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🧵 Untitled Thread

Anonymous No. 854729

I'm a professional animator, working in video games for 20 years. I also own my own motion capture studio. I'm looking for 3d a artist or high quality 3d models for an XXX project.
To make this thread more interesting, I will answer any questions about animation in video games.

Anonymous No. 854731

Hello, good going there. My pleasure to be on this thread. Question : how do you get the correct animation "curve" after you keyframe and 'clamp'/smooth out the whole thing

thank you

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Anonymous No. 854736

>>854731
You use curve editor. If you hand-key, you will then use all the available tools for adjusting the curves. You can move the keys around, turn the little handles, etc etc. Basically you hand modify the curve to be whatever you want it to be.

Anonymous No. 854738

>>854736
i see but, what is exactly "what do you want" when do dealing with a production?
is cant be just "looks good enough".

Anonymous No. 854739

Cant answer your question, but how do I master in blender the curve editor of the motion?

Also, how important are rigs for cartoony wacky animations?

And do I need to record video reference of every animation I do?

Anonymous No. 854740

>>854738
There are many many things to take in account.
There is simply visual aesthetic that you want to go for, visual style whether it cartoony, exaggerated or realistic, or something else completely. Than there are all the technical constraints like gameplay timing frame count etc. There is a lot to this topic, too much to unpack into one short answer.
In short, based on all the different guidlines, you try to make as good looking animation as possible. And how to make it look good you ask? That's years and years of experience, talent, skills, tips and tricks, that let you achieve it with different levels of success.

Anonymous No. 854741

Which is your main workflow for doing an animation?

Anonymous No. 854742

>>854739
It takes practice.
I can't tell you much about blender because I don't use it, however just like with any other tool, you learn how to use it on a very basic level, then you learn different tricks and skills to achieve good effect for different situations.
With blender I would recommend to follow tutorials on youtube, there has to be a lot of those. It's going to be tricky to find good ones though I'm sure.
If you are interested in animation in general then you don't have to focus on only one software, most of the advice that you will get from good animators will also apply in different software.

Rigs are important. With a bad rig, something that would otherwise not take soo much work, can turn into a gigantic pain in the ass.

You don't have to record reference for anything. Recording reference is only one of the tools used in animation. Some animators use it heavily while others don't use it at all. It's a good practice to record references when you are a beginner because you can learn a lot from observing motion. When I started animating I was recording a LOT of motions and I was studying it a lot. Even when I was sitting in a cafe having a coffee I would record people walking by and then I would see what kind of different things they do when walking, and how much variety there is in different people walking etc.

Anonymous No. 854743

>>854742
how do u feel about mocap using something like a kinect 360?

Anonymous No. 854744

>>854741
I use both motion capture and hand key a lot.
When I started, motion capture wasn't so popularized yet so I was doing mostly hand-key. Nowadays motion capture is everywhere and at one point I decided to make it a part of my skills arsenal so I bought a mocap cameras set and I am VERY happy I did that. I still love doing hand-key too of course.

Anonymous No. 854745

>>854743
I haven't used kinect one but I did experiment with the one that uses multiple sony ps3 cameras.
The results I was getting were nowhere close to what I would consider usable for anything, but then again, you have to take in consideration that as a professional animator I'm used to absolutely highest available quality.
If someone finds that technology sufficient for their needs than they should definitely use it.
Unfortunately I do not know how good the results from kinect setup can be.

Anonymous No. 854746

Last question OP.

How do you feel about animschool showreels?

https://www.youtube.com/watch?v=MwzLngJQtgk

To me that's like impressive and I wish that style was more common in animations and games.

What's the secret?
Good acting skills, a good rig, disney fundamentals?

Anonymous No. 854748

>>854746
When I was at a very large known studio, we were hiring animators on a daily basis. Some of those animators had finished schools like the one you linked. The problem when seeing something like this in a candidate's CV is that you don't know how much of that is actually done by the animator, and how much of it is result of the teacher very heavily feedbacking and leading the animator.
A lot of these animators when hired, were not able to make a decent looking animation because all they were thought was the "recipe" or "formula" to achieve something very very speciffic, and when facing something completely different, they just simply had no skills to deal with it.
These school reels can be super impressive, I love watching them, but you just have to keep in mind that the animators who finish these schools are not all as skilled as you are made to believe they are. These animations are HEAVILLY feedbacked down to frame after frame guidance.
I don't want to come across negative or cynical but I'm afraid there is much less actually skilled animators out there as there should be.
The animators who are actually highly skilled usually end up being hired by Pixar and the likes. Video game studios are left with the scraps.
The secret to being a great animator is hard work, passion, a LOT of time spent animating, and if there was one advice I was to give an animator it would be this:
Do NOT do animations you don't enjoy doing. Pick your employers based on whether you like what they do, not by how much they pay. Short term you will be happy having more money, but if you spend hours, days, months, years, animating butter or detergent micro granules for another commercial that nobody want to even see, you will burn out. And if you burn out, well, another potentially great animator leaves the industry. I've seen it happen, it sucks. Animate things you want to animate.

Anonymous No. 854749

>>854748
No, no, no, you missunderstand me.

My goal is to be my own animator, and that's like my target skill level of animation.

I just wanna know why that style is like super rare in both games and even anime and american 3D stuff.

Anonymous No. 854750

>>854740
would there be a general, minimum standard guideline?

Anonymous No. 854751

>>854749
Ah I see. I can't answer that.
To me it doesn't seem that rare. This is basically pixar-like animation style.

Anonymous No. 854752

>>854751
bro, pixar is like the best animation studio on the world.

wtf, lmao.

Anonymous No. 854754

>>854750
What do you mean exactly?
>>854752
I'm sorry I don't follow. What is the "wtf lmao" about?
Yes, Pixar is one of the best animation studios out there. Most of animators aspire to be able to make pixar-like animation.

Anonymous No. 854755

>>854754
yes, but something that only pixar can do, is not "common"

Anonymous No. 854756

This animation style is mimicked with varying success rate by 99% of animators.
It's just that the best ones who actually can pull it off usually end up working for pixar, dreamworks or other big studios.

Anonymous No. 854757

>>854755
Chances are, once you are good enough to make animation like this, you will be recruited by one of them and that will be the last time anyone from outside of the studio knows your name :)

Anonymous No. 854762

>>854754
>general guideline
the minimum of it looking good enough to pass as a finished animation. i cant seem to get it by just smoothing it randomly...

Anonymous No. 854765

>>854762
Well, it's not that simple. You need to know what to smooth out and what not to smooth out. Also, are you talking about hand key or mocap data?
It would be much easier for me to help you if you posted maybe a little video of what you are struggling with.

Anonymous No. 854771

>>854765
handkey mostly. isnt a goal of a solid portofolio means i have to grasp the minimum standard before calling in the director/supervisor whatever for help?

otherwise my vids would be all memes then

Anonymous No. 854773

>>854771
I'm not really sure what you mean. When you learn to animate it's very helpful to have someone give you advice and guidance. Of course you can learn on your own but it will just take more time and more frustration.

Anonymous No. 854776

>>854773
OP don't worry about it you're being sucked into a convo with animation schizo, he wants formulas for things like weight shifting becuase he is completely blind to motion.

Anonymous No. 854779

>>854729
>I'm looking for 3d a artist or high quality 3d models
Is this an industry standard job description?

Anonymous No. 854781

>>854773
ok i guess, then, how should a portofolio look to barely get a job in any top or midtier studios?

Anonymous No. 854782

>>854779
Lol, I suppose I haven't been very specific. I'm looking for 3d character female models. I assumed that was obvious because I mentioned xxx project and motion capture studio.

Anonymous No. 854783

>>854781
If you want to get hired as a junior animator, you have to present some kind of animating skills. Simple character animations, handling some mocap data, etc. In general you want to show that you have will and passion to do it, which means there has to be more than one animation in there, obviously. Put some work into it, learn from any sources you can find, there are some free resources like youtube but choosing a payed option is a goods idea too. Something like i-animate or mentor. Those are not cheap though.

Anonymous No. 854784

>>854782
That's way more specific, thank you.

Anonymous No. 854790

How hard is it to make something like side-scrolling Beat 'em up video game? Animation wise I mean.

Anonymous No. 854797

>>854729
how does one approach customizable body parts from 3D software to the game engine? are those all blend shapes?

Anonymous No. 854800

I just want to ask whether you have experienced pipeline frustrations during transfer of work into the game engine- I ask you about your experiences with the general pipeline. Does it cause frustration for you now? Has it in the past? Was there a point where you felt lost or stupid during the process of learning the 'right' way to deal with the variables involved? Do you feel like you fully understand the pipeline now?

I find a lot of the pipeline/workflow of animated game assets into the engine to be VERY blurry- Really hard for me to pin the right way of doing things across the whole import/export technicalities.; I've not let any of the hardships stop me so far- But it has caused me frustration and wasted time ever since I began messing around with including game engine into my pipeline. Not looking for technical answer or anything; Just want to hear your experiences or thoughts. Thanks for checking- I can't help you, I don't think my work is what you are looking for

Anonymous No. 854803

>>854790
For a fairly skilled animator not very hard. Definitely easier than a tpp or fpp game.
If you are asking from perspective of someone who is not an animator, than that would be a different story. You need good animations for any game with animated characters, and that takes skill. Unless of course you don't care for good animations in the first place, which is definitely a possible approach too, plenty of games like that on the market.

>>854800
Oh yes I have definitely faced difficulties and frustrations. When you work in a studio, a lot of those are handled by other people though, scripters, programmers, gameplay designers. A lot of those problems are being solved along the way and you start learning correct ways to approach things. After years of working with game engine there is less and less and less problems you face with the pipelines, that you wouldn't know how to fix. To be honest, MUCH more frustrating when working in a studio are management issues, people making stupid decisions, wrong people being in wrong positions, etc etc.
Just to give you an example, if you look at the latest cdp red game, you could come to a conclusion that thy must have had a lot of technical problems that they couldn't solve, and that's what it turned out so buggy and broken. I can tell you for a fact, the problem where not technical issues, the problem was the management. That's the case in many many other productions.

If you don't mind giving me an example of your problem, I will be happy to help you out.

Anonymous No. 854804

>>854797
This is not really an animation thing. Usually it is done by replacing meshes for different clothing or blending different shapes for different body part sizes and shapes. I'm not an expert in this one so I won't help you out much.

Anonymous No. 854811

General question, doesn't really have much to do with animation but with the vidya industry in general: what's it like to work in AAA game dev?
From an outsider's perspective it seems like a very offputting, unpleasant environment to be in what with crunch, (alleged) unpaid overtime, and just project mismanagement in general, like when some games are suddenly and drastically changed for the sake of a new direction while all the work done beforehand is scrapped (see Cyberpunk 2077). Having to work for months, years on games that are released still unfinished and getting critically panned must be soulcrushing too. It truly does seem that in AAA publishers only care about profit rather than creativity, which is a shame because there used to be more of a balance
>tl;dr
Is the industry truly as hellish as people make it out to be? Did it get better or worse over the years in your experience? Do suits really have that much leeway on the direction of a project or is it just game developers that are too weak, and cave into their demands rather than standing their ground, thereby compromising the project's quality?

Sorry if these questions are tangential or unrelated to the original topic, it's just that you don't get veteran game devs around here very often so I wanted to seize the opportunity, these questions have been on my mind for a long time.
Do ignore this entire post if it ain't up your alley, I'd understand

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Anonymous No. 854815

>>854797
I know that in WoW, every race has a pre-modeled "target" mesh for the body and every single armor slot, which the equipment models are then stretched onto. Kind of like trying to fit clothing onto different mannequins, and having that garment take up the shape of the mannequin underneath. This lets the artists design a new helmet model without having to create 27 different variations and manually place them around the ears of each race, but it also tends to give certain pieces of armor that infamous "painted-on" look when breastplates deform as if they were made of fabric.

Anonymous No. 854816

Thanks for taking the time.

I have a couple of questions as I got this goal in my head of starting up my own animation studio. I started as a 2D illustrator, then became a 3D generalist, then went into character development, then into the technical sides like rigging and whatnot. Now I'm interested in animation.

My aim is to create fake 2D animation like the kind you see in some anime's meaning I need to animate at 12 keyframes per second. This means 6 principle keyframes which will lay the foundation for the inbetween keyframes. To get these 6 keyframes I was thinking of using mocap data but just for a single pose of a character (i.e. mocap will be used for the rough blocking). Then clean-up this pose in something like Cascadeur to make it more dynamic (my aim is stylized not realistic).

Is this a worthwhile workflow? Would I be better off just creating the 6 keyframes manually? Will mocap even help me cut corners in such a situation or will it become a pointless timesink?

On a side note, thoughts on Cascadeur? I'm not an animator but after playing around in Cascadeur I was blown away at how easy it was to use.

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Anonymous No. 854824

>>854731
>>854736
>>854738
>>854739
>>854740
>>854742
>>854741
>>854740
>>854744
>>854743
>>854742
>>854741
>>854748
>>854746
>>854745
>>854751
>>854749
>>854754
>>854752
>>854771
>>854765
>>854762
>>854757
>>854756
>>854755
>>854784
>>854783
>>854782
>>854781
>>854779
>>854776
>>854803
>>854800
>>854804
>>854815
>>854816
What is this samefagging thread?

Anonymous No. 854829

>>854824

Wow /3/ really has gone to the shitter.

Anonymous No. 854831

>>854824
retard alert

Anonymous No. 854833

>>854824
>>854829
>>854831
Stop samefagging.

Anonymous No. 854834

>>854729
>I'm looking for 3d a artist or high quality 3d models

So why the hell are you looking here?

Anonymous No. 854835

>I'm a professional animator, working in video games for 20 years. I also own my own motion capture studio.
...Jason?

Anonymous No. 854856

So where do most people who do animation for video games and the like get started?

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Anonymous No. 854869

>>854729
>I'm a professional animator, working in video games for 20 years
No you're not. Fuck off south American LARPfag.

Anonymous No. 854878

Why porn dude?

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Anonymous No. 854880

>>854729
Here's the main question:

How much are you willing to pay?

Anonymous No. 854929

>>854880
If you are interested, write me an email, I won't discuss money in the thread.

Anonymous No. 854930

>>854880
[email protected]

Anonymous No. 854932

>>854930
why are you in porn?

Anonymous No. 854933

>>854811
In general I love working in the game industry. However most of what you are talking about is true, It's not just a myth. Crunch is real, unpaid crunch is real BUT not everywhere, not all studios are equal. Glassdoor is a great resource to look into when you are looking into getting hired somewhere. Basically it's a rating website where employees rate the place they work or used to work at. A lot of eye opening information there.
My subjective opinion is that the industry is getting worse and worse along the years when it comes to big studios.
They are more and more focusing on the coin and less on the actual product.
One of my first studios I worked at was CDP RED. When I started working there, that was ~12 years ago,
there were around 80 people working there, everyone knew everyone, there was a lot of passion and creativity in people. Early then I already heard top guys saying that they aspire to be like EA.
This post is very unorganized, but just to put it in one fairly concise answer:
Corporations are the problem when it comes to this industry. Small teams can be great to work with.
Of course a lot of other things matter too, not only the size of the team. For example location.
Different countries have different mentalities.
I've worked for Polish, UK, Canadian and US studios, they all have slightly different mentality.
Oh when it comes to the suits having power. Yes that is the case and nothing can be done as far as I know by little guys. I've tried to fight stupid decisions and what that results in is frustration, conflict, and eventually will get you fired. You don't argue with the big guys.
Of course again, that depends on many factors, some are more lenient some less. And the way you approach problems also makes a difference in the outcome.
CDP Red is lost completely. That's my subjective opinion of course. They are one of the worst studios to work at, comparable to Rockstar. There is no respect to the "talent" there.

Anonymous No. 854934

>>854816
It will depend on the final style. If you are going for something heavily stylized like the fight scenes in one punch man then I would say mocap would be a waste of time. In the other hand if you are going for more realistic direction, maybe cowboy bebop, ghost in the shell, than doing mocap could save you a TON of time. Not only you are getting poses out of mocap but also timing, balance, acting.
I haven't played with cascadeur, I'm afraid I don't have an opinion on it.

Anonymous No. 854935

>>854834
Well, I do have friends pro artists, but I'm not gonna go around asking them if they would like to make a model of a futa demon for me... There is taboo unfortunately, and I have to work around it.
I was hoping that if there are good modelers who are also perverts (like me) they would be probably hanging around 4chan.

Anonymous No. 854936

>>854835
Nope, not Jason hehe.
>>854856
Many people start from animation schools like mentor, i-animate, some start with actual art schools, some like me, if they have been around long enough, are self taught.

Anonymous No. 854937

>>854878
I'm a pervert, I love porn, I create drawn porn since a while and I love doing it. I decided to incorporate my actual professional skills into it and see where it gets me.

Anonymous No. 854938

>>854932
I enjoy porn, Simple as that.

Anonymous No. 854943

>>854729
If you looking anybody good you should know that without any detail and pricing you might as well not bother and get what ever cheapest Indians you can find.
Good character art takes weeks of work, so nobody is doing this shit without proper deal.

Anonymous No. 854944

>>854943
I've been doing this long enough to know that if someone is seriously interested they will talk to me. I'm not going to go into detail here, because that is not the point of this thread.

Anonymous No. 854948

>>854944
So you mean desperate and terminally bored not good.

> that is not the point of this thread.
> I'm looking for 3d a artist or high quality 3d models

Which is it then?

Anonymous No. 854956

>>854948
Seems like the thread has been having some good feedback so far. Are you here to troll or do you have some actual question I can answer?

Anonymous No. 854957

>>854934
Balance was a big factor in me deciding to use mocap as I don't have the time to get the experience necessary to do it manually. Cascadeur can do balance automatically so I was just wondering if mocap is even necessary anymore.

Anonymous No. 854959

>>854957
With cascadeur and other similar solutions you get fairly nice looking mechanics of human motion, like walking, running, jumping, etc. If you wanted to use this solution for some kind of parkour game I would say there is absolutely no need for mocap. However if you want to make something that has a lot of acting, dialog, different characters with actual personalities, than there may be a value in using mocap. It really all is depending on the use case.

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Anonymous No. 854970

>>854937
Probably nowhere profitable, but if you love it go for it. Though if you can draw well enough, than why not just make your own models?

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Anonymous No. 854972

>>854729
Im a 3d artist and rigger with high quality 3d models and rigs working on an xxx project myself, wanna get in touch?

Anonymous No. 854973

>>854972
Yes. My email: [email protected]

Anonymous No. 854974

>>854970
A couple reasons. One is the lack of time, with everything I already do I don't have time to make models.
Two is the quality. I don't want to make another mediocre content. I aim at something really high quality.

Anonymous No. 854975

>>854974
That's why I'm looking for a professional modeler, not someone who can make mediocre models, and that's basically what I would make.

Anonymous No. 854976

>>854972
lol @ topology

Anonymous No. 854977

>>854976
Do you know about retopology?

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Anonymous No. 854978

>>854977
probably not or he wouldnt be lolling at random models on /3/ for no reason anon

Anonymous No. 854980

>>854974
Well I wish you success anon. I'm sure you know what you're getting into.

Anonymous No. 854982

>>854980
Thank you, I appreciate it.

Anonymous No. 854997

>>854936
Thank you for the reply. I'm an artist, but I want to get into animation. I don't care if it's hand-drawn or 3D, I'll need it because I want to create a video game.

Anonymous No. 855018

>>854933
Very interesting, thank you for the answer anon. It's no wonder more and more people choose to go indie, or to go with AA companies instead of the big ones. Best of luck to you with your pr0n game my man, cheers

Anonymous No. 855021

>>854729
How expensive/difficult is it to set up a basic mocap setup for amateur work? Do you know if the rokoko is any good?

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Anonymous No. 855041

>>854976
Retard, absolutely regular topology, I'd even say good topology. What are you loling at exactly?
Absolute state of /3/

Anonymous No. 855042

>>855021
About $2.5k for a rokoko Smartsuit Pro and free blender.
Not that expensive, considering how accurate it is.
Or you can wait for AI to learn to MoCap without suits, only using a video of you acting out motions. Or use used Kinect 2.0 for $100. But the result is shit.

Anonymous No. 855055

>>855021
I don't know rokoko.
A basic optical cameras setup will set you back around 10k depending on the deal you find. But for that you need space. Before I had a building for my mocap, I actually had it set up in a studio apartment and it worked fine. But that's quite a commitment, I wouldn't recommend it to someone who isn't actually an animator using it for work. It's not the easiest thing to setup if you don't have experience with it.

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Anonymous No. 855070

>>854729
>I'm a professional animator, working in video games for 20 years. I also own my own motion capture studio. I'm looking for 3d a artist or high quality 3d models for an XXX project.
Which engine?

Anonymous No. 855073

>>855070
I've worked mostly with Unreal, a little bit with Unity and a few proprietary engines. At this point most large studios switched to Unreal, some indies work with Unity. I personally love Unreal.

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Anonymous No. 855077

>>855073
Which 3D package?

Anonymous No. 855081

>>855077
I use Motionbuilder.

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Anonymous No. 855107

>>855081
Looong time i haven´t heard about it, seems it´s 2022 version isn´t bad, but doesn´t it does exactly the same thing as Max but only focuses on animation?
In any case, what are you planning?

Anonymous No. 855118

>>855107
Motionbuilder is the industry standard for motion capture. It has many features that Maya or Max don't have. There is no better software for motion capture. As far as hand-key animation goes, motionbuilder handles it well as well, but there are other great choices too.

Anonymous No. 855247

>absolutely 0 proof
Is /3/ retarded?

Anonymous No. 855371

>>855247
I don't get this hmmm.

Anonymous No. 855416

Hello there,
Tech Animator here.
Why do animators like to put their hands anywhere in the scene where they should not? What urge pushes them to re parent stuff in the rig hierarchy, delete nodes they should not, touch clearly custom attributes that should not be touched?

Anonymous No. 855420

>>855416
Not Op but as someone who make his own rigs and animate I can tell you I have to tear off and re-arrange stuff all the time to create the exact movement I want for a specific scene.
If I couldn't touch my base setup that would vastly complicate things for me during animation.

Can only image how much of nightmare it'd be to be handed something from a TA you where not allowed to modify. Even if that TA was myself I'd be quite hamstrung.

Anonymous No. 855422

>>855416
In video games, if an animator starts rearranging things on his own without ta's or his lead's knowledge, he gets slapped. In my team anyway. There are so many dependencies that reparenting or deleting attributes basically breaks the game. I've seen it happen, and it has to be dealt with.
They do it because: >>855420
But they are not supposed to be doing it.
But you know, some people think that because they want something their way, they should just go on and change it without making sure it doesn't ruin someone else's work.
My best advise to you as a TA would be work with your animators CLOSELY. Make sure that the rigs and setups you prepare are what THEY need. They are suppose to use those setups to make animations and what not, if it's not done in an optimal manner for them, it's very frustrating and usually inefficient to work with it.
Don't try to make them use your methods even if you know they are better, because people have different ways they are used to, different workflows that work for them.
Set up a meeting with the lead and the animators and go through all the dependencies you can think of, try to come up with solutions that make everyone happy (or at least not unhappy...).

Anonymous No. 855437

>>855416
The way individuals animate can be considered as a personal style. There is no 1 end all be all rig for everyone. The perfect rig is one that can be customized.

Anonymous No. 855457

>>855420
Yeah, and that is probably why you are making your own rigs and animating them, instead of working for a company where someone provides them to you. Do that on a triple A production, and you probably just corrupt a scene and get fired as soon as someone else finds out.

>>855422
Yep, I am aware, I work in games too.
No matter how much I tried to simplify things for them, building pipelines, managers and tools, some animators are still too dumb and end up doing some retarded shit, like trying to find incredibly convoluted ways to import assets manually, instead of going through whatever asset library we provided them, or simply corrupt the whole scene in ways I cannot even reproduce myself.
Also, working closely to animators is a good advice, I agree, but kind of harder to deal with when you have to deal with 2/300 animators of different skill levels. You can't just talk to all of them, and even if you literally document every single step of the pipelines, half of them will still fuck up because their needs are more important than following a structure.
God I hate animators.
You seem ok tho. Probably it wouldn't be bad to make tools for you.

>>855118
I have heard Autodesk is supposedly trying to kill motionbuilder in favour of Maya.
Motionbuilder is just so much better than Maya/3DsMax for animation, especially if you have some people that can code with it. Yet autodesk keeps pushing people to Maya. Fuck Autodesk

Anonymous No. 855466

>>855457
>Yeah, and that is probably why you are making your own rigs and animating them, instead of working for a company where someone provides them to you.
> Do that on a triple A production, and you probably just corrupt a scene and get fired as soon as someone else finds out.

What fucking AAA game uses an animation rig for ingame animation? The export animation frames != the animation rig ffs.
The TA that cares how i went about making my animation data can go sit himself on top of a stick and start to rotate.

Anonymous No. 855468

>>855422
All of this can be prevented by just having a stable and flexible rig with all the aspects, bits and bells required to cover for animator wishes. Like custom offset grps for them to constrain controls to, space switches for everything with a custom target, modular flat rig hierarchy that can do pretty much whatever because the final animation bake applies to a dedicated ingame skeleton with proper ingame bone hierarchy.

Anonymous No. 855469

>>855468
>because the final animation bake applies to a dedicated ingame skeleton with proper ingame bone hierarchy.

This. Whatever >>855457 is working on he oughta learn this basic trick and save himself all the headache from trying to micromanage people that knows way better than him what to do.

Anonymous No. 855473

>>855466
If you would have worked on an actual production you would understand how wrong you are. What if the model underneath your animation changes, because the artist updates it? What if the rig changes, because new features are added to it later in development? By messing with the scene and doing the fuck you want, without following proper pipelines, you make that rig unusable and unstable, ready to break into pieces as soon as the next update comes from the Art/Rigging department.

>>855468
Same as above. You can do all of that, but if the animator goes out of their way to touch the rig how they should not, any further update will break the whole scene (or the whole animation).
You can add all those features, and make the rig as modular and flexible, but you still need to give a set of tools the animator has to follow to work with the rig. If they do what the fuck they want, there is no way TAs will be able to track what is happening in the scene, and track what changes have been made to it, so that they can then reconstruct the rig, validate the final animation, or automatically export the scene through a command line tool down the line.
Good luck building a game where you have thousands of animation scenes, and no one knows what the fuck is happening in each one because each animators does what they like in it.

Anonymous No. 855476

>>855473
Work with file referening. Rig changes? Update rig reference. Model changes? Rigger update model in rig if the change is substancial enough to warrant animation rig update, then animator update rig reference. Its not rocket science dude.
An animator cant tinker in a referenced rig to cause any damage, they can add things to hierarchy like constraints and locators and helpers but they cant ruin the file to the point of corruption because the system wont let them.
I AM building a game with thousands of animation scenes but I know exactly whats going on in them because I have set the rules for our animators to go by, its the first thing they learn when they are new on the team.

Anonymous No. 855479

>>855476
That is what I am talking about.
>>855476
>I AM building a game with thousands of animation scenes but I know exactly whats going on in them because I have set the rules for our animators to go by, its the first thing they learn when they are new on the team

You have set rules. You have thought them the rules. Yet in my experience, there is always some dickhead doing what they want and breaking scenes apart.
You just don't let people go rampage, rclick and "Import Reference" and start messing with your hierarchy.
Of course things go the way they should once you set pipelines in stones and people follow them. Like "use this tool to access our rig database, press the big reference button, and do your animation there".
What I am talking about is that animators somehow manage to fuck even this stuff up. And instead just manually import the rig, no reference, or manually import the reference, or go seek for the custom nodes added to a scene storing settings for data like exporters and deleting them.

Anonymous No. 855480

>>855476
Also, if you use rig references, you can most likely throw in the bin concepts like modular rigs. The animator might not be able to edit your hierarchy, and so won't you with tools. So if you want to add a component to the hierarchy in a modular way, you can't.
There is a reason why companies like Bungie have backed out on Maya's referencing in favour of custom imports. Maya referencing are too restrictive and don't really give you a way of handling how the new updates propagate to the files.

Anonymous No. 855481

>>855479
>Of course things go the way they should once you set pipelines in stones and people follow them. Like "use this tool to access our rig database, press the big reference button, and do your animation there".
>What I am talking about is that animators somehow manage to fuck even this stuff up. And instead just manually import the rig, no reference, or manually import the reference, or go seek for the custom nodes added to a scene storing settings for data like exporters and deleting them.
phuc, I guess thats what you get when working with hundreds of animators you had no say in the hiring process :/
My team is very small, under a dozen even and I have evaluated every single one before hiring. We have constant interactions and I can hammer these rules in over and over and it doesnt take long before they learn and do it the way we have intended it to.
I really respect everyone who can manage huge departments, thats not for me I like my small scale productions, flat hierarchies and personal contact with each artist.

Anonymous No. 855482

>>855481
Eh, previously I also worked on smaller scale projects like you (and still there was that rogue animator that somehow would be just too stupid to listen).
In bigger companies you won't even know who will use your rigs/tools, you just publish, write documentation, and how for the best. If the Animation leads are thoughtful enough to manage their team well, you won't have problems. If they don't, animators (and scenes) to rogue.

Anonymous No. 855483

>>855482
Well, fuck my autocorrect.
I meant "hope for the best" and "go rogue". Whatever

Anonymous No. 855509

>>855482
But that goes with any department, not only animation. Anyone can break tools or the game in multiple ways if they are stupid. OP here, I also have been only working with small teams, <10 animators. And the way I manage my teams is very personal and tight. Nobody breaks any TA tools, and if they do, like I said, they get slapped and never do it again. I've fired animators for being idiots before, but I also fired TAs for being idiots. OMG the stories I could tell you about my "hero" TA who was going over and beyond to create tools nobody can use. The guy didn't even know himself what he was doing but he was insisting on using certain tech because it makes HIS work easier. Not only it was bad for efficiency of the animators but also it had negative impact on the game's performance. Anyway, long story short, after a short war and involvement of HR (he was trying to pull of the harassment play, because I was looking closely at what he was doing ) he eventually got his ass fired.

Anonymous No. 855513

>>855509
Yeah I guess retarded tech people are the worst too. Which also spans to coders in general.
I am curious to hear the stories, if they can be told without breaching NDAs.
I have seen really bad practices from TAs all over the place, and might have been a culprit of writing shit tools myself when I was starting. It's surprising how easy it is to write useless tools when you are not thinking about how other people are gonna use them.

Anonymous No. 856844

>>855509
I don't know if you are still checking this thread, but anyway here's my question: Do you think it's a good idea to go into TA field, money wise? I am an animator and have always been little bit on the techy side and know programming somewhat decently. I love almost the whole process of making games (except UV unwrapping and texturing) so there isn't a problem of "passion". But do the TA jobs pay that much more then for the regular gameplay animator, to justify the more amount of frustration that was well documented in this thread?

Anonymous No. 857279

>>856844
Diff guy, work in movies for 10 years. Don't actually know the exact answer, but as a general rule tech jobs pay more so I would assume yes. You won't really be doing any animation though, it ends up being mostly tool creation or debugging stuff (which can be super banal like pipeline organization tools, or more artistic stuff like rigging type tools like say dynamic tail rigs). But really do what you feel is most rewarding for you as a job not just what pays best.

Anonymous No. 857366

>>856844
OP here, I actually have no idea how much TAs are getting payed. Sorry.
>>857279
This seems like a great advice.

Anonymous No. 857367

>>854729
Do employers give a shit if an animator has a degree in game dev?

Anonymous No. 857370

Question. As a person that wants to start out doing this what's a good program to get started on?

Anonymous No. 857402

>>857367
no, I only give a shit about your demo reel kicking ass.

Anonymous No. 857408

>>857370
If you want to do animation properly and put a singular focus on it (ESPECIALLY character and creature animation) and nothing else, then Maya is the answer.
But overall it is depended on how serious you mean it (dabbling around with it as a hobby vs aspiring to do it really good and maybe professionally later) and how much complexity and quality you want to archive with it (low poly / stylized vs realism).
If you are more interested in 3D as a whole and don't care for higher complexity/quality, then Blender might be the better starting point.
Both are relatively easy to pickup if done right (for animations), but due to its complexity, Maya is much more heavyweight and appears much more daunting and has a slightly steeper learning curve.
Blender has the advantage of being free, lightweight and comes with an often shitty /retarded /cultish but huge community and lots of learning material freely available.
Learning curve is a little flatter, but it fizzled out if you approach high complexity/quality, both in ability and learning material available.
Maya has the advantage of being the best tool for animations, competent(*) and industry proven for 20 years, while the competition is hanging behind, but it costs money (which means you have to hassle with cracks n shit, as it is recommended to pirate it).
(*) All that glitters is not gold. Maya is "the best" when it comes to animation, but its still problematic in many regards.
Consider this: there is no perfect tool sadly and you'll inevitable have a love / hate relationship with it. Same applies to Blender (and other programs).

Anonymous No. 857412

>>854729
>or high quality 3d models for an XXX project

Need more info on this.

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Anonymous No. 857413

What would be some efficient ways to learn or in general taking care of masses/weights and momentum? I'm a bit autistic about things moving around that look like they are too light for what they are. For example I still see tons of animations where limbs like legs move around and stop as they had no mass at all and I want to get really good at that shit.
Do you just keep making animations that look good enough to you until you get the hang of it or are there some weight/momentum fundamentals you should learn that help a lot? Ideally I'd love to be able to block out animations and then "just add" automated weight physics to them but I guess it's better to learn doing it manually first. I don't even know if you can even automatize this yet.

Anonymous No. 857421

>>857413
piss off cris

Anonymous No. 857464

https://www.youtube.com/watch?v=_z-cXdFMByM
Rate this

Anonymous No. 857536

>>854729
>I'm a professional animator, working in video games for 20 years
>posts on /3/

Anonymous No. 857575

>>857413
incel

Anonymous No. 857584

>>854729
Actually a fun thread to read. Wish /3/ had more of this. Thanks op & others. Please post more

Anonymous No. 857752

>>854748
Thanks anon, that really helps me, sometimes i get discouraged over that fact that my animation isnt that level but i never considered that they might have been heavily feedbacked.

While my stuff may not be quite as polished as those reels, i still feel confident enough to start applying. Do you have some way to contact you? I would like to get feedback on my reel.

Anonymous No. 857762

>>857536
to be honest he did say that he neded absolute degenerates

Anonymous No. 857779

>>857421
>>857575
The fuck are those replies

Anonymous No. 857787

>>854729
I want to lick 2B's shithole!

Anonymous No. 857861

>>857279
Define “tool creation” in the context of TA work. Is it simply writing python scripts to automate some repetitive tasks or something else? What kind of tools do TAs create and what softw do they use?

Anonymous No. 857874

i call bullshit unless you show me some of your work OP

Anonymous No. 858204

>>855041
Stfu about things you don't understand, little faggot.

Anonymous No. 858528

>>854729
Newfag to 3D modeling. Can someone please explain to me in simple terms what the Loft tool is used for?

Anonymous No. 858734

>>857367
OP here. Nope. The main thing that matters is animating skills = demoreel. Second is experience. Third is your personality, human skills etc. Of course it will differ in different teams, but that's my general observation.
>>857402
In games Motion Builder and Maya are most commonly used. Recently I've seen Motion Builder actually beating maya since more and more studios are heavily relying on mocap.
>>857412
My email is: [email protected]
>>857413
There are many tips I can give you. Without knowing what your level is and where you struggle it is going to be difficult to be specific though. Can you post some animation so I can take a look?
>>857584
I'm glad you are enjoying it. I'm enjoying it a lot too. Happy to be helpful.
>>857752
My email is [email protected] (one of them anyway) I will be happy to give you some feedback.
>>857861
It really depends on a studio. Different teams have different needs and ideas for pipelines and tools. One of the studios I worked at for example wrote their own mesh/skeleton plugin for MOBU where it was handling meshes and skeletons being stored in separate files. That way when modelers did any upgrades to the meshes, animators would automatically have them in their animation files, without having to do anything.
Other things that TAs often handle are: all kinds of physics simulations, rigging, skinning, scripts and plugins for animation package and in game scripts and animation solutions, ik systems, etc etc. anything around animation really. Usually TAs I've worked with have animation background, and learned scripting, sometimes they are actual programmers who decided to specialize in animation. Both types are great for different tasks.
>>857874
I'm sorry but given the context I would rather remain anonymous. Sorry!

Anonymous No. 858942

>>855509
>insisting on using certain tech because it makes HIS work easier.
Really curious what tech it is. Was he an 'enlightened Houdini academic'?

Anonymous No. 858947

>>858942
The situation I was referring to was a TA who decided to use some auto-rigging plugin for maya to skin all the characters in the game. In itself of course I would not have any problem with that if not for a fact that that solution was not only used for rigging but also build skeletons which included in-line correction bones. The math that was driving the correction bones was so hidden inside of the plugins code that it was impossible to recreate it anywhere else, so all animations that were made for the game in Mobu had to be first imported to maya, the plugin then was used to bake the animation on the inline correction bones, and only then they were exported to the engine.
Needless to say when I got in the team and started investigating why the iterations on animations are so inefficient, Imagine my horror when I discovered this problem (which was only a tip of an iceberg).

Anonymous No. 858953

>>854748
>animating butter or detergent micro granules for another commercial
That sounds like fun, how do I get a job animating detergent micro granules?

Anonymous No. 858958

>>854729
Anon are you making an adult visual novel

Anonymous No. 858964

>>858958
I'm thinking of an adult video game with an actual fun gameplay (since I'm specialized in gameplay).

Anonymous No. 858988

>>858964
You'll make tonnes, most adult games are more slideshows than actual games

Anonymous No. 859034

>>858204
hes kinda right tho anon, and you aint got nothing

Anonymous No. 859050

Does hard work and attention to detail actually get noticed and respected in studios, or do they not generally care as long as you complete your tasks? I often feel like I’m wasting my energy and time on details that don’t matter.

Anonymous No. 859061

>>859050
That's highly subjective, depending on a person. Some leads, managers, directors are better than others, some will see your hard work and reward you for it, some don't give a damn and only care if you do what they tell you. There is no simple answer to this. It seems to me like the bigger the studio the less care and emphasis on the quality of work.

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Anonymous No. 859703

>download animation mentor, animschool, and gnomon courses from cgpeers
>it's just youtube-tier shit and then the teachers spending weeks to handhold their students through making one good demo reel shot.
I cannot imagine how economically crippling it must be not to be a pirate. People spend thousands of dollars on this shit and then spend years rationalizing that it must be them or the industry, not the teachers, that are bad.

Anonymous No. 859706

>>859703
animschool has god tier reels but their videos are literally facebook tier online classes.

seems like a scam.

Anonymous No. 859717

>>859703
>>859706
OP here, I actually never looked into Mentor etc, believe it or not. It always seemed like scam though to me judging by all the candidates I've had along the years who finished these schools and had less skills than a junior after 2 months of working at a studio. After reading your posts I feel like I should check it out too, because it sounds unbelievable.

Anonymous No. 859734

>>859703
That's why Gnomon and the like expects you to already be a top tier artist.
You aren't there to learn 3DCG, you're there to meet the other cabal members so you can fill out your rolodex with names and places and get a job at one of the places that hires Gnomon graduates.

>why do they hire gnomon graduates
Because that's THE STANDARD, and because Gnomon has the REPUTATION for producing the BEST STUDENTS.
Just like how the quality of education from Harvard, Yale, etc has nothing to do with the reasons a person from Harvard / Yale / Etc are hired.

Anonymous No. 859844

Is it possible to do well-spaced secondary motion without manually keyframing it on 1s? IE moving pendulum.

Anonymous No. 859845

>>859844
Not sure what you mean.

Anonymous No. 859848

IE walk start/stop with FK arms, or a hanging pendulum on a moving platform, I don't know how to make it look like shit other than keying every frame and using an editable motion trail to refine it. Then it all breaks again if the base movement changes.

Anonymous No. 859850

Also I think I meant overlapping action, not secondary motion.

Anonymous No. 859860

So you are talking about some in game asset, like a moving pendulum where the direction of the movement changes?

Anonymous No. 860238

>>854937
Based.

Anonymous No. 860311

From 1 to 10, how pathetic is the fact that my main goal atm is to try to get to a point where I regularly get praised by a lead and clients for every single task I complete, or otherwise I feel like I'm not doing good enough if I just get a regular "it looks good!" feedback? I don't get it too often now and I already slowly start feeling like a failure, wondering what am I doing wrong? Maybe if the task is a pretty regular simple asset, it doesn't matter how much autism and storytelling I put into the texture, they won't care much?

Anonymous No. 860319

>>860311
There is nothing wrong in wanting to be great at it. You should always try to get better and better. But there is danger in looking for approval from any particular person. There are many factors your lead is looking at when reviewing your work. Often times they think that by giving you too much praise they will slow down your progress because the motivation to getting better is lesser. Other times they feel like giving your work too much praise they make themselves look less skilled. It is very difficult to critique, to strike the balance between a valuable feedback and just being polite or trying to make someone feel good. As well as it is difficult to not long for being praised when you are putting a lot of heart into what you do.
To be honest, I don't have any advice for you, and to answer your question: 1 - not pathetic at all.

Anonymous No. 860335

>>859717
do you have any similar experience with iAnimate students? I heard it's pretty good, but it's also expensive

Anonymous No. 860343

>>860335
No, actually I've had some people coming from iAnimate and they had some actual valuable skills they learned. That was a long time ago though.

Anonymous No. 862310

>>854729
Any advice on not becoming another cris?

Anonymous No. 862330

>>854729
At what level do I need to be in order to get hired and be paid well?

Anonymous No. 862398

>>862330
level 12 would be good, 13 is better. But dont even try if youre below lvl 10, which you sure are if you need to ask this question.

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Anonymous No. 862404

where am I