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DF Raymond

Double Fine
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About DF Raymond

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    Action Newbie
  1. So out of interest, was the animation for Act 2 done at 15 FPS to start with? I'd imagine animating at 60 FPS then converting to 15 FPS would cause problems like not hitting a key pose correctly. That must have been tricky. We author the animation at 30 fps in Maya and it's exported at 30fps, but the engine samples the animation down to 15fps at run time. The exception to this is the camera, the camera runs between 30 and 60. Also the root motion of the characters stay at between 30-60. This is to avoid the strobing effect that the characters would have if the camera was moving at 30-60. The re-sampling was purely and aesthetic choice. It blended better with the replacement(Flipbook) animation on the characters. I hope this helped answer your question. Ah cool, that make sense. The exciting world of frame rates :-P I didn't fully understand how the camera movement part worked when you explained it at your talk but I get it now. Can't wait to see it all in action in Act 2! Do you have any idea if your talk will be up on GDC Vault? It would be cool if it was one of the free talks, so other backers could get to see it. It will be up in the Vault at some point. I uploaded all of the slides to the GDC folks last week. I don't know exactly when they will have it available though. Thanks for coming to the talk I appreciate it.
  2. So out of interest, was the animation for Act 2 done at 15 FPS to start with? I'd imagine animating at 60 FPS then converting to 15 FPS would cause problems like not hitting a key pose correctly. That must have been tricky. We author the animation at 30 fps in Maya and it's exported at 30fps, but the engine samples the animation down to 15fps at run time. The exception to this is the camera, the camera runs between 30 and 60. Also the root motion of the characters stay at between 30-60. This is to avoid the strobing effect that the characters would have if the camera was moving at 30-60. The re-sampling was purely and aesthetic choice. It blended better with the replacement(Flipbook) animation on the characters. I hope this helped answer your question.
  3. Hi Awesome Backers! Just saying Hi! Eat your greens! Drink your milk! Stay in school! I gotta go.
  4. Everything is great and I'm not kidding, those guys are awesome to work with. Very talented group at Super Genius.
  5. A: Not really, wiggly arms have been around forever, but they are awesome on that show for sure.
  6. Yeah, what was that picture of him in Japan about? Thanks for taking the time to watch. Just to clarify what the picture of me in Japan was all about. When I was studying information systems my minor was Japanese. I had the opportunity to work at NTT in Yokosuka Japan as an intern for 4 months. I had decided to change my field of study soon after getting this internship, but it was an opportunity that I couldn't pass up, even though I knew I was going to be studying animation when I returned to the States. That group photo was the team that I worked with while there. Super nice people.
  7. Thanks everyone for the kind feedback. I'm glad you enjoyed this Side Quest. I would like to post Threads, but there are a couple of issues. The first is that I can't find a digital copy of the entire film. The copy I have is on VHS tape. The little bit that you saw on the Side Quest was rendered out from individual targa files that I found. The other issue is that the music that we used was only licensed to us for something like 2 years. I asked Dave if he had a digital copy and he couldn't find it. I know I'm a horrible archivist. If I do come across a version of it, that I can strip the music out I will post.
  8. Thanks Michael! You captured my cheery disposition like no one else could have. I love it. Enjoy the holidays, Bah!
  9. Thanks lamptastic! British folks are the best! Happy Christmas to you! I love how you guys say Happy Christmas instead of Merry.
  10. Thanks Spacedad! I'm now a 70 year old longshoreman. I love it!
  11. This is a fair point, and for what it's worth I absolutely love what I've seen of the art direction so far. It's really not hung up on the LucasArts thing, and it's why I bring up people like Aleksandr Petrov who have a very painterly style, at the expense of a fluid frame rate and achieve beautiful results. All decisions have to stem from the overall art direction, which is very strong in this case. I've seen 3D animation that is done to look like stop-motion animation, with less fluid movement without all the tweening (Telltale's Wallace and Grommit did this a little bit, to use a gaming example). I wonder if applying some of the same principles here might help avoid that super smooth movement that gives the impression of a flash cartoon might address some of the issues of people like myself and others who don't like that look. Has that sort of compromise been discussed, Raymond? I'm interested to know what some of the alternatives were. I actually have had this discussion with Oliver about dropping the frame rate down and seeing what look it gives us. We will try it at some point and we'll try to post the results when we do it. We just want to make sure it improves the look and doesn't take away from anything. There will also be a lot more animation on the polished version so that the program wouldn't be choosing how to interpolate between frames, but the animator will make that choice. That will help it feel like human hands have touched it and not a soulless machine.
  12. Hi Backers! It’s Ray here. I’m the lead animator on this crazy adventure. I was delighted at the excitement that so many have for the animation style of DFA. I’ve read through most of the comments and was impressed by the knowledge and the passion that so many of you have for the art form. I know that some of you are excited, and some of you are less excited and even downright disappointed in the technique and the style of what they have seen so far. Art is so subjective and we are all affected by it in different ways and by different styles. The art, animation and programming team have sat down many times to discuss the ways that we should approach the animation for this game. There are so many factors that we have looked at and continue to discuss. A few of those factors are art style, skill set at the studio, tool set, pipeline, timeline and budget. This is just a few of course. All of us on the project love and have the greatest respect for the old Lucas Arts Adventure game animation. It’s is so expressive, sometimes outrageous and really fun to watch, but it may not be what will fit with the current art direction that DFA is going in. Game production is a process and during that process there needs to be room for experimenting. The artist or animator can’t be afraid to put their early tests out to their peers. Their peers are there to give them feedback, constructive critisim and encouragement. That is the advantage of working as a team. Also once we’ve given our opinions, suggestions and laid out our arguments, it is our responsibility to accept and respect final decision and direction of the creative director. It is important to buy into the decision of that person or persons and support them. It is their vision and we are there to support that vision in any way we can. It will then become your vision as well. I appreciate the links to examples that people put up. I had even watched some of those videos when doing research for this game. As you see the evolving direction that we are going please put up more links to work that you feel would inspire and add to the conversation. Great work backers! Lastly the animation that you have seen is animation that Oliver needed very quickly to get a character in the game engine and walking around. One of the jobs for an animator in preproduction is to get the programmer what they need so that they aren’t blocked by art. These test anims should not be finished or final they should just keep the programmer from being blocked. There will be time to go back to them and experiment, iterate and polish. Many Thanks, ray
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