Friday, June 30, 2006

Muscle and bone bring animated characters to life

"A system that automatically generates a biologically accurate skeleton and muscles could help movie and games animators create characters who move more realistically.

Computer animators working on video games or films such as The Incredibles usually start with a virtual wireframe model of a character's outer appearance. The wireframe moves using preprogrammed limb movements, which in turn allows the animator to work out how the character's outer layer should bend before overlaying skin and hair." (more) New Scientist Breaking News - Muscle and bone bring animated characters to life

How to draw a pixel head - Flip Flop Flying

Neat. Tutorial at link.

Flip Flop Flying

Sunday, June 18, 2006

Stumbling on Happiness - NPR : Sharing One Secret to Happiness

Psychology professor Daniel Gilbert has spent a lot of time thinking about what makes people happy. He shares one of the secrets he has uncovered. Gilbert is the author of the new book Stumbling on Happiness. (Link to audio at NPR) NPR : Sharing One Secret to Happiness

Saturday, June 17, 2006

Dog neurons in a dish control video game (Quake 3). Skynet unavailable for comment.

The video links are spooky yet cool. Robot military, no draft.

"When the brain is first hooked up to the game, it doesn't know what it is doing so it randomly moves around," Thompson said. "After enough data flows to the brain it begins to change the neural network, it starts to control the character in a progressively more intelligent way."

Though the brain can successfully compete with a bot, the goal is to gain better understanding of how brains function, Thompson said.

-30-

Videos of the brain controlling the game are available:

Video 1: early stages of learning about 4 hours of learning

Video 2: slightly advanced, about 13 hour of learning

Video 3: more advanced, notice the collision detection and change of direction, about 42 hours of learning

Video 4: most advanced with combat, over 9 days of learning

UT SCIENTIST: DOG NEURONS IN A DISH CONTROL GAME

Hoffman to be 200th ‘Actor’s Studio’ guest - TELEVISION - MSNBC.com

68? Wow, I didn't realize he was that old.

"James Lipton interviews Dustin Hoffman in an episode 'Inside the Actors Studio,' which airs on June 25. The 68-year-old Hoffman, who won best actor Oscars for 1982's 'Tootsie' and 1979's 'Kramer Vs. Kramer,' is the 200th guest on the program." (more) Hoffman to be 200th ‘Actor’s Studio’ guest - TELEVISION - MSNBC.com

Throwback Throwdown - The Austin Chronicle

"Retro gaming is adjunct to everything that's going on right now," says Billy Cain, vice-president of Critical Mass Interactive in Austin. Cain has been designing games for 14 years; his company recently finished some of the graphics for Jaws Revenge. "The retro games are cultural memory," Cain says. "Other countries that we work with never had those games. Countries like India started with Lara Croft from Tomb Raider; they have no reason to buy a retro game."

On the other side of the card is David Kaelin, owner of Game Over Videogames in North Austin. His business is in the sales of vintage used games and their respective systems, knocking on the door of gamer nostalgia. "Statistics say the average player is 30 years old. They don't want the newest and greatest game. They want something that's easy to learn, something their kid can play that's not too violent – like a cartoon."(full article at link) The Austin Chronicle: Screens: Throwback Throwdown

Tuesday, June 06, 2006

"Digging For Worms: Why Doug Tennapel Doesn't Care What His Fans Think"

"Occasional game developer and character designer Doug Tennapel is probably most often remembered for his work creating the Earthworm Jim franchise. In addition to EWJ, The Neverhood, and other fan favorites of the 16-bit era, Tennapel is an accomplished comic book artist, and is currently working for Nickelodeon on the show Catscratch.

Gamasutra took some time out of Doug’s day to catch up on Earthworm Jim, get some thoughts on character design, and wax philosophical about the state of game creation today." (full interview) Gamasutra - Feature - "Digging For Worms: Why Doug Tennapel Doesn't Care What His Fans Think"

Thursday, May 25, 2006

Animation ID - Identifying animators from Golden Age of cartoons

Neat site, bunch of YouTube videos embedded at this page with some great old cartoons, check it out.

"The goal of this blog is to help people identify the many wonderful (and then not so wonderful) animators from the Golden Age of cartoons. Check back every day for more fun!" Animation ID

Cynicism in feature animation? - CGCHAR -- Animation News + Community + Forums

Pixar focuses on making stories with heart and broad appeal, largely due to the creative forces at the heart of the company. Lose the heart of your company and it makes it hard to rebuild.

"The new issue of Fortune Magazine includes a nice article on John Lasseter and, parenthetically, some comments from Bob Iger (Disney) about why Disney thinks Pixar is so special a company. In those comments, Iger observes that Pixar movies 'do not have one bit of cynicism.' I think he's on to something, how about you?

DreamWorks, for instance, has made at least two movies that I suggest come from a cynical core: 'The Road to El Dorado' and 'Over the Hedge'. Each of them begins with lead characters that are ethically-challenged scoundrels. RJ in 'Over the Hedge' is propelled into the action of the film because he was caught trying to steal food from a sleeping bear. During the course of the movie, he tries to trick the other animals by faking friendship. Finally, RJ learns that living life as a scoundrel is not the best way to go. This is the same kind of setup the studio had with 'Road to El Dorado'. Ethically-challenged scoundrels discover that friendship and honesty are the best ticket.

I suggest that this forumla faces trouble going out the door because nobody in the audience considers himself to be ethically-challenged. When presented with these kinds of characters in the opening moments, they RECOGNIZE them, but they don't particularly EMPATHIZE with them." (more at link) CGCHAR -- Animation News + Community + Forums

Wednesday, May 24, 2006

New Job Alert: I am going to KingsIsle Entertainment!

I went down yesterday to get an apartment in Austin, this Saturday I move down to the Hill Country to start at KingsIsle Entertainment, Inc.!

DNA underwent a massive round of layoffs just recently, but I am fortunate to roll into a great new gaming company, the Creative Director is Tom Hall of Commander Keen, id Software and Ion Storm fame, so I look forward to exciting projects. :)

Thursday, May 18, 2006

Evolution of Dance - YouTube

Andrew Burke threw this link out, I saw linkage a few days ago but never sat down and watched it. Damn RSS overload.

The transitions are the thing to watch for in this video, animator friends...



YouTube - Evolution of Dance

Peanuts Meets Marvel!

Quite possibly one of the best mashups I've seen, I grew up copying Peanuts and Marvel comics! (see link for tons more pics)

Statue Forum - Peanuts Meets Marvel!

PS3 games: Plunging deeper into the "Uncanny Valley"

The concept is simple: When we look at a cartoon-like drawing of a person, like Charlie Brown, our brains fill in the missing information, and the cartoon seems warm, cute, and lifelike. But when an animated version of a human becomes incredibly close to being real, we start focusing instead on the tiny details that aren't right: The slack skin, the not-quite-dewy-enough eyes, the stiff body movements. Paradoxically, the more realistic the human becomes -- the worse they look. Sure, enhanced graphics look terrific when lavished on static things, like scenery or smoke or bullets. But the human face? Our video-game graphics aren't up to it -- and, if you believe the Valley theory, may never be. (more)

collision detection: PS3 games: Plunging deeper into the "Uncanny Valley"

John Lasseter at French premiere of 'Cars' - Cartoon Brew: May 2006 Archives

Videos at link.

From Cartoon Brew: "John Lasseter sat down and answered questions at the French Premiere of CARS last night. Our friend Kinoo (of the French website, Pixar's Room) has posted video and pictures from the event.

I had the luck to be at the premiere of CARS yesterday in Paris and attended the discussion with John Lasseter following the digital projection of the new movie (and the well received Ratatouille teaser). I was able to ask him a question about his future, as he has many resposibilities now following the merger with Disney, and if he will be able to direct another movie soon? His answer can be seen on the first video clip."
Cartoon Brew: May 2006 Archives

Wednesday, May 17, 2006

Digital Domain Sold to Bay - CGCHAR -- Animation News + Community + Forums

“At a time when every top grossing motion picture is relying on digital visual effects to help tell compelling and entertaining stories, we believe this translates into a bright future for companies in this field, and we believe Digital Domain represented a unique opportunity to invest,” said Stork, whose accomplishments at Microsoft included leading the development of Windows® 95/98. “The creative and talented team at Digital Domain has a great reputation in both the feature film business and in the commercial advertising community for high-quality, award-winning work. Adding the expertise, business acumen and diverse relationships of the Wyndcrest principals will allow Digital Domain to capitalize on the rapidly expanding opportunities in the entertainment business. (more)

CGCHAR -- Animation News + Community + Forums

Saturday, May 13, 2006

Deviation: Machinima about a game-character's existential crisis

Synopsis:

The short film ‘Deviation’ was shot using an online game engine with the virtual actors and director never having met one another.

Macintyre, an online-game character and member of a four-man counter-terrorist squad, attempts to break out of the cycle of futile violence that has been his sole existence.

Dropped into the middle of a mission and faced with the prospect of climbing into an ambush at the end of a manhole tunnel, Macintyre strives to convince the other squad members that there is another way...

Boing Boing: Machinima about a game-character's existential crisis:

Animation School Lesson 2 -Squash and Stretch on heads - blog of John Kricfalusi - all kinds of stuff

He is going over Preston Blair's book, yesterday he posted a great article on Squash and Stretch pertaining to heads.

Definitely worth checking out.

all kinds of stuff

Wednesday, May 10, 2006

Lowman Rigs with Facial Controls at Animation Apprentice

An animator I work with (Patrik Puhala) gets the kudos for finding this link for a nice, simple free Maya rig, spotted at Animation Lounge.
animationapprentice.com

Based on the Lowman rig, but with facial controls based on the ‘Stop Staring’ simple setup. Created in Maya 6.01.
Rigs at Animation Apprentice

Tuesday, May 09, 2006

World of Warcraft headed for Hollywood - videogames1.mtv.com

'Ant Bully' gets a mention below.

"The Times is reporting that Blizzard will announce Tuesday that its massively successful, massively multiplayer online role-playing game is set to be made into a big-budget fantasy picture along the lines of Peter Jackson's The Lord of the Rings films, with Warner Bros.' Legendary Pictures handling the production.

Director, cast, release date, and budget are all undetermined as of yet, but the paper quotes Blizzard CEO Paul Sams as saying that the goal is to make 'one of the best films in the world,' a World of Warcraft pic that will appeal to gamers and nongamers alike. He said Legendary Pictures management was keenly attuned to what Blizzard wanted out of a World of Warcraft film. Legendary's first film was Batman Begins. Other projects being brought to the big screen by Legendary Pictures include Superman Returns, The Ant Bully, Where the Wild Things Are, and Frank Miller's 300."

videogames1.mtv.com