Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

Monday, March 12, 2018

The Future of Pre-production

That title may seem a bit presumptuous to those who have yet to sketch in VR, but for those of us on the other side, there's no going back.  For pre-production on films, game cinematics, and even amusement park rides and theatrical productions, there are so many benefits to creating this way.

Hope's Blade - vr storyboards from joe daniels on Vimeo.

Hope's Blade is an animated piece I made in October of 2017 for a presentation I gave at DreamWorks Animation, called VR for Storytellers.  I gave myself a little over a week to come up with an idea and draw, shoot, and edit it, completely done in an app called AnimVR.  It was such a blast to work this way, and amazing to work with the devs as they began to build a toolset for recording real-time cameras for editing in a timeline.  Check out more on AnimVR at www.nvrmind.io

Visualising stories in VR has a number of huge benefits over traditional storyboarding and previs pipelines, allowing artists to solve difficult spatial choreography in intuitive ways.  And I'm not just talking about projects that are meant to be output for VR.  Every production can benefit from this workflow.

Since these story sketches are inherently 3D and can be viewed in the round, you can change your cameras on the fly without having to re-draw.  These dimensional story drawings can also be used to better inform the work of environmental and character modelers in a traditional Film or Game production pipeline, and concept artists can also feed art into these storyboards -- making for more useful collaboration.  And the aspect that is often most surprising to people is that even at this early point in the development of VR art tools, storyboarding this way takes basically the same amount of time as traditional methods.

If you're interested in seeing what people are doing with animation in VR, head over to the Virtual Animation facebook group.  Prepare to be inspired :)

Concept Art from "Hope's Blade"

Friday, January 26, 2018

VR & Museums of the future

Happy January of 2017!

Last night I was part of a gallery exhibit -- my first time displaying at a museum.  Only this museum was populated by all sorts of physically impossible artwork, and wandering through the halls were people from around the globe.  By that I mean people who were at that time located on different continents.  And it was awesome.

MOR January sneak peek from joe daniels on Vimeo.

This museum is a virtual museum, experienced in my Oculus Rift. (Also works with Vive).  It takes the enjoyment of viewing art to the next level and makes it possible to interact with artwork, creators, and other viewers in completely new ways.

I can't say much specifically about the museum since it's in Beta and much is likely to change and improve between now and when the museum opens to the public, but I will say that it takes all of my favorite things about being in a museum space and adds sight and sound experiences to that which are impossible outside of Virtual Reality.

 There is an impressive list of artists already on exhibit, and it was an honor to hang out with some of them and chat...whether standing inside a Tilt Brush painting or sitting on the back of a dinosaur that was painted in Oculus Quill.  Here's a short list of exhibitors who were featured this month: Liz Edwards, Nick Ladd, Zach Kinstner, Romain Revert, and Sebastian Sanabria(If I forgot anyone, please comment and I'll update.)   My contribution was an animated piece Fast Food, which features a small fish endlessly attempting to swim away from a rather cuddly-looking hammerhead shark.  If you check it out, there are some hidden things to find inside the shark ;)

Another thing that is really cool about this type of museum is the direct promotion that can be gained for the artist.  For instance, Zach's musical exhibit is a performance created in his app, EXA: The Infinite Instrument.  From the info plaque, I could learn about it and immediately hop over to the Steam Store to pick it up and check it out...to experience more of the same thing, on my own time and financially benefit the creator directly.  EXA is a lot of fun, and I highly recommend you check it out if you have a pc vr headset.

Here's what really interested me personally: viewing animation, on display in a museum, in its native format.  Let's think about that for a minute.  Up until now the ways one can view animation have been greatly limited, compared to other art forms.  Theater, dance, sculpture, and other fine and performing arts are best viewed when physically present with the art.  3D models can be printed to be brought into a dimensional world for viewing but until recently there was no reasonable analog for 3D animation.

Aside from exhibits like the Pixar Zoetrope and this Gatorade ad, animation is recorded or rendered for display on a flat surface.  Even in stereoscopic 3D theatrical experiences, you're cheating the brain into thinking a 2D image has depth but the viewer lacks the freedom to move in and around the space, and is only slightly immersive.  Animation is the art of creating the illusion of life, and wouldn't it be great to pull our characters off a flat screen and into our living rooms?

My hand-drawn animation was drawn in VR in three dimensions, and viewers get to experience this art in the exact same context as it was created.  The equivalent in traditional animation would be mailing tens of thousands of sheets of paper to a viewer for them to flip like a flipbook, or in stop-motion it would be inviting the entire world onto a set to watch for days as puppets are meticulously posed frame by frame, but both of these impractical scenarios miss the mark by lacking the immersive connection you gain with the virtual characters you can experience in VR.  In VR you're there, existing with these illusions, in real-time.  And once you experience that, I think you'll feel that it makes a world of difference.

Another thing that excites me about all this is that next logical step: the possibility of creating interactive character animation experiences where our characters react to you and not just you reacting to them.  This dream is only a few steps from reality, and it's gonna be huge.  Stay tuned for more virtual animation, coming soon.

Wednesday, December 20, 2017

Star Wars The Last Jedi - fan art

Hopefully, you've enjoyed some Star Wars this month.  It's been great seeing all the awesome fan art people have been sharing lately.  Here's my hand-drawn contribution, animated in AnimVR.

Kylo Ren fan art from joe daniels on Vimeo.

Friday, November 17, 2017

Thriller Dance WIP

Before I head out to CTN-X 2017, here's an update on something I've been working on the past few weeks.  I've recorded hours of process video and when it's finished I'll edit it together and put it up on my gumroad.  So follow me there if you want to be notified when it's out.  Animating in VR is truly incredible, so I can't wait to share this with you!

Tuesday, October 17, 2017

VR Education Series at DWA

I want to say a huge thanks to Kristine Middlemiss and the rest of the crew that helped make my presentation possible today at Dreamworks Animation.  It was excellent to see everyone who took time out of their day to drop by.  The topic was VR for Storytellers, and how this collaborative new medium can make our lives better.  Here is an abbreviated version of the slides, as promised.  Cheers!


Tuesday, April 18, 2017

More VR Art and Animation

I've been having a blast making art with my Oculus Rift.  It's more physical, intuitive, and intimate of a process than anything I've experienced to date.  Here is a look at my last couple weeks poking around in the evenings...


Animating in VR - for Artists from joe daniels on Vimeo.


Have fun rotating and moving around this painting done in Oculus Quill, or if you have a headset and compatible browser, check it out in VR!  (vimeo link below in case the sketchfab embed does not work for you.)

"Quillerina" video walkthrough on Vimeo.


And here's an early WIP of the next painting I'm working on.  See more of my recent art on my Instagram.

A post shared by Joe Daniels (@joedanimation) on

Tuesday, March 28, 2017

Animation in VR!


I've been beta testing a new app for the Vive and Rift named ANIMVR.  It's a drawing and painting program designed for frame by frame animation.  It took a bit to get used to the controls, but I am seriously loving this!

The .gif in this post was sketched out tonight in about 1 hour of messing around in a "straight-ahead" approach.  I definitely want to do more of this.  Keep your eyes peeled for ANIMVR when it comes out.

Monday, November 28, 2016

Kakamora of Moana

Congrats to my friends who labored to make Disney's Moana the beautiful film that it is!  If you haven't seen it yet, go check it out.
Here's some fan art of those adorable Kakamora characters.

And here's a high res still version:

Thursday, December 17, 2015

The Takedown - anim doodle

The Takedown from joe daniels on Vimeo.

This was a quick pencil test I made on my iPhone during the commute to and from work the other day.  It was done pretty much straight ahead for the major keys and breakdowns, then went back and filled in some in-betweens.  Fun way to pass the time.

If anyone is interested, it was done in Animation Creator for iOS, with camera shake added in After Effects.

Thursday, November 05, 2015

Avengers Academy - coming soon!

It's been quiet around here for a while, as I've been working with the awesome team at TinyCo on a pretty sweet game,  Avengers Academy.  It's been officially announced, so here's how you can get connected:

On Facebook:  http://www.facebook.com/avengersacademy
Official Website:  http://www.avengersacademy.com/
Twitter:  @avengersacademy

Teaser Trailer:

Some Art:

Tuesday, December 16, 2014

Holiday Rig Update!

Marv is getting into the holiday spirit with this new outfit.  If you've already purchased my Body Mech rig mega-pack, download the update now for free!    (That last link just takes you to your Gumroad library to get the update, so if you're looking to purchase the 12 Rig MegaPack and get all the free updates, click the image below:)


SANTA SETUP INSTRUCTIONS:
To get Marv all dressed up like the image above, follow these simple steps:
  • Open the Marv rig and head to Marv's main shader (either by opening the hypershade or by making the geometry selectable and then right-click > material properties).
  • Map the santa_color_1k.jpg texture to the Color channel.
  • Select the placement or global control and scroll down in the channel box until you find the slider for Santa Clothes.  Turn that on and you'll get the new geometry plus controls to shape the hat and beard.
  • Animate something fun!



Also, enjoy this very nice Ballerina test by Matthew Roe using the Tina rig:


Ballerina Animation from Matthew Roe on Vimeo.

Thursday, November 20, 2014

CTN Expo 2014




I'm packing my bags for CTN!  It's been a crazy couple of months, so I'm looking forward to catching up with friends, hearing great talks, and picking up amazing artwork at the best animation convention around.  I'll probably be wearing this hat I whipped up for the occasion (Who recognizes it?).  So if you're in Burbank and see this hat bobbing around the convention center, say "Hi!"

In other news:

Flyhunter Origins - A game I did some animation work on just came out for iOS & Andriod.  You should check it out.  It's a ton of fun.

And I have a rig update for my Body Mechanics Rigs coming once I get back, squashing a couple of bugs people have reported.  Thanks!  And I have plans for a holiday-themed update, so stay tuned.

Tuesday, October 21, 2014

BodyMech Rigs - October news

  • Texture Maps
  • Updates
  • Showcase!


TEXTURE MAPS

First, Halloween is just around the corner, so I've made a couple simple texture maps to get you in the candy-begging spirit.  They work great on all the Body Mechanics rigs.  Just put them into the "sourceimages" folder of your maya project and load them into the color channel of the body shader.

Download them HERE.


Incredi-costumes!

 

Ninjas!
Wonderwoman!

UPDATE 1.2

I've added auto-squash functionality to the spine of Marv and Stella.  Sooo much fun to play with.  It's on by default, but can be turned off on the UpperBody control.  I've also squashed the right shoulder rotation bug (where the rotate x is opposite of what it should be).  You can download the update at Gumroad.


SHOWCASE

And lastly, I wanted to showcase some of the awesome animation that everyone has been up to.  I'm sure I missed some great work out there, but here is a sample of what people are doing.  Keep it up!


Guerrilla animation team exercise - Landing and Settle from Sem Assink on Vimeo.




06 - Landing - Richard "the killer" Oud from Guerrilla Animators on Vimeo.




Aia Test Final from Kevin (Hoa) Nguyen on Vimeo.




Herc rig anim test from John Seldon on Vimeo.





Adam Bradford - Fall 2014 Game Animation Demo Reel from Adam Bradford on Vimeo.




Body Mech Rig Test from James King on Vimeo.

Friday, August 22, 2014

Sculpt Fixes for Animators - video tut


Animation Sculpt Fixes with SHAPES from joe daniels on Vimeo.

Animators, how many times have you found yourself working on a rig where you just wanted to get in there and add an extra blendshape, or fix some nasty wrinkles or deformation, or perhaps push the pose further than the rig allows?  If you work in Maya and know what a blendshape is, this video is for you!

This tutorial focuses on using the SHAPES toolset to make tweaks to a rig on a shot by shot basis.  There are a few tools that let you do this, but I'm using SHAPES.  Check it out:  http://www.braverabbit.de/shapes/

My Body Mechanics rigs will be available soon at:  http://artofjoe.blogspot.com/p/blog-page.html
Malcolm character courtesy of AnimSchool.com

Thanks for watching!

Sunday, June 22, 2014

Graph Editor art

I've just wrapped on a very fun animation project.  One I hope to be able to share soon.  Inspired by something I've been seeing a lot of, here is some Graph Editor art.  If you're in your first couple years of animating, these are for you!


 Some days the machine wins, and you feel like you're drowning in your own splines.



Other days you feel like a spline master, breaking tangent handles with your mere mind.

Confucius say, the more time you spend wrestling with your graph editor, the sooner you'll find yourself on the plane of enlightenment.

Here's a larger version of the above image.

Thursday, August 29, 2013

Animated Doodles - pt 1

Here are a couple quick warm up animation tests.  Straight ahead, nothing fancy, just playing around.  Gets the animation blood flowing.  I am going to try to do more of these.
Hand Stand:


Magic Trick:


When I plan and thumbnail my animation, I like to see the drawings animated so I can get some idea of timing before blocking in my key poses.  In the past I've used the open source app Pencil as a light weigh alternative to flash or flipbook, but with Maya's new Grease Pencil tool, I will probably do more of this without leaving Maya.

There's something relaxing, though, about sitting on my couch or wherever I am, animating on my iPad.  My favorite app is Animation Creator HD.  Other apps I've tried are too cluttered or sluggish for me.  This one has an interface that gets out of the way so I can just draw.  I sketch with a Jot Touch 4 (totally recommend any of their styli).

Hope you enjoyed watching!

Saturday, August 17, 2013

Floursack animation test



Just a little something to stay loose.

The idea to have the box be light weight and start to tip backward came near the end.  Thank you inspiration fairies! ;)  I rigged this little guy up because I have not seen a great floursack rig out there.  If anyone would find it useful, I may finish it off and put it up on creative crash.

Cheers!

Monday, August 06, 2012

The FUN-ject

Most evenings when I take a minute or ten to myself, I will plug away at my main side project at the moment, Starfish Ninja.  If it's not that or a freelance thing or putting together lectures, I'm probably drawing or reading an article about the world of animation.

This week I decided to do something different, I would only make art...for fun!  I'll call them "funjects". Fun + Project = Funject (not sure I love the word, but I'm going with it).  It's not that the projects I'm working on are a chore, I rather enjoy all that I work on.  Every now and then I do need to make something that has no purpose, or doesn't contribute to any greater end.  It's not something for my reel, or something I labor over for days--on the contrary, if I spend too long on one of these side projects, I begin to get invested in them, which can make me too cautious to take necessary risks.

Some of my favorite pieces of art or animation of mine were some of the most simple to make, and I think that was a lot of the fun.  I let go and gave it a shot, totally willing to throw that thing away and never look at it again.  So funjects are somewhere between a warm up exercise and an actual test or project.

Part of the fun is that these mini-projects don't require the same mental intensity as longer projects.  Or maybe it's that the payoff of enjoying the final product is equal to the work put in.  I can spend a couple weeks of spare time animating a shot for my reel, or writing, or doing concept art.  And the end result may be that I save the file and keep working on the next stage, ad infinitum.

So without further ado, here was this week's funject, from an animation demo on the second day of a summer camp I taught at Ex'pression College.  To inspire the high school students who were working on a simple hop with this character, I whipped this out in an hour or so, between answering questions.  No this isn't going on my reel ;)  but the fun to time taken scale weighed well in my favor.

Wednesday, December 29, 2010

Flour Sack fun

Over the holiday break, I ran into Yoni Goodman's Dailymation blog.  It inspired me to do a few rough tests of my own.  Teaching can suck the life out of me if I'm not creating on the side.  So nothing brilliant here, but it was fun to pump these out over the past few days.  Have a great New Year's!

Saturday, November 07, 2009

MoCap project: "Swordplay"


Here's another project I've been finishing up in my spare time. A couple months ago I helped set up and then trained on Ex'pression College's fancy new motion capture stage. During the installation, I got in the spandex suit with the "ping pong balls" stuck all over it and ran around pretending to be the giant monsters or the sexy space-age women which my movements were being mapped onto in real-time.

The training culminated in recording a session with myself and another student actor which became the 30 sec bit of animation featured below. I took the raw data and cleaned it up, fixed glitches, merged different takes, finessed poses, and hand-keyed the hand and facial animation to bring the characters to life.

In case you're wondering, I'm playing the skinny character with the white shirt (screen left). And check out the photos below for more silly goodness.


(be sure to watch in full screen)

Original Mocap to Final Result Comparison:



...just chilling



...showing my feminine side

(this is what happens if you step out and then back into the volume)

...and students mocapping...a T-Rex?