IncubatorGames
December 15th, 2009, 03:59 PM
Hello everyone.
I've been browsing through all these wonderful animations, many of which you guys created yourselves, and I was wondering if you could maybe answer a few questions about your craft?
I'm currently considering commissioning stylistic, painterly/comic-book style animations for one of our games. They'd serve the role of the occasional cinematic a la the original Thief games:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/lGZA-KDy87Q&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lGZA-KDy87Q&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/iUxsgmJv-2c&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/iUxsgmJv-2c&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Of course there's many ways to go about such things, e.g., Kamjar Fadai's amazing watemill scene (http://www.gokammy.com/portfolio/watermill.html) (is that waterwheel a separate CG animation?) Looking at these from a novice's point of view, I noticed a lot of common animation techniques that don't involve actually painting individual frames:
Camera movement/panning, with the occasional use of zooming.
Parallax movement, i.e., backgrounds composed of multiple layers that move at different speeds.
Character movement through framing, i.e., a character bobbing up and down by being offset relative to the camera's lens.
Lightsources such as beams of light piercing layers of canopy and illuminating the scene below.
Shadows and silhouettes used for frame-based animations in order to cut down on the detail. With shadows in particular, scaling and stretching can be used without painting individual frames.
Particles such as rain, snow, leaves, fireflies, etc. A few single frames of these can be scaled and moved at in different patterns to create much more variety.
Layered and rotation based animations, e.g., an arm lifting up using shoulder and elbow joints, or a character's eyes moving from left to right behind a character frame whose eye sockets are transparent cutouts.
Isolated animations that are combined with static frames, e.g., a headband blowing in the wind.
Smoke/cloud animations based on organic growth, scaling and changes to translucency values.
Water animations that show a current flowing in a single direction. Not sure how these are done -- although I'd guess it varies largely based on the overall style -- but I've heard luminosity changes can simulate this effect.
"Magic Wisps." It's hard to describe these, but I've seen quite a few animations where supernatural beams of energy seem to grow from a single point until they create distinct shapes. The magic wisps don't necessarily use translucencies or soft edges like smoke wisps, and no scaling or rotation seems to be involved. I'm not sure how this is done, but I'd guess that the animation is based on the finished object, and a series of masks that change to "unveil" it.
Aside from these, do you guys know of any other tricks or strategies for creating painterly animations? Also, what formats would be used for such animations? I'm particularly interested in whether it's something we could import and render in-game, or whether we'd have to use "pre-baked" videos.
And of course we're interested in freelancers/studios that specialize in such animations. If you have any in your own portfolios, or know others that do, maybe you can provide us with some links?
Thanks for your time,
-Radek
I've been browsing through all these wonderful animations, many of which you guys created yourselves, and I was wondering if you could maybe answer a few questions about your craft?
I'm currently considering commissioning stylistic, painterly/comic-book style animations for one of our games. They'd serve the role of the occasional cinematic a la the original Thief games:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/lGZA-KDy87Q&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lGZA-KDy87Q&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/iUxsgmJv-2c&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/iUxsgmJv-2c&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Of course there's many ways to go about such things, e.g., Kamjar Fadai's amazing watemill scene (http://www.gokammy.com/portfolio/watermill.html) (is that waterwheel a separate CG animation?) Looking at these from a novice's point of view, I noticed a lot of common animation techniques that don't involve actually painting individual frames:
Camera movement/panning, with the occasional use of zooming.
Parallax movement, i.e., backgrounds composed of multiple layers that move at different speeds.
Character movement through framing, i.e., a character bobbing up and down by being offset relative to the camera's lens.
Lightsources such as beams of light piercing layers of canopy and illuminating the scene below.
Shadows and silhouettes used for frame-based animations in order to cut down on the detail. With shadows in particular, scaling and stretching can be used without painting individual frames.
Particles such as rain, snow, leaves, fireflies, etc. A few single frames of these can be scaled and moved at in different patterns to create much more variety.
Layered and rotation based animations, e.g., an arm lifting up using shoulder and elbow joints, or a character's eyes moving from left to right behind a character frame whose eye sockets are transparent cutouts.
Isolated animations that are combined with static frames, e.g., a headband blowing in the wind.
Smoke/cloud animations based on organic growth, scaling and changes to translucency values.
Water animations that show a current flowing in a single direction. Not sure how these are done -- although I'd guess it varies largely based on the overall style -- but I've heard luminosity changes can simulate this effect.
"Magic Wisps." It's hard to describe these, but I've seen quite a few animations where supernatural beams of energy seem to grow from a single point until they create distinct shapes. The magic wisps don't necessarily use translucencies or soft edges like smoke wisps, and no scaling or rotation seems to be involved. I'm not sure how this is done, but I'd guess that the animation is based on the finished object, and a series of masks that change to "unveil" it.
Aside from these, do you guys know of any other tricks or strategies for creating painterly animations? Also, what formats would be used for such animations? I'm particularly interested in whether it's something we could import and render in-game, or whether we'd have to use "pre-baked" videos.
And of course we're interested in freelancers/studios that specialize in such animations. If you have any in your own portfolios, or know others that do, maybe you can provide us with some links?
Thanks for your time,
-Radek