XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Animation Show-Reel

04-26-2011, 06:34 AM

It's been years, but I finally have a new animation reel up! Choose your viewing preference:
quicktime from my site

Most of the work is from Halo Reach. I was the animation lead on the project, so I didn't get to create nearly as much of the work personally as I have for previous projects. (all the animation on my reel is mine) I'm excited to show this work off, and I'm very excited about the dramatic improvement the team was able to accomplish. We blew the doors off previous Halo installments, not just on an aesthetic level, but a technical as well. I'm very proud of my team!

Animation Breakdown:

Mouse Tale - Animation
Halo Reach - All content shown was animated by me. One clip, the turn 180, was based on mocap. The rest of the animation is all pure keyframe.
Blue Man Fu - Animated by me as a study of complex human locomotion. All keyframe. Reference in the top left.
Carter doing his best "Jack from Lost" imitation - Animation by me as a personality prototype for Carter, Noble team's leader.

04-26-2011, 06:46 AM
As always man, top notch work! Love the weight shifts, sutle naunces and the appeal of all the works. Each one is so memorable. Especially love the spider mech/crab deal.

The jackel grabing the rail by his beak... so freakin cool!

Can't wait to see what updates you got in store for your site.

Rock on man!

04-26-2011, 07:32 AM
Nice reel - animation is great

04-29-2011, 03:22 AM
Great reel Richard. *Plugged

04-29-2011, 03:56 AM
Yeah that was reel nice :)

04-29-2011, 04:11 AM
So friggin sweet!

04-29-2011, 04:34 AM
Some great stuff in there, especially in the jumps and the more kinetic pieces.

To be honest though I would outright cut the facial in the end, it's several notches below the par set by all other pieces, and facial rigging/animation is so much about detail and subtleties that regardless of the animation you put on it, on such a low res model and simple deformation it'll never be up to scratch with what you could produce skills wise.

04-29-2011, 06:20 AM
Very nice work! The Kung Fu keyframe work is very impressive, you really captured the suspension and movement well.

Cobra 6

04-29-2011, 06:56 AM
Good work dude.

To be honest though I would outright cut the facial in the end, it's several notches below the par set by all other pieces, and facial rigging/animation is so much about detail and subtleties that regardless of the animation you put on it, on such a low res model and simple deformation it'll never be up to scratch with what you could produce skills wise.

You got a point, although bear in mind this is clearly a game-animation reel. Such limitations and lack of extreme details, specially in facial anims, are part of it (most times there are just a few bones to drive the whole face). Also I guess some people won't hire you without showcasing face anim skills, even if they are more basic than the rest.

04-29-2011, 10:47 AM
Superb animation. Love the way you payed attention to every detail of the movement. Really believable.

04-29-2011, 02:01 PM
woooow so nice to see your reel /
really great stuff man !!!
and I am happy to see its not based on mocap ;)
you put a lot of small details in all of those anims
can't see even one small thing to critique
congrats !

04-29-2011, 02:14 PM
It was a pure joy to watch, thanks for uploading this gem of a reel!

04-29-2011, 02:35 PM
No words for such beauty.

04-29-2011, 03:31 PM
Lovely work and so fluid that you make it looks easy ;)

04-29-2011, 04:44 PM
Great mix of action + acting animations!

04-29-2011, 05:53 PM
Great reel. Now we have another link for all those posts here about "What do I need in my reel to get a job?" ;)

04-29-2011, 07:15 PM
Awesome as usual. Great style and attention to detail. Love the halo deaths and jumps

04-29-2011, 11:11 PM
Nice to see your stuff on here , Richard.

Very cool stuff..

04-30-2011, 04:45 PM
Thanks for the positive feedback all. I agree with the coments on the facial work. I could use more experience in that area, as I've rarely had the opportunity to practice. As for the jiggle on the legs/body, I wish it were procedural, but in my reel, it was keyed deliberately. Much of the work on my reel, such as the skirmisher (bird-like character) and Mule (big, sloth, furry creature) was very early, pre-rig tone setting content that turned into production content. I did that work sans-rig directly on the bones using my bake-able IK/RFK and parent relative scripts.

05-01-2011, 01:58 PM
wow very nice animation Richard..

05-01-2011, 04:50 PM
I had previously thought all of the animation in Reach was mo-cap. How much was key framed in the game?

05-01-2011, 05:51 PM
Most cinematic work was based on mocap. Gameplay animation used it much less. Gameplay animations need to hit lots of specific design timing and requirements, so we opted to keyframe most of that work. Telling actors to melee in 3 frames did elicit some funny reactions though. In the cases we did use mocap for gameplay, it was heavily stylized. I'm a firm believer in using mocap for it's benefits, but stylizing the mocap to fit the look of the project. A unique identity is key to standing out in the crowd.

05-01-2011, 07:15 PM
Very inspirational work Richard! Can't wait to see Bungie's next project

05-02-2011, 01:51 AM
Awesome stuff man ! fantastic animation

05-02-2011, 04:00 AM
Entertaining and well executed... loved it!

Plugged it on my site also.


05-02-2011, 06:08 AM
Really nice work
Well done :thumbsup:
I love it!

05-02-2011, 01:54 PM
Love your work! It's very inspiring! :) but like Sil3 says.. you do make it look easy..

05-02-2011, 08:11 PM
there are some great animators at Bungie, my old haunt.

some examples of my favorite animators at Bungie:

Bill O'Brien

Jason Robertson

Will Christiansen

looking forward to seeing what these Bungie guys do next.

05-02-2011, 09:53 PM
Wow Nate, checked out those links, some really sick stuff, Bungie's got some top notch talent!

05-02-2011, 11:09 PM
That was a fantastic reel. I remember seeing an animation reel of yours using Condemned was impressed by that as well. It's great to see you use key frame in tandem of mocap. I don't think mocap will ever replace keyframe animation (especially for creature animation) but is something that will supplement it.

05-03-2011, 02:22 AM
Very Impressive Stuff :D

05-03-2011, 04:33 AM
Amazing stuff. :thumbsup:
Well executed, entertaining with amazing music (How can you NOT dance to it ?)
But in all seriousness it was amazing :D

05-03-2011, 04:52 PM
Awesome stuff. It nice see who did some of the work in a game I realy enjoyed.

05-04-2011, 02:39 AM
Inspirational. Definitely a showcase of skills worth striving for.

05-05-2011, 09:49 AM
Amazing reel!

I would maybe leave out the dancing monster shot at the start as it didn't feel consistent with the rest (mainly the bit where he slaps the floor and then stands around for a few seconds... the fall and get up is nice though).

Also agree the facial test at the end is not your strongest piece.

05-05-2011, 12:05 PM
Bravo! Bravo Richard!
It's amazing.

05-06-2011, 07:03 AM
Some of the best physical biped stuff I've seen in a long time. You're the man, man! :bowdown:

05-06-2011, 03:24 PM
I especially love the way you move you weight around, and great attention to detail in terms of acting on the Reach stuff. Very natural. You've definitely helped me to set a solid standard to meet/exceed.

I like, keep it up man!

05-06-2011, 08:52 PM
awsome awsome awsome

05-10-2011, 07:01 AM
simply amazing! I remember when I used to play halo reach I looked at how detailed they made background animations !

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