tag:blogger.com,1999:blog-25366312601303428372024-02-19T05:57:06.436-05:00Art and Animation of Michael Meltchenko (Blog)AnimatorUnknownnoreply@blogger.comBlogger43125tag:blogger.com,1999:blog-2536631260130342837.post-14827335773011237272013-03-04T19:40:00.002-05:002013-03-23T00:25:56.329-04:00Biped, my old friend!<div dir="ltr" style="text-align: left;" trbidi="on">
What's up everybody!<br />
<br />
This month I decided to go back to my good old friend, the biped!! <br />
I wanted to play around and practice my weight, body dynamics and do some different animation styles. <br />
So instead of making a new post all the time, I will just be updating this one. That way it will be more organized and I can better archive the whole thing.<br />
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The post going to get big eventually, so come back often to see some progression. I will do my best to add new animations daily =).<br />
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Day 1. Here we go, 1st one up, realistic animation practice (total time taken ~2hours):<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/qA09KcdQPNQ?rel=0&vq=hd720 " width="640"></iframe><br />
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Updated version:<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/wClB0jY2IWI?rel=0" width="640"></iframe><br />
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Day 2: Some sword swinging attacks. This one took me ~ 4hours:<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/bKhkZm3Gczo?rel=0" width="640"></iframe><br />
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Day 3: Swinging on bar and jump! Around 4 hours to complete.<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/413XTlYcvm8?rel=0" width="640"></iframe><br />
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Day 4: Super Jump!! Took me around 3.5 hours for the animation. This time I wanted to make a small scene with motion blur =P<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/YH4-KCBTtdw?rel=0" width="640"></iframe><br />
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Day 6, I did a quick compilation of everything so far into one video, and made a few adjustments in some of the animations here and there:<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/J4M1FAHhS9w?rel=0" width="640"></iframe><br />
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Week 2, Day 1:<br />I am back! THIS IS SPARTA!:<br /><br /><iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/IEKVd28aQiY?rel=0" width="640"></iframe><br />
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To go quickly, I use the "Pose to Pose" technic. I just worry about the reading and the dynamism of the poses in the beginning and that's pretty much it. <br />
My workflow consists of putting the character in a pose on each frame on the timebar.<br />
<b>For example: <span style="color: #cc0000;">frame1</span>: <span style="color: #ffd966;">pose A</span>; <span style="color: #990000;">frame2</span>:<span style="color: #f1c232;">pose B</span>; <span style="color: #990000;">frame3</span>;<span style="color: #f1c232;">pose C</span>, etc etc</b><br />
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This allows me to avoid getting distracted by timing and what not. Once I have a solid pose, my animation just flows from it into the next one, that includes the weight transfers and all the basic foundations. Only when I have the complete set, of whatever is I am animating, I then start my timing tweaking by taking all the poses and scaling them along the timebar.<br />
This workflow works well for all sort of action animations that don't necessary need to follow a sound in particular.<br />
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<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-63405112424135719752013-03-01T00:48:00.003-05:002013-03-01T00:49:01.510-05:0011 second club February - Final Render!<div dir="ltr" style="text-align: left;" trbidi="on">
At last! I have completed it! This months 11 second club animation. Woohooo! <br />
Here what the final render gives. I hope you like it =)<br />
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<object height="360" width="640"><param name="movie" value="http://www.youtube.com/v/2z2YPdvhUdo?hl=en_US&version=3&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/2z2YPdvhUdo?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
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Peace and love!</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-5108079157586962642013-02-26T01:07:00.001-05:002013-02-26T01:07:03.997-05:0011 second club - February 2013 Blocking WIP 04 <div dir="ltr" style="text-align: left;" trbidi="on">
Here is my blocking that is (almost) ready for linear. I did some adjustments here and there, added a few blinks in the eyes. Now he rubs his ear a little bit after switching the phone. I feel that it gives him a more natural state after holding the phone for quite a while on the right side.<br />
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Here's how it looks right now:<br />
<br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/9FPe6sT7BZ0?hl=en_US&version=3&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/9FPe6sT7BZ0?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
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Okay tomorrow linear pass all day and spline the next + render tests. Gogogo!! 3 Days left.<br />
Peace and love =)</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-53111594120159302092013-02-25T00:21:00.000-05:002013-02-25T00:21:03.528-05:0011 second club - February 2013 Blocking WIP 03<div dir="ltr" style="text-align: left;" trbidi="on">
I am updating my progress on the 11 second club animation I was working on.<br />After getting some feedback from friends and my animation comrades, I re-adjusted some things.<br /><br />I have pushed the blocking of the body and the lips. 3 days left till the end of the competition. I will try to add the blinks tomorrow and move to linear.<br />Here's how it looks so far:<br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/M6pAkdh7kQk?version=3&hl=en_US&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/M6pAkdh7kQk?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br /><br />Time for some little sleep. Peace!</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-42543473818571739572013-02-16T01:41:00.001-05:002013-02-16T01:41:34.565-05:0011 second club - Blocking WIP 02<div dir="ltr" style="text-align: left;" trbidi="on">
What's up y'all,<br />
<br />
Here's my animation advancement of the 11 second club February 2013 competition.<br />I did some basic mouth shapes and worked on some of the poses. I also added some extra in-betweens in this blocking. <br /><br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/mOL_aZ8loD0?hl=en_US&version=3&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/mOL_aZ8loD0?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
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On my next step, I plan to add more in-between poses and solidify further the lipsyncing.Then move on to add some eye blinks and work more on the eyebrows. <br />Work work !<br />
<br />Peace and love! </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-1460275874862286312013-02-13T23:59:00.001-05:002013-02-14T00:56:48.523-05:00Acting and Animation - 11 second club February 2013 attempt<div dir="ltr" style="text-align: left;" trbidi="on">
Hello everyone!<br />
<br />
First post of 2013, yay!!! <br />
So here I am updating what has been going. I had a great new year start. Right after New Years feasts and celebrations, I landed a small contract to work at <a href="http://www.redbarrelsgames.com/">Red Barrels</a> for a short time as a cinematic/trigger events animator on "<a href="http://www.youtube.com/watch?v=2GPf3MdVOKI">Outlast</a>". I have learned some new tricks and it was definitely a good experience. <br />
<br />
But we are here for the good old animation stuff right? So here's what I have been working on lately:<br /><br />I wanted to try out for this months <a href="http://www.11secondclub.com/">11second club</a> animation contest. And here's what I have so far:<br />
<br /> <br />
I started by listening to the <a href="http://www.11secondclub.com/competitions/february13/download/">sound</a> over and over to see what ideas would match well with this little dialogue.<br />
So what I came up with is a guy sitting in a park, on a bench, talking on his cell with his dad. Pretty basic right haha. I wanted to concentrate on the hand gestures and make it feel like he is talking with someone. <br />
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I filmed myself quite a few times, while listening to the sound, and while just simply acting out, without anything playing in the background. I took the best parts and put them together:<br /><br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/o8apoY5_JUs?hl=en_US&version=3&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/o8apoY5_JUs?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br /><br /><br /><br />After a while, I could clearly see in my head what I wanted to have, so I skipped the thumbnailing part and went straight ahead into 3Ds max, blocking out my first animation pass. Here's how it looks so far:<br /><br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/kO7g2eNpEA0?hl=en_US&version=3&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/kO7g2eNpEA0?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br /><br /> <br />
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Stay tuned if your interested, to check out how this piece advances =). <br /><br />Peace and love! <br /> </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-43102028704993277522013-01-15T20:50:00.003-05:002013-01-15T20:50:59.734-05:00Continuum - The Full game !<div dir="ltr" style="text-align: left;" trbidi="on">
At long last! Here it is, our full game that we worked on for the past months. It is complete and ready to be played!<br /><br />Here is the trailer for the game following by the download link for the executable. Enjoy! <br /><br /><object height="480" width="640"><param name="movie" value="http://www.youtube.com/v/Q30LJKUw0BI?version=3&hl=en_US&rel=0"></param>
<param name="allowFullScreen" value="true"></param>
<param name="allowscriptaccess" value="always"></param>
<embed src="http://www.youtube.com/v/Q30LJKUw0BI?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
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<br />The full game can be downloded from here:<br /><a href="https://www.dropbox.com/s/tqutkm4fx012c60/UDKInstall-Continuum.exe"><span style="color: yellow;">Continuum - PC Full Game</span></a><br />
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We have also made a quick website for Continuum that you can find over here:<br /><span style="color: #6fa8dc;"><a href="http://continuum-nad2012.blogspot.ca/">http://continuum-nad2012.blogspot.ca/</a></span><br />
<br />
Note that there are a few bugs here and there and if the game crashes at some point, please don't rage quit haha. Enjoy! <br /><br />Peace and love. </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-58556435609661391652012-12-20T03:44:00.002-05:002012-12-20T03:44:54.307-05:00The End... or is it? <div dir="ltr" style="text-align: left;" trbidi="on">
On a fini notre dernière session et notre superbe aventure au Centre NAD. <br />C’était une expérience incroyable durant les 3 dernières années et le temps fut passé super vite! Je n'oublierais jamais mes séjours dans cette merveilleuse école. <br />
<br />
Notre projet final "Continuum" est aussi complété. Voici un petit "teaser" :<br /><iframe allowfullscreen="allowfullscreen" frameborder="0" height="360" src="http://www.youtube.com/embed/oJeR8nvwSOw?rel=0" width="480"></iframe><br />
<br />
J'ai hâte a poster le vrai "trailer" avec le lien du jeu executable! Ainsi qu'un petit survol sur les nouvelles decouverte et workflow avec UDK. Donc rester au courant! <br />Peace and love =)<br />
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<br />I am now ready for the "real" world ! ! !</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-3063698848712070752012-11-20T13:22:00.001-05:002012-11-20T13:22:26.141-05:00Mocap session!<div dir="ltr" style="text-align: left;" trbidi="on">
Salut tout le monde, désolé du long délai sans rien poster. Un autre "crunch time" intense sur Continuum.<br />Donc un petit update:<br />On a décidé d’expérimenter et implémenter un nouveau workflow avec les animations. Pour ce jeu, on va utiliser du Motion Capture pour la plus part des choses et mix avec du keyframe pour certaines séquence qui sont impossible a faire avec le mocap.<br />
<br />
Apres avoir fait toute la liste des animations qui seront dans le jeu, on a est aller enregistrer le data du mocap.<br />Voici un extraits:<br /><br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/GCPp0M-T6ps" width="560"></iframe><br />
<br />
Il nous reste que 4 semaines pour terminer le tout.<br />
Je vous tiens au courant!</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-87033861757218579732012-10-15T21:12:00.004-04:002012-10-25T20:44:18.293-04:00Continuum - Storyboards and Animatics !<div dir="ltr" style="text-align: left;" trbidi="on">
Salut!<br />
<br />
La production de notre projet synthèse "Continuum" continue haha. On a fait du progress et on a maintenant une version jouable en stade "pre-alpha". On a une couples de cinématiques dans le jeu et donc la semaine passer et celle d'avant, on fessait que des storyboards et par après, des "animatic".<br />
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En attendant que la progression et les idées au milieu du jeu seront établie, on s'est lancer a faire les storyboards de l'intro du jeu et celle de la fin.<br />
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L'intro (de gauche a droite):<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV2UcMvX1hjWmcY22Wvr2C-QqmgQtfJiRCjOI_JyQUm4aMWr5Vj5DZ7WozgSqxcr2ATWIGfrDhKnWMwwkeuVSHrG5TpcUnbUi0OzIHfLBcY3imLK34pLWzdi2_89qJNoKbO4KeXILOM-s/s1600/Intro.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV2UcMvX1hjWmcY22Wvr2C-QqmgQtfJiRCjOI_JyQUm4aMWr5Vj5DZ7WozgSqxcr2ATWIGfrDhKnWMwwkeuVSHrG5TpcUnbUi0OzIHfLBcY3imLK34pLWzdi2_89qJNoKbO4KeXILOM-s/s640/Intro.jpg" width="474" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to enlarge image</td></tr>
</tbody></table>
Lorsque Alex réussi a monté sur la falaise, la camera fait un pivot autour du personnage et on prend contrôle de celui ci sans aucune "coupure" de camera. L’idée est de montrer que tout ce passe en temps réel et en même temps, donner une couche extra d'immersion.<br />
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Lorsqu'on contrôle le personnage, on avance et une série d’événements ce produit: Beaucoup de vent avec la neige crée de la difficulté a marcher. Par ensuite, Alex perds son foulards. <br />
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Voici le storyboard (de gauche a droite):<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd-u8tpMh1MXDD7skO3olmp50WAJDoA8FoN75FkpHzc0JZRdZT37X3Jx02OtX7psVYK-D17jfRQ6QoP2vE-8cfXSUkLxx6a9MdnzR4S4ouYyYai6oFKPICJxVFgDpa-o4ecyfbufjbZF8/s1600/Temple-Entrance.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd-u8tpMh1MXDD7skO3olmp50WAJDoA8FoN75FkpHzc0JZRdZT37X3Jx02OtX7psVYK-D17jfRQ6QoP2vE-8cfXSUkLxx6a9MdnzR4S4ouYyYai6oFKPICJxVFgDpa-o4ecyfbufjbZF8/s640/Temple-Entrance.jpg" width="474" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click image to enlarge</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: left;">
Apres que l'intro était fini, la cinématique finale a subit plusieurs changements.</div>
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<b>Version 1</b>:<br />
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Dans celui ci, on penser faire détruire le temple avec que tu trouve le "corps mort" mais cette idée était couper car on ne pense pas avoir le temps d’implémenter toute cette destruction.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggLButELSwJZTz8zDZ5Fl7USm0ut3mG21aHJOahUnLGBAXylk0I98wuCM1POYHTUz57v-ymbg7QjTwSYKyisuPoCUKQ7W8EtErDN14hdnVJG6wWZQRe8ZJYO9IeXaJjKLaDVPT59ZyW2Y/s1600/Ending_V1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggLButELSwJZTz8zDZ5Fl7USm0ut3mG21aHJOahUnLGBAXylk0I98wuCM1POYHTUz57v-ymbg7QjTwSYKyisuPoCUKQ7W8EtErDN14hdnVJG6wWZQRe8ZJYO9IeXaJjKLaDVPT59ZyW2Y/s640/Ending_V1.jpg" width="473" /></a></div>
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<b>Version 2</b>:</div>
Pour cette version, la seul chose qui était changer comparer a la final, c'est que l'avalanche ne viens pas de derrière mais de coter, du a la façon que le level design est construit pour éviter de détruire le temple.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNYNDMmyE6zx2QzXs2gcg7OhqrgKcGHKUu5Uk3FGPY-6eskta7IY8O52Uk6LEuMqCB3SDsWkODH7wqdjY4FGhfgIgD2nVC9kIO5Lvwm5A7EFfmYe_X_iTyWCsOvb7N_omJ_LsqZbdPPyA/s1600/Ending_V2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNYNDMmyE6zx2QzXs2gcg7OhqrgKcGHKUu5Uk3FGPY-6eskta7IY8O52Uk6LEuMqCB3SDsWkODH7wqdjY4FGhfgIgD2nVC9kIO5Lvwm5A7EFfmYe_X_iTyWCsOvb7N_omJ_LsqZbdPPyA/s640/Ending_V2.jpg" width="526" /></a></div>
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<b>Version 3</b> et final:<br />
Dans la version final, on focus sur le visage d'Alex lorsqu'il sort du temple et ensuite remarque l'avalanche qui dévale la montagne. Il part a courir pour sa vie. L'animatic pour cette scène a quelque léger changement du coter des cameras. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI6Q1dq2DDtwJkA4SlM166dQhY2Pfnrb43pN2RP9eF_l-wF9pWfuLWsy_cPQ7XAL8_XScI2qwokMUkOOvpO4d-rHH4OhIJOZVLeA3mo7fs9NMybnJzuYUByTNdTMBehy54J1kjW-MI-eg/s1600/Ending_V3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI6Q1dq2DDtwJkA4SlM166dQhY2Pfnrb43pN2RP9eF_l-wF9pWfuLWsy_cPQ7XAL8_XScI2qwokMUkOOvpO4d-rHH4OhIJOZVLeA3mo7fs9NMybnJzuYUByTNdTMBehy54J1kjW-MI-eg/s640/Ending_V3.jpg" width="334" /></a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Voici quelque Animatics 3D de tout ce qui ne sera pas en "real-time":<br /><br />Lorsqu'Alex remarque quelqu'un d'autre derriere lui:</div>
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/l8GGA_ZWczY" width="560"></iframe><br /></div>
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Lorsqu'Alex decouvre le crops:<br /><iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/WFOMPr--f04" width="560"></iframe><br /><br />La cinematic final:<br /><iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/XN2jNi860iQ" width="560"></iframe><br /><br />A bientot! </div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-2730080024510936742012-10-01T14:59:00.002-04:002012-10-01T15:00:23.012-04:00Continuum - Mountains test<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
Update sur le jeu:<br />
<br />
Notre jeu "Continuum" a un environnement extérieur très froids et remplis de montagnes.<br />
On veut avoir un résultats racialiste et "next-gen".<br />
<br />
Donc, j'ai commencé par faire un recherche sur internet pour mes références et aussi, les techniques a utiliser pour arriver a un résultats convainquant.<br />
J'ai découvert durant la 5em session une technique assez intéressante et artistique. Elle requis l'utilisation de "Mudbox" et une petite programme qui s'appelle "World Machine", venant de ce tutoriel:<a href="http://youtu.be/p0o3bqoM0Qg" target="_blank"> How to create a terrain for Cryengine and UDK </a><br />
Je me suis donc lancé dedans. <br />
<br />
<br />
<br />
<br />
<br />
J'ai fait un premier test pour apprendre le logiciel, voici ce que ca a donner:<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgDxXR9oMPMwG9KLFQq6NTMVsOwSfXEbY4VQ50abpakDGenZsdsucWMnupb4k5yU8Ksz-GojQygERer1YXvktZgH8kaZZPQBuO7cyaFGGN9FZNUwIrBCDYKwvXGAbwnvpAN8kpBXrI7z8/s1600/WIP_SnowMountains01.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="215" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgDxXR9oMPMwG9KLFQq6NTMVsOwSfXEbY4VQ50abpakDGenZsdsucWMnupb4k5yU8Ksz-GojQygERer1YXvktZgH8kaZZPQBuO7cyaFGGN9FZNUwIrBCDYKwvXGAbwnvpAN8kpBXrI7z8/s400/WIP_SnowMountains01.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to enlarge image</td></tr>
</tbody></table>
Pas trop réaliste ni convainquant huh? On dirait Playstation 2 lol.<br />
<br />
Je suis allé plus profondément et j'ai finalement découvert la "recette" nécessaire pour la fabrication des montagnes enneigées.<br />
<br />
Voici mon 2ém essaie: <br />
<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpBpvIcEaXJdVZNUkpSQpvXRKNtZnjMOdH7uT9lYk_Dx23k4hUGY1K2NLEyMr0gUjRbGbOtwZ_Fe_tSZ6m8rGRWBjMXCuZg9w9Mimyh0IunLD6baruhcrVtqCOV4u9P8NYIMtMVXcQVIY/s1600/WIP_SnowMountains03.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpBpvIcEaXJdVZNUkpSQpvXRKNtZnjMOdH7uT9lYk_Dx23k4hUGY1K2NLEyMr0gUjRbGbOtwZ_Fe_tSZ6m8rGRWBjMXCuZg9w9Mimyh0IunLD6baruhcrVtqCOV4u9P8NYIMtMVXcQVIY/s400/WIP_SnowMountains03.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to enlarge image</td></tr>
</tbody></table>
<br />
On commence a avoir quelque chose de "cool" la! (no pun intended =P).<br />
<br />
Je suis content avec ce 2em test, je vais fabriquer les montagnes finales dans les semaines qui suivent. <br />
A bientôt! </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-5333001748537557262012-09-28T00:43:00.003-04:002012-09-28T01:13:08.011-04:00Projet synthèse: Continuum<div dir="ltr" style="text-align: left;" trbidi="on">
<span id="internal-source-marker_0.9977188905350706" style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Salut tout le monde!</span><br />
<br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Après
la belle aventure avec "Pixel Trouble" et un bon "break" bien mérité
durant l’été, nous voici de retour a l’école. On commence la dernière
session </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">avec</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">
le projet final de nos études aux Centre NAD. Avec ce projet, on veut
finir l’école avec un gros "BOOOOOM" épique next level, truc de malade!</span><br />
<br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Nous somme toujours les 5 donc l'équipe reste la même:</span><br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Agustin Trechi (modeleur de personnage, FX)</span><br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Fanny Campagnie (Level Designer, Event Scripter)</span><br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Viro Nhek (Level Designer, Level Art)</span><br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Youssef Semache (Animateur, Event scripter)</span><br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Moi-même (Animateur, FX)</span><br />
<br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">On a commencé </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">à</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">parler</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> du concept durant l’été. L’idée </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">est</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> de faire quelque chose de vraiment immersif et cinématographique. On a </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">trouvé</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> exactement ce qu'on veut faire. Ça serrait ce qu'on </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">appelle</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">, un "interactive drama". Une sorte de </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">mixe</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> entre jeu et film. On utilisera l'engin Unreal 3 (UDK).</span><br />
<br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Notre personnage principal, Alex, est un secouriste des montagnes. Il reçoit un appel </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">à</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> l'aide d'un inconnu </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">et</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> part </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">à</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">sa</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> recherche. Cet mission </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">l’emmène</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> dans un </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">temple il y a longtemps abandonner</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">situé</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> dans les plus </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">grandes</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> hauteurs.</span><br />
<br />
<span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Le "gameplay" principal est d'avancer dans l'environnement et pour ce faire, </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">il</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> faut résoudre des "puzzles" </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">semblables</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">aux</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> jeux de "point and click adventure" (</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">moins</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> le click). </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">Il</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">faut</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> vraiment regarder autour et chercher </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">ce</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">dont</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">il</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> est nécessaire pour pouvoir progresser. Notre but principal est de faire vivre </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">aux</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> joueurs l'histoire du personnage principal et de savoir ce qui lui arrivera </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">à</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> la fin. Arrivera-t-il </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">à</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> sauver cet inconnu et </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">de</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">sortir</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> de </span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; vertical-align: baseline;">cette</span><span style="background-color: transparent; font-family: Cambria; font-size: 16px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> place bizarre?</span><br />
<br />
Le jeu se nomme:<br />
<blockquote class="tr_bq">
<b><span style="font-size: large;">Continuum</span></b><br />
"noun
(plural continua /-jʊə/) A continuous sequence in which adjacent
elements are not perceptibly different from each other, but the extremes
are quite distinct."<br />
<blockquote class="tr_bq">
- Oxford Dictionary of English</blockquote>
</blockquote>
Voici quelque concepts que j'avais fait pour l’ambiance extérieur:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVZMWSPukeyZyhDNUzB_3vzpfAWRmSn1yBshHjrZ1h9KbzHsrCw5Ob7tGtPW0QEPgCmyfoHYApMu8YrOnk7QOvKwJmdNli-uY-vE8BDZIhRL5_OUqdaV6io_zTj3b0nnC35y9eDtqdX30/s1600/Temple_entrance.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVZMWSPukeyZyhDNUzB_3vzpfAWRmSn1yBshHjrZ1h9KbzHsrCw5Ob7tGtPW0QEPgCmyfoHYApMu8YrOnk7QOvKwJmdNli-uY-vE8BDZIhRL5_OUqdaV6io_zTj3b0nnC35y9eDtqdX30/s400/Temple_entrance.jpg" width="400" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLTXaRn7DWhy6dIV8s-5h3JuXY-rdRQ4SB0xmrW3gcZXwnGjTQb4COXHJAP3oy_Yrl9sz04qadZSWEzofhNOJUJJ6NgBoSfXo3Z8Pi4TGRfwq2mceh08b8QcvA0oa3bjtiHiig5g9AimY/s1600/wall_escalade.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLTXaRn7DWhy6dIV8s-5h3JuXY-rdRQ4SB0xmrW3gcZXwnGjTQb4COXHJAP3oy_Yrl9sz04qadZSWEzofhNOJUJJ6NgBoSfXo3Z8Pi4TGRfwq2mceh08b8QcvA0oa3bjtiHiig5g9AimY/s400/wall_escalade.jpg" width="400" /></a></div>
A suivre!</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-60531455669302974402012-07-18T01:19:00.004-04:002012-09-28T01:04:16.055-04:00FX Demo Reel (Summer 2012)<div dir="ltr" style="text-align: left;" trbidi="on">
J'upload ici la compilation des effets spéciaux sur les quels j'ai travaillé récemment.<br />
<br />
J'utilise 3Ds Max et After Effects avec des plugins Rayfire et FumeFX. Ainsi que le système des particules dans UDK (Unreal Developement Kit) pour la fabrication des FXs. Merci d'avoir regardé =)<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/UVXlw2AhZOU?rel=0" width="560"></iframe><br />
<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-88144586515199081472012-07-10T03:01:00.001-04:002012-09-28T00:44:53.182-04:00Demo Reel - Summer 2012<div dir="ltr" style="text-align: left;" trbidi="on">
At long last! <br />
Some of my game animations I did in the past few months. Enjoy =).<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="420" src="http://www.youtube.com/embed/Pi_ThdhJLg4?rel=0" width="560"></iframe><br />
<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-41890955992383050612012-05-03T23:29:00.000-04:002012-05-03T23:44:47.595-04:00Contrainte 3: Astalavista baby!<div dir="ltr" style="text-align: left;" trbidi="on">
La session est fini et ainsi que la Contrainte 3 . C’était une session assez intense, on a tous appris énormément et tout l’équipe a était pris pour le stage d’été avec Ubisoft. Donc voici un peu a quoi ressemble les animations que j'ai fait pour la contrainte 3: StreetDance. <br />Je vais essayer de poster aussi les scenes au complet avec le crowd dans UDK.<br />
<br />
La bgirl:<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="420" src="http://www.youtube.com/embed/ETkkAMzjQiE?rel=0" width="560"></iframe><br />
<br />
Le bboy:<br />
<iframe allowfullscreen="" frameborder="0" height="410" src="http://www.youtube.com/embed/JUFtF_ZoEu8?rel=0" width="560"></iframe></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-66146519665135733302012-04-22T22:10:00.001-04:002012-04-22T22:28:54.980-04:00It's time to battle!!!<div dir="ltr" style="text-align: left;" trbidi="on">
Salut tout le monde!<br />
Le rush est fou, le deadline arrive. Faut finir pleins d'animations. Donc sans trop tarder, pour la contrainte 3, mon animation du premier danceur (le bboy), fera quelque chose de fou!<br />
Voici le plan:<br />
<span class="commentBody" data-jsid="text">L'entrer de debut sera explosive: Il va faire un flip et après il va commencer a "top rock" en pointant son
adversaire (taunt genre) et ensuite il va entrer en powermoves. Il va faire un
combo et lorsque fini, Il ce lève et fait comme si il a une cigarette dans les doigts puis fait le signe "smoked" et puis le lance a terre.<br /> <br /> <span style="font-size: large;">References: </span><br /><b>Pour le flip:</b></span><br />
<span class="commentBody" data-jsid="text"> <iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/64pNePHvfQQ" width="560"></iframe><br />skip to 1:19</span><br />
<span class="commentBody" data-jsid="text"><br /> <b>Pour le powercombo:</b><br /> Debut du combo: <iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/7rTMGw3tduA" width="560"></iframe><br />skip a 0:07<br /> <br /> <b>Fin du combo </b>:</span><br />
<span class="commentBody" data-jsid="text"><iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/fKBdrKGjRv0?rel=0" width="480"></iframe><br /> skip a 3:29, ça sera environ la fin</span><br />
<br />
A bientôt! </div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-26455473622781605642012-04-10T12:11:00.007-04:002012-04-12T00:32:07.666-04:00Contrainte 3 - Streetdance yo !Pour la contrainte 3 on a un sujet de danse de rue! On doit animer 2 danseurs qui s'affronte et une foule de spectateur. L’ambiance doit être super énergétique!<br /><br />C'est une contrainte technique, donc on a une limite pour la quantite de bones a utiliser. Cela s’applique particulièrement pour la foule.<br />Par example: les personnes qu'on vois en avant, auront tout leurs bones. Pieds, mains, torso.<br />les gens qui sont plus en arrière, auront moins de bones.<br /><br />Voici un exemple de mes bones que je vais utiliser pour la foule:<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivRSiu0PPHwkax9FT1GciU-NnAz59m0hsEgS6n02R3QMcQ0aJIrUSKasH94IJL13N4zQUc-wJ3-0c46bBEauWGKxU4LJdIjQ1wfVPDT72fifJpvtyaNeMnfOIMR4D5ZdCcNoVk3uWk_Mg/s1600/All_rows.jpg"><img style="cursor: pointer; width: 653px; height: 365px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivRSiu0PPHwkax9FT1GciU-NnAz59m0hsEgS6n02R3QMcQ0aJIrUSKasH94IJL13N4zQUc-wJ3-0c46bBEauWGKxU4LJdIjQ1wfVPDT72fifJpvtyaNeMnfOIMR4D5ZdCcNoVk3uWk_Mg/s400/All_rows.jpg" alt="" id="BLOGGER_PHOTO_ID_5729810373611572578" border="0" /></a><br /><br />J'ai enlevé les pieds ainsi qu'un niveau pour le "spine" dans la ranger du milieu.<br />Le dernier ranger, n'aura ni jambe, ni main, juste la tête et le spine. Il n'aura pas de mouvement brusque, car on le vois a peine.<br /><br />J'ai animé le ranger de devant et avec cette animation, je vais les mettres sur les autres. J'ai donc gardé le tout avec biped car c'est vraiment facile a produire et modifiées les animations a partir d'une base deja anime, ainsi qu'exporter dans UDK et vise versa.Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2536631260130342837.post-42012527732629593982012-04-06T01:39:00.002-04:002012-06-28T23:01:35.071-04:00L'epicness de contrainte 2 PART 1<div dir="ltr" style="text-align: left;" trbidi="on">
Salut!<br />
<br />
Notre projet de contrainte 2 est fini! Durant les 2 derniers mois, toute l’équipe a donnée le maximum d'effort sur ce projet et nous en sommes très fiers du résultats final.<br />
<br />
Avec ce post, je vais passé a travers mes contributions pour le projet.<br />
<br />
<span style="color: red;">*A noter: Tout les vidéos "in-game", seront poste après la présentation officiel le 11 avril. Pour garder la surprise pour nos visiteurs curieux ;)</span><br />
<br />
<br />
<span style="font-size: 130%; font-weight: bold;">Destruction </span><span style="font-size: 130%;"><span style="font-weight: bold;">:</span></span><br />
Dans notre jeu on a décidé qu'il y aura plusieurs éléments instable a cause que l'endroit ou le jeu ce passe est très ancien.<br />
Donc, j'ai pris en charge de tout ce qui tombe, se détruit puis s’éclate! AWESOME!<br />
Avec cette tache, j'ai aussi contribué au level design de la 2em partie du prototype.<br />
<br />
Grâce a la suggestion d'<a href="http://www.linkedin.com/pub/alexandre-sabourin/23/aaa/282">Alexandre Sabourin</a> et son aide (notre prof. qui nous a suivi tout au long du projet), j'ai utilisé Rayfire pour la simulation de destruction de tout ce qu'on avait besoin.<br />
<br />
Mais avant de s'attaquer a la vrai destruction, il fallait tout d'abord faire des animations "placeholder" dans UDKen utilisant "matinee", puis ceux-ci seront en synchronisation avec le "level-design". Apres avoir complétée cette étape, j'ai commencé a joué avec Rayfire!<br />
<br />
Pour avoir une destruction convaincante, lorsque le niveau en stade "blocking" était complété, je l'ai exporté de UDK pour avoir tout les grandeurs et distance nécessaire pour ensuite faire la simulation dans 3Ds max.<br />
<br />
<span style="font-size: large;"><b>Premier TEST:</b></span><br />
Voici une vidéo de mon premier test avec les piliers qui sont encore en phase de "blocking":<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/5w2jeeGIM5A" width="560"></iframe><br />
<br />
<br />
Pour la prochaine étape, lorsque le modèle du pilier final était presque fini, j'ai fait d'autres simulations de test pour trouver la recettes nécessaire pour avoir des belles destructions.<br />
<br />
<span style="font-size: large;"><b>Premier Place holder in-game: </b></span><br />
Voici a quoi ça ressemble dans 3Ds max:<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/idKE-VM3_w0" width="560"></iframe><br />
<br />
Ceci était ensuite importer dans UDK et utiliser comme un autre"placeholder" en attendant que le mesh des piliers final sois près.<br />
<br />
<br />
Lorsque les mesh etait tous fini, j'ai déjà trouver les techniques que j'utiliserais pour faire toutes les destructions dans le jeu.<br />
<br />
Voici les vidéos capturé dans 3ds max mis ensemble avec ceux de in-game dans les différentes parties du projet.<br />
<br />
<span style="font-size: 130%;">Petite platforme qui "collapse" dans la première partie:</span> <br />
<span style="font-size: 130%;"><iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/HdLC5VoyzSQ?rel=0" width="640"></iframe></span><br />
<br />
<br />
<span style="font-size: 130%;">Pilier pont dans la première partie du niveau:</span><br />
<span style="font-size: 130%;"><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/qPDUqYMn-7g?rel=0" width="560"></iframe></span><span style="font-size: 130%;"><br /></span><br />
Ici j'ai utilisé la technique du "mesh swap" . Le mesh non-detruit devient invisible mais il est toujours la, descendant lentement avec une animation fait en matinee. Ce truc était fait pour avoir la collision initial meme pendant que le piliers il tombe.<br />
<br />
<br />
<span style="font-size: 130%;">Pilier tombant en domino dans la 2em partie:</span><br />
<span style="font-size: 130%;"><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/KpNAVOkyNhw?rel=0" width="560"></iframe></span><span style="font-size: 130%;"><br /></span><br />
<br />
<span style="font-size: 130%;">Pilier détruit par la corruption sur le plafond et tombe en créant un passage pour le joueur dans la 2em partie:</span><br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/RVgHAaBEgGo?rel=0" width="560"></iframe><br />
<br />
<span style="font-size: 130%;">Destruction des Piliers finales:</span><br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/mnf2eL9KUfg?rel=0" width="560"></iframe><br />
Le meilleur pour la fin! (L'animation du personnage dans cette partie est fait par <a href="http://fcampagnie.blogspot.ca/">Fanny</a>).<br />
<br />
<div class="MsoNormal" style="font-style: italic; font-weight: bold; line-height: normal; margin-bottom: 0.0001pt;">
<span lang="FR-CA" style="font-family: "Times New Roman","serif"; font-size: 12pt;">Le post continue dans PART 2 si bas!</span></div>
</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-927577182269006092012-04-05T17:55:00.029-04:002012-04-10T01:34:21.772-04:00L'epicness de contrainte 2 PART 2<!--[if gte mso 9]><xml> <w:worddocument> <w:view>Normal</w:View> <w:zoom>0</w:Zoom> <w:trackmoves/> <w:trackformatting/> <w:punctuationkerning/> <w:validateagainstschemas/> <w:saveifxmlinvalid>false</w:SaveIfXMLInvalid> <w:ignoremixedcontent>false</w:IgnoreMixedContent> <w:alwaysshowplaceholdertext>false</w:AlwaysShowPlaceholderText> <w:donotpromoteqf/> <w:lidthemeother>EN-CA</w:LidThemeOther> <w:lidthemeasian>X-NONE</w:LidThemeAsian> <w:lidthemecomplexscript>X-NONE</w:LidThemeComplexScript> <w:compatibility> <w:breakwrappedtables/> <w:snaptogridincell/> <w:wraptextwithpunct/> <w:useasianbreakrules/> <w:dontgrowautofit/> <w:splitpgbreakandparamark/> <w:dontvertaligncellwithsp/> <w:dontbreakconstrainedforcedtables/> <w:dontvertalignintxbx/> <w:word11kerningpairs/> <w:cachedcolbalance/> 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mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} </style> <![endif]--><br /><p class="MsoNormal" style="margin-bottom: 0.0001pt; line-height: normal;"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >PART 2<br /></span><b><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Particules:</span></b><span style=" font-family:"Times New Roman","serif";mso-fareast-Times New Roman"; mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><br />J'ai pris charge aussi des particules de débris et poussières, car ils étaient nécessaire pour rendre la destruction plus croyable.<br /><br /></span><b><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Skinning du personnage principal:</span></b><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><br />Tel que démontrée dans un des postes précédant, j'ai fait le skin de Joanna (notre personnage principal) . Il fallait faire plusieurs itérations et retouche, car le mesh était mis a jour assez souvent.<br /><br /></span><b><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Animation :<br /></span></b><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >J'ai fait en partie les animations de Joanna et du oiseau, incluant ceux du "gameplay" et cinématiques.</span><span style="font-family: "Times New Roman","serif";font-family:";font-size:13.5pt;" ><br /></span></p><p class="MsoNormal" style="margin-bottom:0cm;margin-bottom:.0001pt;line-height: normal"><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" > Pour Joanna</span><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" > : </span></p> <ol><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal;mso-list:l0 level1 lfo2;tab-stops:list 36.0pt"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA; mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >Gameplay: J'ai animé le "run cycle", le "jump" ,"idle action" et l'animation lorsqu'elle met, retire et utilise la clé magique.</span></li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal;mso-list:l0 level1 lfo2;tab-stops:list 36.0pt"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA; mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >Cinématique: Toute l'animation d'introduction<br /> et dans la cinématique du milieu, le shot lorsqu'elle prend la pièce flottante de la clé.</span></li></ol><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" > Le oiseau</span><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >:</span> <ol start="1" type="1"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal;mso-list:l1 level1 lfo4;tab-stops:list 36.0pt"><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >Gameplay: L'animation du "wingflap" et "landing"</span></li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal;mso-list:l1 level1 lfo4;tab-stops:list 36.0pt"><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >Cinématique: L'intro.</span></li></ol> <p class="MsoNormal" style="line-height: normal;"><span style="font-family: "Times New Roman","serif";font-family:";font-size:12.0pt;" lang="FR-CA" >Une chose qui vaut la peine d’être mentionné, c'est qu'on vois beaucoup le personnage sauté. L'animation du saut était alors très importante dans ce projet.<br />Donc, lorsque j'ai fini l'animation général du saut, j'ai passée plusieurs heures dans l'animtree et découpé les cycles en morceau pour atteindre quelque chose qui fonctionne relativement bien dans le jeu.</span></p><p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><span style="font-style: italic;">*Video a venir bientot!</span><br /></span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><b><span style="font-family: "Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language: FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Lighting:</span></b><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ></span></p> <p class="MsoNormal" style="line-height: normal;"><span style="font-family: "Times New Roman","serif";font-family:";font-size:12.0pt;" lang="FR-CA" >On voulait une ambiance très différente de la première partie. La corruption apparait et le temple ce réveil. Donc une ambiance sombre avec des couleurs saturées pour guider le joueur sur son chemin de retour, était nécessaire. J'ai fait la plus part du travail de lumière dans la 2em partie du niveau. J'ai aussi amené quelques ajustements dans la cinématique du milieu.<br /></span></p><p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><br /></span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><b><span style="font-family: "Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language: FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Modeling:</span></b><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ></span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >J'avais conceptualisé et sculpté rapidement par la suite les pièges de corruption qui ont la forme de griffe avec Zbrush. </span><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >Merci a Fanny pour faire la topologie de ce dernier! </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" > </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><b><span style="font-family: "Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language: FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Post-Process</span></b><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >:<br />Une petite dose de "motion blur" et de "depth-of-field" ainsi qu'un boost de "highlights" pour faire légèrement ressortir les couleurs pales puis saturée un petit peut le tout.<br /></span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >--------------------------------------------------------------------------------------</span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><br />J'aimerais donné un méga gros merci a </span><span style=" font-family:"Times New Roman","serif";mso-fareast-Times New Roman"; mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" ><a href="http://www.linkedin.com/pub/alexandre-sabourin/23/aaa/282"><span style="mso-ansi-language:FR-CA;color:blue;" lang="FR-CA">Alexandre</span></a></span><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" > pour resté nous aidés et partagé ses connaissances jusqu’au dernier métro, même après une longue journée au travail.<br />Merci a </span><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" ><a href="http://www.linkedin.com/profile/view?id=2580361&locale=en_US&trk=tyah"><span style="mso-ansi-language:FR-CA;color:blue;" lang="FR-CA">Pierre Tousignant </span></a></span><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >de toujours être la et nous supportés durant le développement du jeu, avec son café favoris lol.<br />Merci aussi a tout les gens de NAD qui nous ont entouré durant la production et pour leur support!</span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >Mais surtout, j'aimerais mentionné que chacun de l’équipe qui était responsable pour ce prototype ont donné leur maximum possible. </span><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >Un extra gros "fist bump" a <a href="http://atrechi.blogspot.ca/"><span style="color:blue;">Agustin Tretchi</span></a>, <a href="http://fcampagnie.blogspot.ca/"><span style="color:blue;">Fanny Campagine</span></a>, <a href="http://vironhek.blogspot.ca/"><span style="color:blue;">Viro Nhek</span></a> et <a href="http://ysemache.blogspot.ca/"><span style="color:blue;">Youssef Semache</span></a>. You guys are the best!!! </span><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" >=). </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" > </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><b><span style="font-family: "Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language: FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:13.5pt;" lang="FR-CA" >Gameplay final :</span></b><span style="font-family:"Times New Roman","serif";mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" ><br />A venir après avoir fini avec la présentation officiel dans quelques jours.</span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" > </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-ansi-language:FR-CA;mso-fareast-language: EN-CAfont-family:";font-size:12.0pt;" lang="FR-CA" > </span></p> <p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-family:"Times New Roman","serif"; mso-fareast-Times New Roman";mso-fareast-language:EN-CAfont-family:";font-size:12.0pt;" >EPIC POST COMPLETE!!!</span></p>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-20354633422448898562012-04-03T01:47:00.008-04:002012-04-06T00:17:50.456-04:00Update sur le projet VulturineSalut tout le monde!<br /><br />Un update sur le projet:<br />Bonne nouvelle!<br />Aujourd'hui était la journée de remise puis le prototype est quasiment complet est jouable.<br />J'ai était tellement dans le "hyperdrive production" de notre game prototype que j'ai mis de coter le blogue pour un moment.<br />Une chose est sur, le temps vole a une vitesse de fusée.<br /><br />Je vais posté tout les étapes sur ce que j'ai travaillé jusqu’à ce jour. Incluant une belle capture de montage du "gameplay" de tout le niveau au complet.<br /><br />En attendant, voici une image "teaser" pendant que je prépare le tout:<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-mOu5dr4NEFotVyGerF6Jlb5g23k_lFpLptQ2DSnlFT7AxouhLIIP5ONgo-G-VACw3KZkvtaU2ZDDAlFLVvYPjDuQFV5-lVRktLzMKgSX7sD3bvgxQTmg1v2pVrTwQDCwTCqOCiuXvs/s1600/Screenshot03_avril04_tweaked.jpg"><img style="cursor: pointer; width: 650px; height: 367px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-mOu5dr4NEFotVyGerF6Jlb5g23k_lFpLptQ2DSnlFT7AxouhLIIP5ONgo-G-VACw3KZkvtaU2ZDDAlFLVvYPjDuQFV5-lVRktLzMKgSX7sD3bvgxQTmg1v2pVrTwQDCwTCqOCiuXvs/s400/Screenshot03_avril04_tweaked.jpg" alt="" id="BLOGGER_PHOTO_ID_5727064215975394034" border="0" /></a>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-78056714266109483832012-03-06T00:24:00.004-05:002012-03-06T00:28:20.609-05:00Jump blockingVoici l'animation du jump de notre personnage principal en stade de blocking.<br /><br />Faudra ensuite le découper en 4 morceaux pour l'engin (Up, Down, Pre-land et Land). Donc dans le jeu, il ce peu que le résultat final ne soit pas tout a fait pareil.<br /><br /><span style="font-weight: bold;">Vidéo:</span><br /><iframe src="http://www.youtube.com/embed/sLlPLJkLNOY" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-2536631260130342837.post-78346921305381523622012-03-04T23:56:00.003-05:002012-03-05T19:57:04.136-05:00Run cycle blockingWhat's up!<br /><br />Je vien de finir le blocking du run cycle pour notre personnage principal dans Vulturine.<br /><br />Video ici:<br /><iframe src="http://www.youtube.com/embed/C8iTlsUgNq4" allowfullscreen="" frameborder="0" height="315" width="560"></iframe><br /><br />Prochain post sera la destruction des piliers du temple dans UDK fait avec Rayfire.<br />Stay tuned!Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2536631260130342837.post-79588731674464820532012-03-03T02:38:00.004-05:002012-03-03T21:53:45.260-05:00Joanna body rig, version 1Salut tout le monde!<br />J'ai enfin terminé le skinning du personnage pour notre prototype. C’était vraiment un bon challenge à cause que le personnage contient plusieurs layers de vêtements, je devais aller layer par layer, en cachant les éléments pour y arriver.<br /><br />Voici ce que ça donne:<br /><iframe src="http://www.youtube.com/embed/9Xuu2ic3EAU" allowfullscreen="" frameborder="0" height="396" width="540"></iframe>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2536631260130342837.post-14675273668676026492012-02-27T15:00:00.006-05:002012-02-27T15:22:34.872-05:00Rig du personnage principal.Le rig du corps du personnage principal est fini. Tout ce qui manque maintenant, c'est avoir le lowres et le rig facial que Youssef est entrain de faire.<br /><br />Pour le rig du corps, le personnage aura quelques accessoires extras, donc lorsque on aura le lowres, je pourra mettre les bones additionnel qu'il nous faut.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1EczRbZKFzoRLVYRfu69OX7qy7c9PUz4YzQjluBXfAbetKYQ3NV03COGGQlHCf3Pu6BuH47hbA1zzJdYNK6igyliPpjMjIz2sj-CVb9HxCMzkJnHq5LLJlHkf0x2j_NiayjndVOdZldk/s1600/Joana_rig_version01.jpg"><img style="cursor: pointer; width: 534px; height: 278px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1EczRbZKFzoRLVYRfu69OX7qy7c9PUz4YzQjluBXfAbetKYQ3NV03COGGQlHCf3Pu6BuH47hbA1zzJdYNK6igyliPpjMjIz2sj-CVb9HxCMzkJnHq5LLJlHkf0x2j_NiayjndVOdZldk/s400/Joana_rig_version01.jpg" alt="" id="BLOGGER_PHOTO_ID_5713912664368672610" border="0" /></a>Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-2536631260130342837.post-14637044388124715482012-02-24T00:09:00.004-05:002012-02-24T01:26:43.572-05:00Jump success!Un petit update sur ce que je fessait durant la semaine passé: Faire marcher le Jump au complet.<br />Ce que je veut dire par la, c'est qu'on avais plusieurs problèmes avec l’intégration d'animation du Jump dans UDK.<br />Dans Frenzy on a réussi a le faire fonctionner mais seulement a moitié.<br />Seulement l'animation de "up" et le "down" marcher, le landing de l'animation ne fonctionner juste pas.<br />Donc j'ai pris mon temps pour finalement trouver ce qu'il faut faire et après quelques tests, SUCCÈS!!.<br /><br /><span style="font-weight: bold;">Voici de quoi ça a l'air:</span><br /><br /><iframe src="http://www.youtube.com/embed/Mylv0f2CGlc" allowfullscreen="" frameborder="0" height="360" width="540"></iframe><br /><br />L'animation du jump marche au complet. J'ai testé ceci avec le personnage de Gangs of New York, j'ai rapidement dissectée l'animation du "jump normal" que j'ai fait pour le chase scene de GONY (voir les postes précédents) et je l'ai importer dans UDK.<br /><br />Le truc était de faire que le "Pre-Land" sois une pose qui dure 2 frame puis celle si doit être exactement la pose qui va suivre par l'animation du "Land". Ce que UDK fait c'est qu'il blend le "Down" (lorsque le personnage tombe) avec le "Pre-Land". Après il reste qu'a jouer avec le blend time offset pour arriver a un résultats convainquant.<br />Donc avec le blending par "Physics", UDK sais que le personnage descend et dés la fractions de seconde qu'il arrete de descendre (touche le sol) dans l'espace, l'animation du "Land" embarque instantanément.<br /><br />Maintenant, pour l'animation du "Land", elle doit être assez rapide pour qu'on la vois jouée avant que le blend embarque dans le "run" ou "idle" (si sauté sur place).<br /><br />Soyez alerte pour le prochain update car ça va être la <span style="font-weight: bold;">DéMOLITION! </span>Unknownnoreply@blogger.com0