone on Wednesday!

12-06-2010, 04:00 PM

Thanks very much for the advise!

I had add some boxes in the screen,and also change the jump attack to make the fight clearly. Hope that works. Also I creat some bullets,and gave Shadow a cloak.
And I love your characters` dress. I `m loving it. Looks so cool.
But my website was still not wery well, I dont know whether what I saw was your latest work, I am looking forward to watch the final work.

Here`s the link:

12-06-2010, 04:42 PM
Just wanted to bring this to everyone's attention.

12-06-2010, 05:00 PM
Just wanted to bring this to everyone's attention. (

This is concerning.
I'd like to get more info on just exactly whats going on here, before submitting any final animations that could be sold. Reading over what is posted there, it looks like "Fred Hultqvist/Game-Artisans will be compiling all submitted entries into one downloadable pack (.zip/.rar), then charging anyone who wants this pack a fee of $1.99."

It seems there is some debate happening as the dom war rules page is on 'hold':

I'm going to wait to submit my final entry until this is all cleared up.

*update: reading over the CGSociety post regarding this, I don't see a way to 'opt-out'. Please correct me if I'm wrong:
Kirt: "Please be aware that you are agreeing to these new terms when you submit your work to the Pre-DWV challenges."
I've already submitted work to the preDW challenge. Does that mean any work I've submitted thus far can be zipped up and included? Or does this only target the final entries? Reading over other posts, it seems the money is going to GameArtisans and Fred, to be used for server + competition costs. That sounds perfectly reasonable to me, but I'd have to argue that CGSociety should offer a checkbox that allows a participant to opt-out, if they don't want their work included in the .zip, as that wasn't part of the original competition rules.
Either way, it's been really fun and inspiring seeing all the great entries from all the different sites! I wish Game Artisans and Fred Hultqvist the best, with the note: rules shouldn't change that late in the competition - but hey, it's your competition/your costs/your rules. Thanks for letting us be a part of it! :)

12-06-2010, 07:28 PM
Hey guys,
Didn't get as much done over the weekend as I wouldn't liked, but coming down with a nasty cold will do that. I've added the Technomage tracking the Corrupted, and in doing so made his feet do a bit of shifting and stepping. I made some small tweaks to his glyphs, the Corrupted's armor bits (can you see them move???), and got animation on one of her feathers (I hid the unanimated ones temporarily.)

What's left: Still want to see if I can push the Corrupted's first crouch pose, as was recommended, some Technomage mouth animaition yet (it remains static in the middle of the anim), the 5 other feathers on the Corrupted's head-dress, and to come up with a solution for the cloth bits on both characters (simming may not get me what I want.)


It's a little bit bigger than the other previews. I didn't use the same compression settings - oops. It's a 5mg movie.

12-06-2010, 07:42 PM
JChristo: Could be the weird lighting/background not rendering, but it looks as if the hood on your Shadow guy is rendering the inside faces only. Are the normals flipped or something? Or maybe make sure the material is set to 2 sided. Also, maybe make the initial knife that sticks into the General's back stick out a little further from his skin? It goes so far in that it looks like a little gray bulb floating around in certain parts of the animation, instead of a knife handle. Looking really good, though!

ilmostrog: Perhaps consider condensing your idea? You have a lot of moves going on in your scene right now (7-8 moves on each character), and timing is going to be really tight. With the looming deadline, maybe it'd be in your best interest to pair down your idea to the most exciting moves? As you are still in blocking, pulling a move like this is not out of the question. Just a thought. =) Best of luck, whatever path you take to the finish line!

Bakarov: Congrats on finishing! You have a strong submission for Team CG Talk. WooHoo!

12-06-2010, 08:26 PM

I really appreciate the feedback and I agree, I have a lot in there for 6 seconds. I am not sure how I am going to condense it but I am going to look at it in that light.

Thanks again.

12-06-2010, 08:31 PM
Viper3d - so far so good, not much to tell before you will finalize action, but landing could be less generic, slide is unnecessary and little more anticipation before he moves forward. Good luck!

Gatecrasher - If I may say few words its good peace of work. Just had a strange feelings about first jump to the left. Its too fast to see what is happened with legs but I can tell one of those leg is not working right, not pushing and thats why looks odd. Its just a suggestion.

Meanhwile, using extended time, I prepared different rendering style.
By the way I wonder if you can help me to make a choice. Which render looks better?
or previous one:

Thanks for your input, welcome at any time. I'm glad with any opinion. Greetings!

12-06-2010, 08:39 PM
Like I said, I'm playing catch-up since I was busy with other projects, but thanks to the extension I should be able to get this nice and clean.

Any and all feedback is very welcome, this is my first animation.

This is the last render I made(not current version), the current version has much better timing and posing.

12-06-2010, 08:42 PM
Pass 2

From this morning:


12-06-2010, 09:20 PM
I have been meaning to post on all of the great animation that I am seeing in this thread, some standouts for me are JChristo, Squal, Vippies-some really great work, though certainly not the only ones. Great showing for CG Society!

12-07-2010, 09:17 AM
an update from me:
Does anybody know if logo animation in postproduction like that allowed?
A lot of polish work left still, but with such a time limit... :curious: Will do a couple of minor tweaks and render it final tonight.

12-07-2010, 10:08 AM
jchristo: Great job, man! Very good choreography, very acrobatic combat and special abilities. I like the nibmleness and the self-confidence of the attacker, too.
I'm impressed!

12-07-2010, 10:41 AM
Viper3d : Verry well-constructed battle and amazing animation. I can't wait to see it finalized and completed! I feel really happy to see so many good animators here.

Gatecrasher: A beautiful battle that ends in a pretty impressive way. Professional and elegant animation. What can I say... A pleasure to the eye!

12-07-2010, 02:13 PM

Here`s the new link:

The Final work

The progress is below:

Dont know when will be the upload problem solved. Waiting for the final answer.

And...Good luck to you guys.

12-07-2010, 02:22 PM

I love the addition of the coat and the casual way your character just walks up before the strike.

Still working on this, I am not trying to figure out how to cut some of the animation so this is only the first couple of seconds. If anyone has any feedback on how to 'loosen' up the movements and add some weight I would be interested in the feedback


12-07-2010, 02:23 PM
Here's the latest WIP from me. Changed the camera to 16:9 ratio, and did minor tweaks to the Corrupted girl. From here I think it's just feathers, cloth bits, and lighting. I rendered it out as a .mov file so it'd be easier to scrub through (finally.)


DawidKliszewski: Good catch with the legs not properly pushing off, I've added that in. About it looking too fast, however, I don't have any spare frames to slow things down so if it comes off as too fast, well, I'm stuck with it at this point.

squall787: I've tried to push her crouch pose after her dodge to the left. Hopefully I didn't make it worse by tinkering with it, hahaha!

Bakarov: Thanks for the kind words, man! I agree with you, CG Talk should have a strong showing. =)

12-07-2010, 02:51 PM
Got distracted with work, redoing my website, and women! Luckily the extension means i can probably finish, just lots to do!

12-07-2010, 06:38 PM

12-07-2010, 09:15 PM
The suspension of the contest kinda sucks, but all the more reason to keep truckin' along and improving!

two updates in one day, gasp...

Animation WIP (


edit: pretty pictures

12-07-2010, 09:27 PM
Update on the suspension: The new deadline is Wednesday, 11:59 eastern time, December 15th. (

12-07-2010, 11:50 PM
Looking good everybody!

@Gatecrasher, Love that you pushed some of the poses man, makes everything look way more dynamic. Just one last note, the feet on the technomage seem to do one too many bounces at the end, but other than that great entry!

@treeboy, coming along good man, just a comment, I noticed your war general flies back a bit too far once he is defeated. It kind of takes away the illusion of his weight when you see him get flung like that, I would just not make him fly back as far.

Because of the couple of sleepless nights I have put into this I might just finish the animation tonight and work out rendering solutions w/ our extra week. But I'm clooose! Final soon to come

12-08-2010, 02:26 PM
Wow, lots of cool animations guys! We have a really strong showing.
Thanks for the comments on mine. I wanted to address them all but unfortunately I didn't have much time to make any major changes. Here is my final animation unless I can get some extra time this week.

Final Animation (?) (

Edit: It's awesome that the first related video on Youtube is Europe: The Final Countdown

12-08-2010, 03:17 PM
Haven't posted a WIP in a bit. Seems I'm in the same boat as a lot of people in that I'm not going to have a ton of time for any major changes. I'm going to play around with some different render options though. Any comments or crits let me know whether I have time between here and the dead line or not.

Update (

There are some awesome looking entries coming out of here. I'd like to get some time to look over them all and give some more specific crits, but failing that, Good luck and good work everyone!

12-08-2010, 08:37 PM
Nice to see some final entries coming in. I know we have until the 15th now, but I'm tired of looking at it so I'm just going to consider it done. Nice work on the pre-challenge CG Society team!


Thanks for all the feedback along the way guys!

12-08-2010, 10:14 PM
@jchristo - just great! Very dynamic, the rhythm is perfect. In my opinion the strongest work. Well done.

12-08-2010, 11:20 PM
I agree w/ JChristo!! I don't really feel like doing anything else to this so lets call it dooone. Here are my WIPs and final. Thanks again for all of the feedback guys. JChristo, I really took your advice on the last shot to heart, it helped me pace the end better. Anyways here it is

WIP 1 -
WIP 2 -


12-09-2010, 01:23 AM
I am glad for more time, I needed it.

GATECRASHER- I took your advice and simplified mine but cutting out the middle and tried to mask it a bit with camera moves. It's not seemless but i think it works. I am using cameras to try to hide the fact that my animation skills just aren't there yet. I like the rough camera moves as it make it feel a bit more tense, feedback anyone?


12-09-2010, 01:15 PM

I`m glad you like it. Thanks.

As you ask about the "loose" and weight. I think ,well, maybe you could enhance the prepare pose and add more buffer time. Than the attack part could much more quickly. Make it much more contrast between prepare and attack. As for me, the prepare poses are the most important. Hope it would give you some help.

As there is some extra time. I continue fix my work. This time I change the camera movement. And than I will fix War General`s death animation.

Here`s the progress link:

12-09-2010, 01:58 PM

It seems I am so late to answer you. Acturely this time you did a gread job. After changing the camera, it looks really great. I am looking forward your final attack(would like to see how to kill the big guy.) And best wishes to you. Good Luck!

12-10-2010, 11:56 AM
Greetings creative people!!!
I've joined DW-concept art from page one! Thought I'd have a look at wot you've bin up to!,...and WOW!!!,..AWESOME STUFF!!!

I've only ever dreamed about doing animation,...well, maybe one day!
Keep up the fantastic work everybody!

12-11-2010, 10:16 AM
Here's my final entry. ( And here's a making of kinda thing. ( Good luck to everyone! :)

12-12-2010, 04:30 AM

Good luck everyone!! we have alot of great entries! :)


12-12-2010, 04:45 AM
Only a few tweaks left and then I'll have my final submission. Still wondering if I should add any semblence of an environment. I'm worried it will be too busy, with all the fast paced motion in there already. Also, Youtube says it's 7 seconds long, so I'll probably cut out 1 frame so it displays it as 6 seconds. Oops!

Animation Link (

The Grak: I really like the final touches you made to yours. Great job!

MLajoie: Nice job on the magic shots. I wish my Technomage had something to lob other than an animated light, alas only 2 extra triangles left. Nice animation, sir!

12-12-2010, 02:05 PM

finally I finish my work. Another busy weekend...

Here`s the link:

And also update the Progress history:

Pre dominance war V-Progress Animation01.FKK

Pre dominance war V-Progress Animation02.FKK

Pre dominance war V-Progress Animation03.FKK

Pre dominance war V-Progress Animation04.FKK

Pre dominance war V-Progress Animation05.FKK

Pre dominance war V-Progress Animation06.FKK

And good luck to you guys! ^_^

Here is the Final Upload in GameArtisans:

12-13-2010, 08:00 PM
@GateCrasher - Thanks! I really like your animation! :)

I just submitted my final animation to the GA site. I was wondering if I could look at the entries submitted so far, but that functionality doesn't exist. However, I did notice that I got a unique link once I submitted my final entry:

If you copy + paste that link into a browser, my final entry on gameartisans should pop up.
Now here is the trick: just start incrementing or decrementing the number after anime_ and you get to see other people's final submitted entries. Some numbers don't work, as the entries have been deleted. You can't modify the entries, only view them, so you can't cheat or delete other's entries. :)

12-14-2010, 01:12 AM
No more time, and not super happy with the render but here's my final entry:


Good luck to everyone. So many nice pieces coming out of CGS, way to go guys!

12-14-2010, 05:45 PM
Science it is my first time and some mess happened with this competition.
Could someone tell me directly in simple words where is the place/site/link to put final entry?

maybe there:
or just here on this thread i assume?

Could you confirm?

thank you.

12-14-2010, 06:06 PM
Yeah man, its pretty messy!! That link you posted is right. It'll just prompt you to make an account at Game artisans in order to be able to turn it in, then just follow their instructions.


12-15-2010, 01:34 AM

Almost there.

Like I said this is my first animation, so it's been quite a ride getting to this point.

12-15-2010, 08:50 AM
He's my final. Btw, do you by any chance know if Youtube changes fps rate? It look to me like it does.
Entry on (

12-15-2010, 04:40 PM
Here's my final entry:

And the GameArtisans link:

Best of luck, guys. Hopefully someone from CG Society takes the cake!

12-15-2010, 06:25 PM
Thanks Rico!

And here is my final entry:

Youtube Link (

GameArtisan ( (Download

12-16-2010, 03:02 AM
@Gatecrasher: I am very impressed! The motion of the technomage's device is pretty crazy looking, are you using some kind of path deforms on it?
I submitted ( with Polycount. I'm going through now looking at all the other board's submittion. CGTalk has some very strong entries. Good work guys! Anyone have any critiques?

Here's my final entry:

And the GameArtisans link:

Best of luck, guys. Hopefully someone from CG Society takes the cake!

12-16-2010, 03:23 AM
Here it is:

Final Submission (

YouTube (

12-16-2010, 04:15 AM
Here's my final submission...

Youtube (

Submission Page (

Got rushed at the end for time (to polish and for the animation :P), but good to have it done finally. Good luck to all!


12-16-2010, 04:47 AM

GameArtisans Link (

Great works, guys. Good luck to all of you.

12-16-2010, 05:19 AM
final submission

alt links

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