Judd Simantov 2010 Reel from Judd Simantov on Vimeo.
Animation Reel - Judd Simantov from Judd Simantov on Vimeo.
Isis Personal Game Project from Judd Simantov on Vimeo.
The PDS doesen't work :(
try doing a save-target-as... let me know if that works?
Along with geometry LODs did you use skeleton LODs? Did the 97 facial joints include the hair? And all animation was done on the facialNode using the channelBox?Very impressive and informative! Thanks for sharing.
So where exactly(geographic location) do you work and do you ever still work\visit south africa?
sorry for the late replies...I live in Los Angeles / Santa Monica and I do visit SA, at least once a year. We didn't use any skeleton LOD's and the 97 joints did include the hair. The facial node handles all the storing of the poses...etc and then the channel box attributes is just a way for the animators to the node... they just get connected to the node.
Hoesit.Great work, any chance of doing a presentation here in Joburg ?
Thanks for putting these up Judd!I got a job by the way, :)Your advice was sooo valuable.Del
Hercules:I will definitely do one next time I'm in joburg... I just dont get too many requests from SA. I actually just got back from doing a presentation in Japan, it was really fun! Del:Congrats man, glad we were able to help! Where did you get a job?
Some colleagues and I were having a debate of what was the driving force for Uncharted 1 and 2, did game play drive story or story drive game play and which is more important and am curious your what your thoughts might be.Cheers.
Hi Judd,With the three skeletons game, animation and mocap. Would animations get exported from the animation or game skeleton? And if from the game would it get 'baked' onto the animation rig at export?Was facial animation handled in the toolset or maya?Awesome stuff btw.Charles
hey, sorry guys, I dont check this very often so forgive me for taking so long to respond... (I should setup some auto email notification when someone writes a comment)tewilson: to answer your question, actually we really try to keep them constantly in-line. So neither one is more or less important, they both inform each other and we're constantly iterating on each to keep them both as strong as possible. Not sure its available anywhere, but Bruce Straley and Neil Druckmann actually did a presentation at GDC this year on this exact topic. Charles: The final game skeleton is what get's exported... I can't talk much about how our export pipeline works, but it's probably not too different from how much export pipelines work. Facial was all done through Maya...Let me know if you got any other questions ;)
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