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Found 79 results

  1. Hello Everyone! I’m now working with Zugalu -- developer of an upcoming SHMUP named Technolites – as Community Manager. In Technolites, you’ll take command of a fully customizable ship and dash across the universe to defeat an ancient alien threat. Deploy more than 500 weapons and utility upgrades – fighting by yourself or with a friend. The fate of humanity rests in your hands. We’re currently live on Kickstarter, and we’d love it if you could check out our page! Any feedback is greatly appreciated https://www.kickstarter.com/projects/643340596/technolites-a-story-driven-shoot-em-up-by-zugalu Looking forward to seeing all of the great game projects being developed and launching this year!
  2. we are looking for someone who can develop a fully automatic [recruiting information removed by moderator - please use jobs section]
  3. Release of kit "Close Combat: Fighter". This add-on is devoted to hand-to-hand combat. A small story in the style of Max Payne and john wick - there are subtitles.
  4. For a long time I had been delaying finding a solution to feet etc interpenetrating terrain in my game. Finally I asked for suggestions here, and came to the conclusion that Inverse Kinematics (IK) was probably the best solution. https://www.gamedev.net/forums/topic/694967-animating-characters-on-sloping-ground/ There seem to be quite a few 'ready built' solutions for Unity and Unreal, but I'm doing this from scratch so had to figure it out myself. I will detail here the first foray into getting IK working, some more steps are remaining to make it into a working solution. Inverse Kinematics - how is it done? The two main techniques for IK seem to be an iterative approach such as CCD or FABRIK, or an analytical solution where you directly calculate the solution. After some research CCD and FABRIK looked pretty simple, and I will probably implement one of these later. However for a simple 2 bone chain such as a leg, I decided that the analytical solution would probably do the job, and possibly be more efficient to calculate. The idea is that based on some school maths, we can calculate the change in angle of the knee joint in order for the foot to reach a required destination. The formula I used was based on the 'law of cosines': https://en.wikipedia.org/wiki/Law_of_cosines I will not detail here but it is easy enough to look up. For the foot itself I used a different system, I calculated the normal of the ground under the foot in the collision detection, then matched the orientation of the foot to the ground. My test case was to turn off the animation and just have animals in an idle pose, and get the IK system to try to match the feet to the ground as I move them around. The end effect is like ice skating over the terrain. First I attempted to get it working with the main hero character. Implementing The biggest hurdle was not understanding IK itself, but in implementing it within an existing skeletal animation system. At first I considered changing the positions of the bones in local space (relative to the joint), but then realised it would be better to calculate the IK in world space (actually model space in my case), then somehow interpolate between the local space animation rotations and the world space IK solution. I was quite successful in getting it working until I came to blending between the animation solution and the IK solution. The problems I was having seemed to be stemming from my animation system concatenating transforms using matrices, rather than quaternions and translates. As a result, I was ending up trying to decompose a matrix to a quaternion in order to perform blends to and from IK. This seemed a bit ridiculous, and I had always been meaning to see whether I could totally work the animation system using quaternion / translate pairs rather than matrices, and it would clearly make things much easier for IK. So I went about converting the animation system. I wasn't even absolutely sure it would work, but after some fiddling, yay! It was working. I now do all the animation blending / concatenation / IK as quaternions & translates, then only as a final stage convert the quaternion/translate pairs to matrices, for faster skinning. This made it far easier in particular to rotate the foot to match the terrain. Another snag I found was that blender seemed to be exporting some bones with an 'extra' rotation, i.e. if you use an identity local rotation the skin doesn't always point along the bone axis. I did some tests with an ultra simple 3 bone rig, trying to figure out what was causing this (perhaps I had set up my rig wrong?) but no joy. It is kind of hard to explain and I'm sure there is good reason for it. But I had to compensate for this in my foot rotation code. Making it generic To run the IK on legs, I set up each animal with a number of legs, and the foot bone ID, number of bones in the chain etc. Thus I could reuse the same IK routines for different animals just changing these IK chain lists. I also had to change the polarity of IK angles in some animals .. maybe because some legs work 'back to front' (look at the anatomy of e.g. a horse rear leg). The IK now appears to be working on most of the animals I have tested. This basic solution simply bends the knees when the ground level is higher than the foot placed by the animation. This works passably with 2 legged creatures but it is clear that with 4 legged creatures such as elephant I will also have to rotate the back / pelvis to match the terrain gradient, and perhaps adjust the leg angles correspondingly to line up with gravity. At the moment the elephant looks like it is sliding in snow down hills. Blending To blend the IK solution with the animation is kind of tricky to get to look perfect. It is clear when the foot from the animation is at ground level or below, the IK solution should be blended in fully. At a small height above the ground I gradually blend back from the IK into the animation. This 'kind of' works, but doesn't look as good as the original animation, I'm sure I will tweak it. Another issue is that when one leg is on an 'overhang', you can end up with a situation where the fully outstretched leg cannot reach the ground. I have seen that others offset the skeleton downwards in these cases, which I will experiment with. Of course this means that the other leg may have a knee bent further than physically possible. So there are limits to what can be achieved without rotating the animals pelvis / back. Anyway this is just description of the trials I had, hopefully helpful to those who haven't done IK, and maybe will generate some tips from those of you that have already solved these problems.
  5. There are lots of benefits of outsourcing 3D animation: Saving costs Outsourcing 3D animation costs up to 50-60 % less, compared to in-house development. Profitability Less operational costs boost profit margins. No overhead costs, no need for capital-intensive investment help utilise financial resources elsewhere Quality The outsourcing partners have an expert level in this field and have all necessary tools and resources. No overhead costs You do not need to pay for training and conferences for your animators, we take care of everything Our company provides both keyframe and Motion Capture-based animation, or combination of those. Wide experience and deep knowledge ensure highest quality that meets all requirements of our clients. Human, cartoon characters, creatures, engineering, medicine, machines, weapons, etc. – we are providing various types of 3d animation and not limited by particular areas. Our company works in different 3D software such as Maya, 3ds Max, Motion Builder etc. – we are flexible for adjusting workflow to client requirements. Please find more information about us at http://tavo-art.com/
  6. Hi, everybody! We are still working on the #TERRORHYTHM characters' animation. Now the main character has a deadly katana! Shreds enemies quickly, easily and sharp! Check it up! Game Steam page - TERRORHYTHM Best regards, EvilCoGames Team evilcogames@gmail.com http://steamcommunity.com/groups/EvilCoGames http://twitter.com/EvilCoGames http://www.facebook.com/EvilCoGames
  7. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.57. Candy World II v7.87. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v14.57. Candy's Space Mysteries II v5.27. They are available for download on my website: - Xilvan Design Websites - One new link are now available: a OneDrive link. But, there is still a Google Drive & old CNET.download.com link. If you want to watch the videos of our games: - My youtube Channel - Please, Subscribe to my channel for more infos about our new releases. Hope you'll enjoy! Friendly, Xylvan, Xilvan Design.
  8. DeadPixel Deviants is a tiny (3 official members, 1 honorary member) team searching for one or more artist(s) and animator(s). The game currently being worked on is a 3D, single player RPG, however 2D artists may still message us to assist with future games. "Project Zodiac" current progress as of roughly one week:
  9. [Rev-share]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. Anyone have any suggestions for ways of animating characters on varying slopes on landscapes? I've no idea what are standard ways of dealing with this, and have been putting this off to some extent. The issues are mainly with larger animals cutting through the terrain on slopes. I've tried raising animals up higher above the land, but they look obviously 'in the air' in certain positions. I've also tried putting 2 land height probes at the front and rear, so that they change height according to their orientation, but that looks silly with strange changes in elevation as they move. I've also tried changing the pitch angle when rendered, this looks a bit silly (but not out of question lol). Another possibility is to turn off depth testing against the landscape, but I would have to figure a way of still having it working when they are behind mountains. Perhaps if I push back the depth value of the land this will work. I have read this article on mechwarrior 4: https://www.gamasutra.com/view/feature/131863/animation_blending_achieving_.php and I see they deal with it by having a flat animation, left and right and up and down slope animations, and blending between them. I can do this, but it sounds like a lot of extra animations for a one man team, and it also means I'd probably have to use a lower / upper body split for all animations, rather than be able to use full body. Plus use some performance for the blending (this is on mobiles). I've not really used IK before in game, is this a realistic / practical solution? Or can I use a simpler system, make some standard poses on flat, and slopes, then measure knee etc angle offset, then blend in these offsets with some scaling at runtime to make the legs more bent or extended? Another solution is to just design around the problem and make the large animals only able to move over flat ground. I guess this is more what happens in real life, I haven't seen many crocodiles climbing up slopes on nature progs lol. Any thoughts, experiences on this would be welcome.
  11. hello, a friend and i are building a 2D platformer and i'd like to ask which software would be the best for 2D pixel animation (Moderator edit: changed the subject to be the question that needs answering -- Kylotan)
  12. Male Character Introduction

    Today I achieved a good stopping point in the modeling process for a new character. He comes in a little heavy at 10k vertices. Below is a render with vertex colors applied. UV unwrapping and texture painting will come soon. I like using colored materials early and apply to faces to get a feel for a finished piece instead of staring at the default clay gray. The downside perhaps would be vertex counts have the potential of going higher because of additional edge loops that get jammed in to separate material boundaries. It's just how I work. The upside, if you can give it one, is material islands can be easily selected when moving to the texture stage. I tried something a little different this go around with Blender by sculpting the form first and then a full retopology. I've resisted sculpting in the modeler because the tools never felt right coming from zBrush but giving it a fair chance, I happened upon a happy zone. After finishing retopology, I was excited to get a rig on him and have a play. All honesty, I'm going have to work on it, but this quickie test was satisfying. Little dude's pretty cool. I still need to find my way around the graph editor to dial in keyframe curves, refine for anticipation and follow through but the rough keys look pretty good. At least to me. Well, that's my first blog entry for my game project. The GameDev Project I'll publish once there is some game play. Thanks for the visit.
  13. Guys, I've spent a lot of time to load skeletal animation but It is very difficult... I refer to http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html but I didn't get the results I wanted Please Help Me This is my codes void LoadAnimation::BoneTransform(float time, vector<XMFLOAT4X4>& transforms) { XMMATRIX Identity = XMMatrixIdentity(); float TicksPerSecond = (float)(m_pScene->mAnimations[0]->mTicksPerSecond != 0 ? m_pScene->mAnimations[0]->mTicksPerSecond : 25.0f); float TimeInTicks = time*TicksPerSecond; float AnimationTime = fmod(TimeInTicks, (float)m_pScene->mAnimations[0]->mDuration); ReadNodeHeirarchy(AnimationTime, m_pScene->mRootNode, Identity); transforms.resize(m_NumBones); for (int i = 0; i < m_NumBones; ++i) { XMStoreFloat4x4(&transforms[i], m_Bones[i].second.FinalTransformation); } } void LoadAnimation::ReadNodeHeirarchy(float AnimationTime, const aiNode * pNode, const XMMATRIX& ParentTransform) { string NodeName(pNode->mName.data); const aiAnimation* pAnim = m_pScene->mAnimations[0]; XMMATRIX NodeTransformation = XMMATRIX(&pNode->mTransformation.a1); const aiNodeAnim* pNodeAnim = FindNodeAnim(pAnim, NodeName); if (pNodeAnim) { aiVector3D scaling; CalcInterpolatedScaling(scaling, AnimationTime, pNodeAnim); XMMATRIX ScalingM = XMMatrixScaling(scaling.x, scaling.y, scaling.z); ScalingM = XMMatrixTranspose(ScalingM); aiQuaternion q; CalcInterpolatedRotation(q, AnimationTime, pNodeAnim); XMMATRIX RotationM = XMMatrixRotationQuaternion(XMVectorSet(q.x, q.y, q.z, q.w)); RotationM = XMMatrixTranspose(RotationM); aiVector3D t; CalcInterpolatedPosition(t, AnimationTime, pNodeAnim); XMMATRIX TranslationM = XMMatrixTranslation(t.x, t.y, t.z); TranslationM = XMMatrixTranspose(TranslationM); NodeTransformation = TranslationM * RotationM * ScalingM; } XMMATRIX GlobalTransformation = ParentTransform * NodeTransformation; int tmp = 0; for (auto& p : m_Bones) { if (p.first == NodeName) { p.second.FinalTransformation = XMMatrixTranspose( m_GlobalInverse * GlobalTransformation * p.second.BoneOffset); break; } tmp += 1; } for (UINT i = 0; i < pNode->mNumChildren; ++i) { ReadNodeHeirarchy(AnimationTime, pNode->mChildren[i], GlobalTransformation); } } CalcInterp~ function and Find~ function are like a tutorial (http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html) I think that I'm doing the multiplication wrong but I don't know where it went wrong If you want, i wall post other codes. here is my result (hands are stretched, legs are strange) and it is ideal result
  14. Jurassic Jackpots

    From the album PK Game Art

    Sexy Rexy! Illustration for the AGS slot game "Jurassic Jackpots". This dinosaur was painted in Photoshop, and animated in After Effects. He's surprisingly articulated, with the face being separated into various pieces for full animation freedom. He can open and close his jaws, roar, wiggle his tongue, scrunch his brows, use his cheek and eye muscles to blink, flair his nostrils, wag his tail, breath, etc. This image was used in the topscreen of the cabinet, game symbols, glass art, and the animations used to attract the customers from across the casino floor.
  15. Fu Panda

    From the album PK Game Art

    Character illustration done for the hit AGS slot game "Fu Panda", and "Fu Panda: Extreme Jackpots". The panda was illustrated in Photoshop, and animated in After Effects. He is fully articulate, capable of opening his mouth up wide, smiling, blinking, etc.
  16. Coyote Spirit Puppy

    From the album PK Game Art

    Character symbol illustration done for the AGS slot game "Coyote Spirit". This puppy was illustrated in Photoshop, and animated in After Effects.
  17. Chinatown Luck

    From the album PK Game Art

    Environment Design for the AGS slot game "Chinatown Luck". The gate was modeled in 3D first, and then illustrated with the rest of the scene in Photoshop. Heavily animated in After Effects - the whole cityscape comes alive, with lanterns swaying, neon flickering and sparking, people moving, steam rising from street food stalls, rain drizzling, mist flowing, etc.
  18. Chang'E - Chinese Moon Goddess

    From the album PK Game Art

    Character Illustration done for the AGS slot game "Divine Moon". Illustrated in Photoshop, and animated in After Effects. The character moves, blinks, smirks, nods, and the background lanterns swirl and loop endlessly/seamlessly. This image is used on the cabinet's topscreen, glass art, symbols, and in the animations that attract the customer.
  19. (Disclaimer: I am not talking about video transitions. i.e. fade, zoom out, etc) I just want to know if animation transitions are a good use of time, or if they will even be noticed. Specifically, I mean an animation that transitions from one animation to another, like from a walk animation to an idle animation and vise-versa. This is easy to achieve with bone-based animation, but I am using sprite-based animation, so I would have to do all of them manually. I honestly cannot tell if any other games use this, and cannot find anything online about it. Is it a good idea to add these? Will they be too much work? Will they even be noticeable?
  20. Hello! I'm working on a game that is quite personal to me. It touches on my own depression, obsessions, phobias, etc. It's a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption. First, I'm looking for a 2D animator that can compliment the style of the attached image. The player character's animations will be a bit more extensive than a typical platformer. There will be many death animations, and some other strange dealings with the character that will need animation. Other items will include some objects in the world that are in need of animation. All static pieces of art will be handled by the artist that drew the attached image. Second, I'm looking for a male voice actor. There will be at minimum two characters that will need to be brought to life through vocals. They are a very core part of the game, though they will never be shown on screen. As a reminder, this is a rather dark comedy, so be prepared for some insanity in your portrayal of these characters. The first voice is that of a game show host's voice, while the other will be a devilish voice (without SFX, I think it cheapens it, does not necessarily need to be a low voice, this is more about the portrayal than how the voice sounds). Last, I would love to have an editor on board. More than just avoiding disaster in the writing, I'm looking for someone that can elevate it. There is not a ton of writing that will be in the final project, but it's important enough of an aspect to be trying to bring someone in to help with it. To those interested: I have a crappy prototype that exists, along with a couple game design docs. More than anything, I'd like to present the project through a voice chat via discord to any interested. Discord - Bobdul Thundercuck#4590 I do plan to post this on itch.io and wherever else I can put it that makes sense. I fully expect to make nothing off this project, as should you. However, in the case that money is made, a rev share model will be in place. Edit: Editor position has been filled, title has been changed to reflect this, and crossed out the section detailing this.
  21. Hello, I am Andrew Elam. You may have seen my post about needing a co-writer to help write a science fiction PC FPS. Thankfully, I found someone. I guess I'm assembling a team now, to develop this game, lol. It is going to be a fairly large game, so at least a small team is needed. Here is the plot we have so far. The player is a part of a 5 person Marine squad, stationed aboard the Vindication Class Heavy Destroyer, "Atlas Moon." The game is set in the year 2136. Humanity has been at war with a genocidal alien race known as, the Actians, for 10 years. Atlas Moon, and two other Vindication Class ships have been sent to a world that isn't Human, or Actian. Galactium. The mission, is to investigate what the Actians are looking for on the planet. What they are looking for, is a massive weapon buried deep underground. It has the power to destroy entire planets. I need one person for each of the following categories. - A level designer. You will be assisting me in creating maps. - A modeler. Your job will be to take designs on paper, and turn them into rigged, 3D models for Unity. - An AI programmer. Your job will be to create AI for characters. - And an animator. Your job will be to assist me in 3D animation for cutscenes. Like I said, I only need one person for each category at the moment, so only one will be picked for each. NOTE: You will be paid once the game receive funds. Thanks!
  22. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  23. Animation artwork

    Some steps in animation on #TERRORHYTHM project. Soon will be more broken enemies.Game Site: http://terrorhythm.evilcg.com
  24. I need multiple animations takes to be placed in one FBX file, but 3ds max isn't able to place them in separate timelines. So is it a way to place several animation takes in one FBX file? Added: what I tried is exporting in "txt fbx", then adding in notepad a new take in the "take section", then reexport in binary fbx. But it looks like a little bit comples
  25. Blooming OpenFX plugin

    For those doing promotional videos for their games we have released a video plugin that allows you to add glow, aka blooming, as a post effect in your video pipeline. The plugin is an OpenFX plugin that works in video editing software such as Nuke, Catalyst Edit, Natron or any other OpenFX compatible host software. The blooming filter allows you to set the threshold intensities that you want affected by the glow. You can also color tint the glow or make it anisotropic for stretched glow effects typically used for really bright intensity light streaks. Sample of an image before the blooming effect is applied: Image after blooming has been applied: You can find out more about this plugin on the Genifect OpenFX plugin suite page.
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