animation

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  • Jacek Antonelli's special blend

    by 
    Tateru Nino
    Tateru Nino
    06.07.2008

    Jacek Antonelli, whom you already likely know as the creator of the Blender BVH animation exporter for Second Life, has released an excellent tutorial on getting to grips with Blender and the exporter, so that you can get into this excellent free tool for creating animations. Her tutorial is simple, straightforward, witty and well-illustrated. If you create Second Life animations, but don't use Blender -- or you want to get into creating animations for Linden Lab's virtual world, you owe it to yourself to take a look at this.

  • Venture Bros. season 3 now in iTunes

    by 
    Mike Schramm
    Mike Schramm
    06.05.2008

    Just a few short days after the new season started on Adult Swim, the latest episode of The Venture Bros. is now in iTunes for your downloading pleasure. I love this show, and this season will probably be the best yet -- show creators Jackson Publick (a.k.a. Christopher McCullogh) and Doc Hammer (no alias, that's what they call him) seem like they're going to dive full steam ahead into the huge backstory of this series (originally a spoof on the old Johnny Quest cartoons, but lately a play on everything from James Bond to Hunter S. Thompson), and it'll definitely be a wacky, hilarious ride.Unfortunately, there's no season pass for the series -- maybe Apple is a little leery to give those out considering what happened earlier this year (and let's be honest, as awesome as this show is, it's crazy enough to have been a few episodes away from cancellation since it started -- God bless the folks at Adult Swim for letting it go as long as it has).If you haven't seen this show yet, the best place to start is probably back in Season 1 (Careers in Science is probably the easiest place to start, for my money), but if you want to follow along in this latest season, the show's just an iTunes URL away.[via TUAW alum D. Chartier]

  • New release: Blender animation exporter

    by 
    Tateru Nino
    Tateru Nino
    06.02.2008

    Jacek Antonelli has released a new version of her Blender animation exporter that allows use of Blender's sophisticated (and free) animation suite to create animations for Second Life. This release focuses primarily on the user-interface, improving the layout to make things a whole lot easier for those who are not already Jedi-masters of the Blender package; and a mighty good change it is, too, as you can see above.

  • From Blender to BVH via Antonelli

    by 
    Tateru Nino
    Tateru Nino
    05.20.2008

    One of the more sophisticated animation tools out there is Blender, a cross-platform, free suite of 3D creation tools. Blender allows a lot of animation tricks that are normally only found in packages costing hundreds or thousands of dollars. The eclectic, artistic, and highly-animated Jacek Antonelli has released a script, scene and animation skeleton that allows users to create and export high-quality animations from Blender into the BVH format used by Second Life.

  • Video of CCP artist's Ambulation presentation available

    by 
    Samuel Axon
    Samuel Axon
    05.15.2008

    CCP character artist Ben Mathis gave a 30 minute presentation at the New York Comic Con last month. He talked mostly about the forthcoming Ambulation expansion, which will allow EVE Online players to leave their cockpits and walk around the interiors of space stations with customizable, 3D avatars. Ten Ton Hammer has a Flash video of the entire session.We saw some of the presented content at GDC earlier this year, but there's some new stuff in this video, too. As we've noted before, CCP isn't holding back; Ambulation is very technically impressive. It's ironic that EVE -- a game focused almost entirely on spaceships instead of face-to-face interactions -- might soon carry the most advanced avatar creation tools on the market.Players will be able to customize every thing from body fat to the materials from which their clothes are made. Female avatars will have makeup customization options so powerful that the differentiation between lip gloss and lip stick will be noticeable. New animation blending technology will enable realistic transitions between disparate facial expressions. Infinite morph points will be available when faces are molded, thanks to creative use of shaders. CCP's ambition is astonishing -- let's hope the reality lives up to the promise in the end.

  • AoC video guide to emote animations

    by 
    Shawn Schuster
    Shawn Schuster
    05.14.2008

    Ten Ton Hammer has done it once again, providing us with one of the most entertaining guides we've seen yet on Age of Conan: a video guide to /emotes! If you're still apprehensive (which has its own /emote) about getting that pre-order for AoC, this might just do it for you. Seriously though, these emotes are not only entertaining, they're a testament to the amount of detail that has gone into this game. Mostly, emotes are useful in social roleplaying situations, but to find a game that has this many otherwise seemingly-mundane character animations this early before launch shows that either they got the important stuff out of the way first, or they decided emotes are more important than anything else. Um, we're pretty sure it's the latter. May we suggest the /chicken?

  • Playing your homemade DS can be fun, too

    by 
    Candace Savino
    Candace Savino
    04.07.2008

    It's too bad that creating a DS out of paper wouldn't really work like this -- then we'd all have a lot more money in our pockets. Our hats definitely go off to you tuber and deviant artist Zikayn, though, for making this awesome video. While we've seen similar stuff before, we haven't seen anything with as much polish as this. We can't be sure how long these kind of animations take to create, having no artistic bones to speak of, but we imagine that it wasn't just a quick endeavor.[Via Kotaku]

  • Size matters: Tauren shrinkage

    by 
    Amanda Miller
    Amanda Miller
    03.27.2008

    For those of you who do not frequent the forums, you might not know that since patch 2.4, there has been a Tauren outcry. It seems that cows everywhere are logging in to find that their weapons are roughly 50% smaller than they were previously. Should you take your weapon out to get a better look at it, you'll get to watch it grow back to pre-patch size. Unfortunately, this is not a bug. Hortus has confirmed that it was an intentional change because certain weapons would clip the ground while sheathed. While the Tauren have been getting some support on the forums, some players seem unsure of why this is such a big issue. Let's take a deeper look into why players are upset, including the fact that cows will seemingly be the brunt of even more jokes. Not innocent jokes either; not like "steak! It's what's for dinner!"

  • Don't do it, it's a trap

    by 
    Amanda Dean
    Amanda Dean
    03.15.2008

    Zanzer of Mal'Ganis posted on the World of Warcraft test realm forum that he is displeased with the user interface change that shows hunter traps in the combat log. Obviously this is a PvP related change, as PvE mobs probably don't care if a hunter sets traps or not. The ability to trap is one of the most important features of the Hunter class. Typically players know when Hunters are dropping traps for two reasons. First, there is an unmistakable squatting animation that shows the character setting the trap. Of course you have to have your camera on the Hunter to see the animation. Second, Hunters who are worth their salt lay traps whenever they are able to in the PvP environment. The difference is the combat log now states what type of trap has been dropped.

  • All future DreamWorks Animation movies to be made in 3D

    by 
    Darren Murph
    Darren Murph
    03.14.2008

    As gimmicky as 3D typically is, we've seen just how impressive it can be when done right. Apparently, DreamWorks Animation thinks it can convince viewers to pay a premium for a three-dimensional product, as its Chief Executive Jeffrey Katzenberg announced that all of the studio's future films -- starting with next year's Monsters vs. Aliens -- will be "made in 3D." Reportedly, adding 3D to each film will require an extra $15 million per production, but after the stunning success of Disney's Hannah Montana / Miley Cyrus: Best of Both Worlds Concert Tour, it reckons the investment is a smart one. As it stands, only 1,200 or so theaters worldwide are capable of 3D exhibition, but Katzenberg is hoping that some 3,000 to 5,000 would be equipped once Monsters emerged.[Via WidescreenReview, image courtesy of WorstPreviews]

  • Make toon tunes with Looney Tunes: Cartoon Conductor

    by 
    Kyle Orland
    Kyle Orland
    03.13.2008

    Remember back in the early '90s when you couldn't turn your head without running into another knock-off platformer based on some popular cartoon property? Well, it seems the rhythm-action game is the platformer for the new millennium. Case in point: Eidos' just-announced Looney Tunes: Cartoon Conductor, coming to the Nintendo DS this June.Players will use the stylus to conduct classic tunes from the, er, 'toons, and then be "rewarded with clips from favorite Looney Tunes cartoon moments." Bugs Bunny, Porky Pig, Daffy Duck, Sylvester the Cat and Tweety will be on hand for a game designed for "absolutely everybody who enjoys simple but addictive gameplay." And who doesn't enjoy that? No one, that's who! So that means everybody will enjoy this game! It's logic as indestructible as an ACME Indestructo Steel Ball.

  • Dofus' Wakfu - the TV series

    by 
    Akela Talamasca
    Akela Talamasca
    02.27.2008

    As stated, Dofus is an MMO with an outstanding and appealing aesthetic; one that I've often wished were available to just watch, like a cartoon. Well, apparently Ankama Games and I were on the same wavelength, because sure enough, there's an animated show being produced as we speak!Wakfu - the TV series follows the adventures of Yugo, a young boy with a strong sense of justice, and his four adventurous friends, each one of them a different warrior type from the world of Dofus. Take a gander at the trailer -- it's a fantastic mix of European and Asian animation styles and perfectly captures the sometimes alien, sometimes whimsical World of Twelve. No release date has been offered, but I'm keeping all channels open for the announcement!

  • Havok offers PC game devs Havok Complete for free

    by 
    Jason Dobson
    Jason Dobson
    02.23.2008

    It was only a few short years ago when in-game physics were a novelty, like lava lamps and black lights. Today, however, like barrels that explode when shot, obeying the laws of physics is expected behavior for objects in most any game. This turnabout is pinned largely on the popularity of Havok's core collection of animation and physics tools, which the company notes that it will make available to PC game developers for free later this year. The toolset, dubbed Havok Complete, has been used in creating a number of high profile titles, such as Ninja Theory's Heavenly Sword. Beginning in May, Havok will make available these same tools to developers for non-commercial use, while both it and parent company Intel also plan to offer those devs deemed worthy with a free commercial distribution license as well. Says Havok, the move is designed to "boost creative game development throughout the industry," from indies and academics, to PC enthusiasts who for too long have lived without the joy of being able to throw virtual ragdolls down flights of stairs.

  • Express yourself, come on and do it...

    by 
    Chris Chester
    Chris Chester
    02.20.2008

    Over the years, most of us have grown accustomed to the typical avatar gestures... /wave, /kiss, /kneel, and the like. Even some of the more outlandish emotes have their place, like /robot or /rude. Of course, this kind of thinking is not out of the box! Since most people labor under the assumption that the money is to be found out of the box, you can pretty well kiss the box goodbye! For Bob Moore of Terra Nova, the most unbox-like development in the MMO sphere is in what he calls "free gesticulation," a technology capable of reading the physical movements of a player and translating them on-screen to their avatar of choice.The gesture system that exists in games today, coupled with a competent VOIP solution, is adequate for most of your basic communication needs. Standalone gestures like waves, nods, and bows do just fine by their lonesome, and informative pointing gestures work particularly well with VOIP software. But what of expressive or descriptive gestures? Moore suggests that these previously untapped lines of communication could open up whole new avenues of gameplay possibilities, particularly for role players. And best of all, the technology is extremely close to mainstream. All we need is for somebody to implement it. You can practically /kiss the uncanny valley goodbye!

  • GDC08: Inchworm: Mario Paint meets Photoshop

    by 
    Eric Caoili
    Eric Caoili
    02.19.2008

    It has been almost a year since we heard anything new about Fatbits Pocket Painter, and we were beginning to worry that the project had been abandoned. While homebrewers already have Colors! to satisfy their DS-digital-painting needs, we really wanted to see what Bob Sabiston, the programmer behind Waking Life and A Scanner Darkly's Rotoshop software, had come up with.Dismissing concerns of its halted development, the painting and animation application has appeared at GDC, this time under the name Inchworm. Along with its reintroduction comes a new site packed with tutorial videos and user-uploaded samples/flipbooks. Artists can easily create and share their work online, all with a robust selection of drawing and editing tools.One unique feature we spotted in Inchworm is the ability to draw under a painting without having to create and move around new layers. Very useful for animation, we hear!We're not sure if Inchworm has found a publisher yet, but we hope someone helps this program hit the mainstream market. Bob Sabiston definitely sees potential in the software: "If people can make money selling math and brain teasers to kids, imagine how popular a program that lets you draw and make cartoons [would be]!"

  • Remember the stealth animations?

    by 
    David Bowers
    David Bowers
    02.12.2008

    Rogues probably remember well the day that their current stealth animations were altered over a year ago now. People complained that their character suddenly seemed wobbly or constipated while walking around in stealth, but Blizzard responded with promises of brand-new super-cool stealth animations for rogues of all races to help solve the issue. They said, and I quote, "Currently this issue is expected to be resolved in patch 2.1," (which obviously didn't happen) "but there is a chance that the new animations will not be ready by that time, which may result in the fix being delayed for a later patch."A later patch indeed! Which later patch, you ask? 2.4 perhaps? The official word is "no new ETA," which, as you know, is Blizzard-speak for "sorry guys and gals, we wish we could do this right now, but there just isn't time. We might have time to do it sometime between now and the next global ice age, perhaps."No, to be fair, they probably will get around to it some day, probably even sometime during the 21st century!

  • Rocket Mount animation

    by 
    Adam Holisky
    Adam Holisky
    02.09.2008

    We covered the Rocket Mount announcement a earlier last month. However with the 2.4 patch notes released last night, and the test client now downloadable, we've been able to do some digging around. The mpq files have been kind to us and have given us this great animation of my warrior ridding the newest addition to the loot available from the World of Warcraft Trading Card Game, the Rocket Mount.I'm sure everyone will want one of these. My guess is that it'll be even more in demand than the Spectral Tiger Mount. After all, who just can't resist going "yeehaw!" when you see this?

  • Developer diary details Star Wars Galaxies animation process

    by 
    Michael Zenke
    Michael Zenke
    02.08.2008

    Making a Massive game is mighty complicated. According to programmer Matt Boudreaux at SOE-Austin, no part of the development process is more interconnected than making the pretty avatars move correctly on the screen. The animation process is the subject of a developer diary at the official Star Wars Galaxies site. Matt explains some of the steps required to get an SWG character looking just right.The basics of animation start with the artists, he details. They create the 'skeleton' on which a mob or avatar is built. With the skeleton in place, designers step in to apply specific animations to activities. In SWG, animations tend to be focused around the tool you're using. Two players using the same attack might see completely different animations because they're using different weapons. Plenty more on the process rounds out his description, which is well worth exploring.

  • Cartoonish caricature of the console wars warms our cockles [update]

    by 
    David Hinkle
    David Hinkle
    02.04.2008

    Update: The embeddable player gave us some difficulty, so we cut it from the post. Hit up the "read" link below to check out the video.What better for a Monday than a cartoon talking about the console wars, wouldn't you say? Wait, do you smell that? It's fanboy debate, simmering at a nice temperature and waiting to be turned into a full-on boil. We know you're ready to break the doors of our post down and leave your two cents. So, have at it!Oh, and watch if only for the PS3's role as an ottoman for the Wii. It's pretty funny.

  • Age of Conan preview makes mention of women, animations

    by 
    Kyle Horner
    Kyle Horner
    01.21.2008

    Curse has a new write-up about their recent trip to FunCom where they go over some key issues fans of the upcoming Age of Conan might want to know about. One such thing is in regards to the severe lack of a female presence in the world of Hyboria up to this point. We're told that the main reason we haven't seen any female player characters is that FunCom wanted to do it up right. After all, you only get to make first impressions once. Well, apparently now that females are ready for the spotlight, beta testers can expect to see them as soon as the next patch even. This bodes well for the rest of us seeing the lovely ladies of Hyboria sooner rather than later.If FunCom takes their armor sets as seriously as they take their Hyborian women, then it sounds like we're in for some satisfying sets of equipment. We're told to expect over 500 unique armor pieces, which in terms of sets doesn't tell us too much. Although a very rough guess on our part would be somewhere in the ballpark of 70-90 armor sets, which would span over three races and twelve classes. If they keep their word then hopefully we won't have a bunch of clones running around.What really interested us the most, however, was that after hearing lots of concerned feedback on the run animations the developers are going back to the motion capture, uh -- board. Sure, you can expect all sorts of custom fatality animations for different classes, but FunCom continues to impress us with their ability to listen to the community. There's nothing worse than an unnatural looking run animation when you have to stare at it constantly for hours on end.