Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Monday, October 14, 2013

RIFT Animation Highlights 2014

Here are some of my animation work on the mmorpg game RIFT. These represent a very small percent of the amount of work I've done so far for this game. I excelled in combat animations and characters that required a bit more "personality" than your typical mob, such as dungeon bosses, oversized creatures and special mounts.

Click here to watch on YouTube in HD

Sunday, December 16, 2012

Animating a Two Handed Sword Attack - The Vertical Slash

I thought I'd do a little write-up of the process of animating something as simple as a sword attack. First off, I'm proud to say all the animation work we did on Rift are all  keyframe and it's been a while since I got to do animation like this, straight up. The image below shows the breakdown of each key pose.

Two Handed Sword Vertical Attack
Key Poses
As you can see from the key poses above, the basic principles of animation still applies. However, it's up to you (the animator) to find a creative way of applying the principles or to break the rules as you see fit to produce the effect you want out of your animation.

So what's my process for animating something like this? Well, I usually start by drawing a series of thumbnails and doodles on paper before I even begin any work in front of the computer. This is the planning stage, where I work out different ideas on poses and how I think my character will be moving. Since this particular animation is about combat, of course I also look at video references (thanks YouTube) on the subject of weaponry and body mechanics - and it's all about body mechanics. Then I begin a bunch of pose tests (key poses) and see how the movement will "flow." The rest is simply tweaking until the animation feels right (and test and make sure it works in game... very important).

Here's The Actual Animation
As It Appears In The Game

In the fantasy world of RIFT, the Bahmi are a race of large, hulking humanoids from the Plane of Air who arrived during a time of war and became stranded when the portal to their realm closed, trapping them on Telara forever. They average around 7 feet tall, with the smallest male Bahmi being like the size of Dwayne "The Rock" Johnson... yup.

Tuesday, July 26, 2011

My Bahmi animation

Here's my male Bahmi mage animation being featured on Rift's mage class trailer.

Bahmi Mage animation from Ferd on Vimeo.

Though... I dunno why the people who put this together have him using his arcane powers on a poor helpless fluffy bunny.

Saturday, February 26, 2011

Rift goes live for headstart 02.24.2011

RIFT has gone live this thursday! Everyone who preordered the game can now log in and play online! It's a historic day for Trion Worlds, with the release of our first flagship title and already the number of players playing our game is through the roof!

Here's a clip of my Bahmi celebrating our release. ^_^


Rift will be out in stored March 1st, and in Europe March 4th.

Monday, January 10, 2011

Bahmi Tattoo Concepts/Game Screens

With the lifting of the NDA weeks ago and permission from Trion Worlds, I thought I'd do a little write up on some tattoo designs I recently did for the Bahmi charcters in "Rift."

The Bahmi is one of the playable races in Rift. Aligned with the Defiant faction, they are descended from the half-giant Shalastiri from the plane of Air, whose bodies and especially their faces are adorned with very distinct magical tattoos called sefir.

I've been primarily animating the male Bahmi, but this would be the first time I've contributed some concept art for it... and actually got it in the game (woo!!). Fortunately, one of the character artists working on refining the textures and model of the Bahmi shared my ideas on the character as far as (tattoo) designs were concerned - so after a few discussions I presented him with these sefir concepts;
 
Bahmi facial "sefir"
(tattoo) designs

Time was short (shocker). I submitted the designs and out of these they were able to create multiple variations of the base patterns, quickly doubling the number of choices for character creation. I'm quite happy with the results, considering the constraints we had;

Male Bahmi "sefir" patterns
applied to game model

Side to side comparison
of the female Bahmi "sefir" in-game
with the sketch

I was only able to design two patterns for the female version... pretty much ran out of time, but it still made it into the game.

The other races in the game also have tattoo options, but I designed the sefir patterns with the Bahmi specifically in mind. Hopefully, the patterns remain unique to this race.

Big thanks to the character artist Shawn Shain and our art director Darren Pattenden for letting me contribute these defining characteristics for the Bahmi race.

Rift will be available for the PC on March 1st, 2011.

Tuesday, April 27, 2010

Rift: Planes Of Telara

(The playable Bahmi warrior that I'm currently animating for the game)

Trion Worlds has finally unveiled our flagship mmo title to the public, "Rift: Planes Of Telara." Formerly titled "Heroes Of Telara," it's been getting a lot of great press these past few days. We still got plenty of work to do to make it look and play awesome (even though many people already think so). In the meantime, here are some links announcing the game.


It's been an exciting week!

Saturday, June 20, 2009

Ferd TV

I've recently added samples of my animation work in Vimeo, now that their compression quality seems to be much better. Plus I'm quite disappointed with YouTube's quality so I figured, why the hell not?

http://vimeo.com/channels/ferd please feel free to check it out and subscribe to the channel.

Tuesday, June 9, 2009

Heroes Of Telara

Finally announced at this year's E3 is Heroes Of Telara, the upcoming MMO that I've been animating on. Currently being developed and to be published by Trion World Network Inc.

There's quite a lot of haters out there since our game was unveiled, mainly 'cause the majority who have seen our first trailer don't really understand that this game isn't and does not intend to be like World Of Warcraft.

Heroes Of Telara does offer highly social and dynamic online gaming that is different than the usual mmorpg experience - not many understand what the hell that means or how the gameplay works, resulting in some pretty harsh first impression reviews. However, this reviewer seems to understand better than most of the press that showed up at our private demo - http://vgtribune.com/100-million-question-is-heroes-of-telara-the-world-of-warcraft-killer/ (this guy does exaggerate a bit - our goal is not to be a WoW killer, but rather to put out good game that is drastically different from your usual run-of-the-mill MMO game, which hopefully players will enjoy immensely).

This is the first trailer, so nothing is really polished as of yet.

Friday, November 28, 2008

Joker/Batman Face-off

Here's a scene from Mortal Kombat vs. DC Universe that I worked on at Midway Games. Joker has some newfound abilities and decides to "call out" the Batman.

I did the facial animation for Joker and Batman. I also had to go in and heavily handkey Joker's motion, exaggerate his timing, poses and add a lot of flourishing movements to his hands and fingers (which were non-existent in the mocap data).

Variety magazine even gave props to Joker's performance. Click here for the article.

Mortal Kombat vs DC Universe is available now for the PS3, X360 and Wii. Do check it out. If anything, it is a fun game to play.

Tuesday, September 16, 2008

Mortal Kombat vs. DC Universe



I just recently completed cinematics work for Midway's upcoming fighter "Mortal Kombat vs. DC Universe." I mostly did keyframed facial animation on The Joker, as well as motion editing for several characters. Definitely not my best work, but some of the latest screens I saw showed promise.

The game is definitely fun to play, so hopefully it does well when it comes out for the PS3 and X360. Supposed to be due out in November 2008, but I was told just recently that it's been postponed to be released after christmas... yes, people will be crunching until it ships.

Saturday, July 26, 2008

Ferd Reel 2008

Here's a compilation of my most current animation work. I generally avoid including motion editing samples in my reel because I prefer to showcase my keyframing skills. However, I may edit it in if I were to apply at a studio that do motion capture work to demonstrate my experience with it.

Although I have worked with motion capture, I've never considered it to be animation - motion capture is a tool where you're given data to manipulate that was provided by another performer or actor, whereas in animation the animator IS the performer and actor.

Me personally, I find doing keyframe character animation provides the most rewarding experience and more often than not, much better results.

Verizon: A Thoughtful

This the full version of the Gorilla animation I worked on at Charlex for a Verizon commercial spot. The character was set-up by an incredible rigger, Steve Mann. The animation is about 3 seconds long, but only small segments of it were used in the actual spot.

Def Jam X-Video

This is the first cinematic I worked on (at EA Chicago) involving motion capture editing - A promo video for Def Jam: ICON. The first draft of was started by another animator and when he was pulled away, I took over all animation resposibilities, often with little or no direction... because there was no animation director until halfway in production.

I had to heavily keyframe this mocap data because the actors' performances were awful and "floaty" - ironic, since mocap is supposed to capture the "realism" of motion. Somewhere in the middle of this production, it was decided that these characters will talk and have facial expressions... so a rudimentary facial rig with 25 bones was created. We did what we could given the extreme limitations.

Sunday, March 23, 2008

Verizon Gorilla

Mean looking, yah? This is that psycho gorilla I animated for a verizon commercial spot. The animation itself was about 3 seconds long, but you barely see it on the actual spot. Oh well. This character was modeled and rigged by the talented artists at Charlex, who is responsible for a lot of the verizon spots currently being aired.

The sequence is basically, he's on top of a mountain peak (I guess after spending a whole day wreaking havoc on the now ablaze village in the background) roaring and blasting his flame throwers in the air... I dunno, he's either really pissed that there's no one left to barbecue... or 'cause he can't get himself down from that mountain.

The peeps at Charlex are some of the most hardcore, talented folks I've ever worked with. A lot of my friends are there and many I've known since I first got into the business, so it was all good times. The Gorilla was conceptualized by Todd Winter.