Animations & Shorts
Animation Shot list / description
Randall Glass animation reel. website: http://www.nailbiter.net
Shot Breakdown (all keyframed unless noted otherwise):
(00:02)
1. Cinematic Vignette from Amazon's Crucible game. "Rahi & Brother". I animated the little floating robot named "Brother" (keyframed). Total short was 1min, 15 seconds.
(00:23)
From Amazon's Crucible game. A series of Stomper AI animations I keyframed. I animated a whole set of these including various idles/ambient life behaviors, other death anims, etc.
Stomper Gallop (keyframe)
Stomper Walk (keyframe)
Stomper death A (keyframe)
Stomper death B (keyframe)
Mocap polish shots from Amazon's Crucible game. These are a bunch of emotes. Was given mocap footage (as seen on the right side) and had to make the shot fit within 6 seconds.
(00:40)
Tosca helicopter gun emote
Tosca butt wiggle emote
(00:52)
Ajonah emote kata staff (mocap polish) - I used nCloth sims on the hat and ears using custom proxy geo, then baked back down to controllers. If there's a controller on a joint, I will make an attempt to put some animation on it. Couldn't count on the engine to simulate it properly right away, so I did it in Maya and baked it down.
(01:03)
Sazan emote violin. I like the little vibrato of the fingers on the neck. Had to add my own controller (locators with aim offset) to the rig to get it to move the way I wanted. I tend to add things like geo or other controls to help make a motion more realistic (and easier / precise).
(01:08)
Rahi crouch idle breaker (mocap polish) - Brother (little robot) was keyframed. Was given no direction on this other than "Rahi pushes Brother away". The mocap looked horrendous, so I tweaked it. Did a bunch of these crouch idle breakers (5 or 6). They were as complicated as a full blown emote and never got plugged into the game. That's life.
(01:14)
Ajonah emote tube dancer (mocap polish). This was a looping animation. I trimmed it here. I like the overlap I put in her limbs. Hat flaps and ears sim'd with nCloth again & baked down.
(01:18)
Ajonah emote bubble gun (mocap polish). I keyframed balloons for vfx reference. Fun little emote. I was given this assignment after they had completed the facial rig, so I added some animation there. "Pop!"
(01:23)
Ogre log climb - this was from an Animation Mentor assignment. I still kinda like it.
(01:26)
Source Filmmaker (SFM) short I made back in 2012 called "Scout vs. Witch" (vimeo.com/48605505). For the Witch I Z-brush sculpted some phonemes/visemes for her so she could say her lines. Yes, I'm Intimately familiar with .qc files, studiomdl.exe and the like. The entire process was an exercise in pain. I have never recovered.
Hey that's it.
Randall Glass
http://nailbiter.net
Shot Breakdown (all keyframed unless noted otherwise):
(00:02)
1. Cinematic Vignette from Amazon's Crucible game. "Rahi & Brother". I animated the little floating robot named "Brother" (keyframed). Total short was 1min, 15 seconds.
(00:23)
From Amazon's Crucible game. A series of Stomper AI animations I keyframed. I animated a whole set of these including various idles/ambient life behaviors, other death anims, etc.
Stomper Gallop (keyframe)
Stomper Walk (keyframe)
Stomper death A (keyframe)
Stomper death B (keyframe)
Mocap polish shots from Amazon's Crucible game. These are a bunch of emotes. Was given mocap footage (as seen on the right side) and had to make the shot fit within 6 seconds.
(00:40)
Tosca helicopter gun emote
Tosca butt wiggle emote
(00:52)
Ajonah emote kata staff (mocap polish) - I used nCloth sims on the hat and ears using custom proxy geo, then baked back down to controllers. If there's a controller on a joint, I will make an attempt to put some animation on it. Couldn't count on the engine to simulate it properly right away, so I did it in Maya and baked it down.
(01:03)
Sazan emote violin. I like the little vibrato of the fingers on the neck. Had to add my own controller (locators with aim offset) to the rig to get it to move the way I wanted. I tend to add things like geo or other controls to help make a motion more realistic (and easier / precise).
(01:08)
Rahi crouch idle breaker (mocap polish) - Brother (little robot) was keyframed. Was given no direction on this other than "Rahi pushes Brother away". The mocap looked horrendous, so I tweaked it. Did a bunch of these crouch idle breakers (5 or 6). They were as complicated as a full blown emote and never got plugged into the game. That's life.
(01:14)
Ajonah emote tube dancer (mocap polish). This was a looping animation. I trimmed it here. I like the overlap I put in her limbs. Hat flaps and ears sim'd with nCloth again & baked down.
(01:18)
Ajonah emote bubble gun (mocap polish). I keyframed balloons for vfx reference. Fun little emote. I was given this assignment after they had completed the facial rig, so I added some animation there. "Pop!"
(01:23)
Ogre log climb - this was from an Animation Mentor assignment. I still kinda like it.
(01:26)
Source Filmmaker (SFM) short I made back in 2012 called "Scout vs. Witch" (vimeo.com/48605505). For the Witch I Z-brush sculpted some phonemes/visemes for her so she could say her lines. Yes, I'm Intimately familiar with .qc files, studiomdl.exe and the like. The entire process was an exercise in pain. I have never recovered.
Hey that's it.
Randall Glass
http://nailbiter.net
Scout vs. Witch (2012)
Scout vs. Witch (September 2012).
This video was created using the video-games Team Fortress 2 and Left 4 Dead 2, along with Source Film Maker.
I had not yet become a professional animator at this time. I was a recent graduate of Animation Mentor, but was still struggling to land a job (took 2 years after graduating to find a job). So with time on my hands, I wanted to create an action oriented short movie with some dialog. Looking back, I think creating a simple 10-15 second animation would have been the better way to go (for landing a job). But with this, at least I've got a cool little video to look back on.
This video also lead to another tour and lunch at Valve. My hosts were Wade, Mike, and a German guy (primary engineer on SFM?) whose name I've forgotten.
This video also led to me starting my professional career in Animation. Thanks Microsoft! (Dave, Chad, Colin).
I'll write more later...
This video was created using the video-games Team Fortress 2 and Left 4 Dead 2, along with Source Film Maker.
I had not yet become a professional animator at this time. I was a recent graduate of Animation Mentor, but was still struggling to land a job (took 2 years after graduating to find a job). So with time on my hands, I wanted to create an action oriented short movie with some dialog. Looking back, I think creating a simple 10-15 second animation would have been the better way to go (for landing a job). But with this, at least I've got a cool little video to look back on.
This video also lead to another tour and lunch at Valve. My hosts were Wade, Mike, and a German guy (primary engineer on SFM?) whose name I've forgotten.
This video also led to me starting my professional career in Animation. Thanks Microsoft! (Dave, Chad, Colin).
I'll write more later...
Source engine + mocap using a Kinect 2 camera.
A Few Good g-men (2005) - expand for more
I created this in about 2 months back in July 2005.
This was years before I became a professional animator.
It uses dialog from the movie A Few Good Men (1992).
The characters and tools used were from the video-game Half-Life 2 (from Valve).
I used the Source Engine SDK (editing tools used by the creators of the game), which included a map editor (Hammer) and a tool for animating character faces (Face Poser aka Choreography Tool). Additionally I used command line tools to compile the character models (studiomdl), necessary for importing your own custom body animations. I authored the body animations in Autodesk's 3DS Max.
This short won an award at the 2005 Machinima Film Festival for Best Virtual Performance.
Some other insights on this video, I published it online the day before I was heading out for the San Diego Comic-Con (2005). I attended the show without any knowledge of what was happening with this video. Apparently it created a little buzz. On my last day at the SDCC, I ran into an artist in Artist Alley named Bay (he worked at Valve). I don't know why I approached his table, but I guess he had some Valve related art on display. We ended up chatting. He had seen my video (and so had Valve)!
Cut to a few days later, I get an invite to Valve in Bellevue to come hang out and have lunch. My guide there was a guy named Bill. Chatted with the animation cabal over lunch.
I'll write some more later...
This was years before I became a professional animator.
It uses dialog from the movie A Few Good Men (1992).
The characters and tools used were from the video-game Half-Life 2 (from Valve).
I used the Source Engine SDK (editing tools used by the creators of the game), which included a map editor (Hammer) and a tool for animating character faces (Face Poser aka Choreography Tool). Additionally I used command line tools to compile the character models (studiomdl), necessary for importing your own custom body animations. I authored the body animations in Autodesk's 3DS Max.
This short won an award at the 2005 Machinima Film Festival for Best Virtual Performance.
Some other insights on this video, I published it online the day before I was heading out for the San Diego Comic-Con (2005). I attended the show without any knowledge of what was happening with this video. Apparently it created a little buzz. On my last day at the SDCC, I ran into an artist in Artist Alley named Bay (he worked at Valve). I don't know why I approached his table, but I guess he had some Valve related art on display. We ended up chatting. He had seen my video (and so had Valve)!
Cut to a few days later, I get an invite to Valve in Bellevue to come hang out and have lunch. My guide there was a guy named Bill. Chatted with the animation cabal over lunch.
I'll write some more later...
warthog jump (2002)
WartHog Jump (Feb 3, 2002).
The original Halo stunt video.
I created this over a weekend back in early February 2002 with an Xbox, Halo, a VCR, and my old blue & white Mac running iMovie.
Some kind words from Marty O'Donnell (Halo Music Composer/Director):
https://youtu.be/oFEzO_z5WS4?t=6282
whole interview worth checking out.
I'll write some more stuff. included a visit to Bungie HQ.
The original Halo stunt video.
I created this over a weekend back in early February 2002 with an Xbox, Halo, a VCR, and my old blue & white Mac running iMovie.
Some kind words from Marty O'Donnell (Halo Music Composer/Director):
https://youtu.be/oFEzO_z5WS4?t=6282
whole interview worth checking out.
I'll write some more stuff. included a visit to Bungie HQ.