animation

Spore: Animation White Paper

Siggraph starts tomorrow, so now would be a good time to post a link to Chris Hecker (et al)'s White Paper on the solution arrived at to animate user-created cr...

Final Fantasy Face-Driven Technology

This, the final talk I'll post from GDC'08, centred on the development of the first company-wide technology platform (or engine) for Square Enix. Despite the he...

Smash Bros Character Conformity

Right from the off, this GDC '08 talk was notable for the novel, (to the West anyway), approach to staffing up for this sequel. Charting the production of SSBB,...

Beowulf Mocap Postmortem

It's certainly some time after the event, (it's slow going when you're in the middle of a full production), but I've finally collated my remaining notes from th...

Pixar Technical Notes

I just discovered this nice little treasure-trove of technical notes from Pixar covering animation and rendering topics used in their film productions. http:...

Layers of Pixar Polish

The final Adapt Presentation Notes Session, providing information for animators regarding character and rig development, peer-review processes and general actin...

Shadow Of The Colossus: Various Systems

Every so often the internet turns up a gem. It may have been around for some time now in its original form, but below I've provided an animation-related analysi...

Basics: Fast vs Slow

Traditionally, videogames have three character archetypes around which all modern character selections are based. Slow but strong, fast but weak, and an average...