I can finally post about some of my work at Cubic Motion since it's now released as samples for the website.
This here is an example of capture-driven animation:
This type of animation specifically requires strict adherence to the video reference capturing every subtlety made by the actor. A lot more time consuming to clean up and get right. I was responsible for the animation and lighting.
This one shows the capture-driven animation being transferred to a stylized character rig (Morpheus rig by Josh Burton):
A fellow animator started the facial animation and I finished it off, cleaned and polished the rest, including the body animation. I was also responsible for the character customization and lighting setup.
Wednesday, 28 September 2011
Friday, 2 September 2011
Check it out guys! This is the game I worked on while I was at Ubisoft Reflections from 2009-2010. It was great to be a part of the animation team and I learned a lot from everyone.
The game is out today (in the UK). If you've played it, let me know what you think!
P.S. This is also my first credited game! :D