I got the opportunity to rig the N Animiniz for the Glitch Inn music video! This was a really fun character to rig and hearing the song and seeing the animation only elevated it for me.
Here's a few images I made of the rig and the approach I went with for the 2D face rig!
early iteration of some first-person jumping animations using state machines!
also changed 90% of euler rotation usages throughout the system to quaternions because frick interpolating eulers lol
modeled and rigged these blocky FNAF: security breach characters for fazbear and friends! had a ton of fun modeling these and just messing around with this new style
Here's a look at some of the Rigging and Technical Animation work I did for
#PoppyPlaytime
Chapter 3!
These have been some of my favorite characters to work on ever, with so many diverse challenges I got to tackle head-on! Super proud of the final result!
#PoppyPlaytimeChapter3
progress update on the first person animations! ported it to 1.19.4 and added differentiated item use animations, a held item pose via additive blending, and state-based mining animations
as always, this is very much not final and is missing a lot but feedback is always welcome!
Created some of my first Artstation portfolio posts for some of the modeling and texturing work I did on both Project: Playtime and Poppy Playtime Chapter 3! Enjoy!
(rigging and tech anim reel coming soon!)
Making a little client-side Fabric mod that improves character/entity animations without adding any bends.
So far on the base player model (the most complex one), it's got walking, running, leaning, and sneaking animations, which all blend together!
#minecraft
#modding
here's my first iteration of the first person walking animation! personally i really like the slight camera tilt mixed in with the bobbing, but i'm curious what y'all think of it
spent the last week and a half reviving this mod project from the dead, but this time with 9 months of UE4 animation blueprint experience on my belt!
so far, i have it in a new 1.19.3 project and have rewritten a ton of the backend to be far more streamlined and flexible! (1/5)
Here's an update on some new stuff I've done for the animation mod: idle animations, banking when running and turning, crossbow charging and holding, bow charging, and being underwater!
Super excited to share that I'm joining
@glitch_prod
as a Technical Artist today!!!
I'm super pumped to work with all the amazingly talented and passionate artists there doing awesome things in the indie animation scene!
messing around with first person camera animations!
still need to work out a few rotation issues here and there but yeah, goal is to work towards doing proper first person character animations for the player!
apparently this dumb minecraft ghast rig i made and rendered with blender internal renderer over 6 years ago was used as a reference for the minecraft mobestiary art and i never realized it lmao
here's some crawling stuff! this much closer to being done with locomotion animation, which is when i can finally begin on all the item interaction animations!
just released my block sound upgrade mod for 1.18.1 on my discord! this includes repurposed sounds for ores, raw ore blocks, leaves, plants, grass blocks, terracotta, torches, bricks, and more!
very proud of the work the character art team and animation team have done to bring this game's characters and cosmetics to life! here's 4 screenshots from the trailer that show a few of them off best:
keep in mind this is only a small fraction of what's available ingame!
armor animations! this weekend's work involved a lot of going back and cleaning up existing code to make everything as organized as possible, and right now the goal is to add in as many unique item interactions as possible
this should not have taken as long as it did to figure out, thanks to rotation matricies being a butt for the 9999th time in this project lol. but here's sleeping animations all ready to go!
Today was my last day at Mob Entertainment.
After a bit over 7 years of working for the company since December of 2016, I decided to leave to try something new. I'll always cherish the memories and the friends I made during my time there. (thread below)
(1/10)
here's a peek at some of the reject toys and toy boxes i modeled and textured for
#poppyplaytime
chapter 2! had an absolute blast working on these and gained a lot of experience working in substance painter
the box art for these fellas was designed by
@ZAMinationM
messing with figuring out what's left to be added method-wise for the mod by making animations for zombified piglins, this is literally just an idle and a walk and it already adds just so much life to them, really pumped to see how this project turns out
getting back into minecraft world generation modding in my free time and remade the vanilla sculk patch feature! wanted to make it look way more like a vein-y growth in addition to utilizing sculk vein blocks to create a vine-like falloff
#modded
#minecraft
just made something super cool that adds a ton of potential to this mod: baking animation done on a character rig in maya into java code, allowing it to be easily put into the game!!
this is something i've dreamed of being able to do with this rig and now it's possible!!!
I also created 2 new artstation posts with extra images for both the rigs and the smiling critter recoloring shaders, which you can find below! Also added some extra lookdev/unused concept stuff to the modeling post from last week.
Rigging:
Smiling
got the mod working on the newest 1.19 experimental snapshot and started working on revamping some of the older player animations like the walk and idle cycles!
(it went to that default pose there because i haven't re-exported the run cycle yet)
here's a thread of some of the things i modeled and textured for project playtime! this was the first major game project i've had the opportunity to work on as lead character artist and i'm excited to share my last 4 months of work!
starting off, a few freight cars i made!
like i've never enjoyed just staring at pigmen doing random things so much before, so here's 42 seconds of pigmen doing absolutely nothing for your viewing pleasure
more progress on that camera animation stuff, i think i've finally got it tuned to be consistent with the maya output. time to try re-implenting the first person arms!
so incredibly thankful nobody was hurt beyond minor injuries from this, after i got out i got hit by another car that couldnt get out of the way in time because we were stuck standing in the left lane with no shoulder and somehow i only got a few bruises on my head and elbow
Narrowly survived a pretty bad 3-car colossion on the freeway. Miraculously, nobody was hurt beyond some minor injuries.
Tried to stay positive in the moment (hence the selfie) but man, I need some time to process... 😵💫
I'll be back soon
wanted to learn more about making GUIs in minecraft java so i started making this little gadget project thing, replacing each piece of information displayed in f3 with a visual toggleable gadget!
found a bunch of my old minecraft story mode rigs i made back in 2016, man i loved making these so much. i always love finding really old things i barely remember i made and just rediscovering it
The new stripes of different stone types that now occur in stone-surface biomes really inspired me to apply something similar to the underground, so I whipped up a little something in 1.18 snapshot 4! Still needs tweaking, but I'm wanting to go for a nice sedimentary look.
getting this thing to rotate and transform correctly took wayyyyyyyy longer than i would've liked... like almost 5 months of coming back to this every week or so doing whatever trial and error i could think of to make it work. but it's finally fixed!!!!!! (1/3)
here's a little bit of head rotation body movement action, made to test the new rig with the system- it's absolutely ridiculous how easy it is to do this now with all the systems in place
and now for some walk animation! gonna do separate walk cycles for having low hunger (gotta see if this one will work on servers), crouching, and holding a sword/axe+shield
behold, a feature that took several hours to figure out that i can guarantee most people will question what the change is here: smooth transitions from standing to swimming!
perhaps my favorite part about people publishing my stuff without credit is how they don't bother removing random files that serve zero purpose- like this "pestomodels" folder that does absolutely nothing, was just using it to export model data for a friend and i was lazy lmao
here's a side-by-side comparison in maya (left is old, right is new); there's a few more things i wanna tweak cuz i don't feel entirely right about it but i'm trying to go for more of a running-but-not-sprinting look than a slow walk
Here's some viewport screenshots of some of the Minecraft-themed BATIM characters and sets I made for
@EnchantedMob
's Art of Darkness video! All of the models I made in this were inspired by the work of
@themeatly
and
@PascalCleroux
, enjoy! (1/3)
made some funny debug stuff utilizing the recently-implemented hashmap timer system. if you look closely, you can also see hints for a heavily WIP animation!
taking a second crack at sprint jumping to see if i can get it working on multiplayer! (placeholder animation for now)
making sure these animations look just as good on multiplayer as singleplayer is a top priority of mine for this mod :)
implemented animation montage tracks!
these are for playing action animations at a specific tick and blending between them and an input pose with configurable blend in and out durations. here's an example of it in action with a crude punching animation!
spent a bunch of time tonight practicing some non-mc modeling stuff by cleaning up the exported topology on part of the moon character's model from security breach! i think i'm also gonna make a full character rig with it aswell just to like practice and learn more rigging
Had an idea and made a Minecraft horse run cycle without bends! Having a lot of fun going in and messing around with this style of rigging and animation
Finished rigging my MC-styled Springtrap model from FNAF3! Learned a lot of new techniques while modeling and rigging this over the past 4 weeks, feel free to give feedback on this!
here's a look at the huggy model i made for the latest
@EnchantedMob
@zaminationyt
fazbear and friends short!
this model was very weird to make in a cool way, making a minecraft version of a character from a game my friends worked on, very full circle lol
spent a good chunk of time today implementing a system that allows items to be tied into animations aswell, packaged with the normal animation done with the rig!
got more run cycle stuff in, i think i'm happy with it now! also fixed the issue of elytras not properly parenting to the player's back, and now the walk/run animations cancel when swimming or fall flying
modeling ennard from FNAF, using a bunch of wire-deformer-driven cable meshes clumped together so i can have as few separated pieces as possible once i get to the retopology phase, while still keeping silhouette where i want it.
and here's sprinting! definitely gonna tweak the animation itself more as i feel a little unsure about it, but really happy with how i'm able to spend more time in maya than in the IDE implementing these :)