Wednesday, May 29, 2013

Render Doodles

Did some marker doodles at work (with a Tombow that  I had in my desk) while I was waiting for some renders. I think 2nd day was better.

Day1


Day2

Monday, May 6, 2013

DynAEmic Texture

I've been in the process of developing an "automated animation analyzer" preset (possibly a plugin) for AE. Essentially, an analyzing point looks at your animation and can differentiate the change from drawing to drawing passing over that given point. What this means is NO MORE KEYFRAMING TO MATCH TIMING, however there is still the option to keyframe in addition to the automation. This is what makes this great! If you went through and keyed everything by hand, then later you felt you had to change your anim along with its timing. NO WORRIES, the analyzer updates as you swap anim out!

Right now the point looks at the alpha channel percentage of the specified pixel. If the alpha of the animation is too solid, or empty, the data being outputted will plateau and become static. So by duplicating the anim while scaling and blurring it, there's a better chance of the point hitting always changing pixel. This is also why I used the line layer, there's less of a chance of there being a solid constant alpha. The downside to this is also the negative amount of alpha, also causing it to be static.

ANIMATION PROVIDED BY TOM LAW (Thanks, Tom)

The duplicated and blurred anim analysis layer.


The green square was parented to the texture layer the line anim is being matted to. Its movement are correlated to the strength of the alpha in the blurred line analysis layer (above), that pass under the white  square (analysis point).

The problems that still linger are that the "point" method is unreliable in all types of anim. If this was a walking panning scene, the point would constantly have to be moved and keyframed to make sure there was anim underneath it. That defeats the purpose of going key-less. I think theres a way to extract histogram data from the entire frame, so anytime a frame changes a small amount, the data could be used without any points or alphas. The anim could be whole animation, not just a blurry line layer, which would make the ease of applying and setup entirely effortless.

CHECK BACK FOR UPDATES!

Monday, January 14, 2013

SPRAYS


I made a new spray for Steam pal, and Kiwi, Zarnmonster. I started with the "rifleman" taunt gif from Gang Garrison 2 and modified it to make it resemble Zarn's ingame loadout.



I used PS to edit a 64x64 aliased version, extending it from 13 frames to 18, allowing for the green flame fx of the Unusual Larrikin Robin, and made it easier to cycle. The hard part was converting it to a native Source file that could be used in their engine, while keeping the quality up and keeping file size down. From PS I had to export a gif, then use a frame extractor to get alpha'd pngs (pngs out of PS were too large), then used VTFedit to make a VTF and VMF to place in the folder hierarchy. And after many attempts and ingame attempts, I succeeded!


Z and a Demoman lookin' ingame.


And like all TF2, there has to be balance...





Monday, November 12, 2012

Sunday, October 14, 2012

LAEVEL UP!

I beat Borderlands2, and since I have nothing better to do, I revisited my AE puppeting. Made a big advancement in graphic fingernail technology that stick to the tips and also "auto-line-overlapping-thingy". I'll soon be working with textures (maybe) like hair and fur if I can "acquire" the proper software. 

PS: Blogger deleted all my stats and pageviews. Starting fresh~



Friday, July 20, 2012

Templar II: MORE TEMPLAAAR!!

Messing around with different layer variations. I really like the idea of a transparent ghost face atop a talking skull. However, it' very practical in terms of clarity (or production).

Templar

I was thinking about a new idea and characters to populate it. Partly inspired by the Templar Knight from Indy III.

Sunday, June 24, 2012

Elliot

I GOT A MINI LOP IN APRIL!!! He's much bigger now. This was an old doodle I did at work. I tried doing an memory exercise where I would observe him at home and try remembering what to do at work. Apparently he didn't have legs.


Tuesday, June 19, 2012

RENDERIN'

Waiting for an ugly 2 hour render :(.... doodle. Also testing my blogger app :)

UPDATE: The app is "okay". Doesn't justify or scale the image properly, it just crops it :/ Had to fix it on a real comp.

Monday, June 18, 2012

Laundry Doodle

It's 4AM and I'm waiting for my laundry to dry. No one was on the TF2 servers, so I did a doodle.

Wednesday, May 23, 2012

It Gets Better

Pretty rusty :/

Wednesday, May 2, 2012

BlockhAEd

I've been doing some more experiments in AE with faux 3D and some "real" 3D layers. Also messing with using layers as controllers for nested expressioned layers. And MATH. UPDATE: Added some teeth, eyebrows, and mouth guts.

Friday, March 23, 2012

CatAEpillar

YAY! A new post within a year with 2 months to spare!
Besides that, this is a huge breakthrough for me getting path shape layers to work properly, especially the offset feet (with interdependent rotation!).
Anim coming soooooon!

Saturday, May 7, 2011

Friday, November 12, 2010

Wednesday, November 3, 2010

NO!

I was told to make a photo into a bratty logo that was cartoony. I failed. This is it.

Monday, June 14, 2010

L.o.M. 2

Advancing in the process. Testing his eyelids.

See the blinking turnaround HERE.

Trying out some post processing.

See the textured turnaround HERE.

Friday, June 4, 2010

L.o.M.

Char design for a personal project.

Friday, May 28, 2010

Friday, April 30, 2010

City Park

Last year (again) I worked on a short for Swarovski Crystal to help promote their new crystal figurine Lovlots' line. I did the compositing and animated 90% of the balloons & strings.

Check out the figures HERE.



UPDATE: Featured on...
Cartoon Brew