This is a Maya animation I made for school. I had to animate some primitives to music:
January 21, 2008
December 25, 2007
lack of progress report

yay for Bezier curves
Despite having been out of school for two weeks, I have not managed to make much progress on my project. I did a lot of thinking about my animation system though, and I've decided that I will try to implement a simple version of Maya's graph editor.
My original plan to do frame by frame animation with linear interpolation between frames doesn't seem good enough after animating with Maya. I need the smoothness and slow in/slow out that gives the movement weight and makes it convincing. Also, the ability to set keyframes at any point in the animation, rather than regular intervals, will help with the timing.
Hopefully I'll have something interesting to show before I have to go back to school in two more weeks.
December 06, 2007
texture
I was given a model to texture in rendering class:

This is my first time texturing a 3D model. It's two 1024x1024 colour maps, spec maps, and bump maps (for a total of 6 images).
I gave her my eye.

This is my first time texturing a 3D model. It's two 1024x1024 colour maps, spec maps, and bump maps (for a total of 6 images).
I gave her my eye.
November 12, 2007
November 02, 2007
cutout animation
Yesterday I learned that the style of animation I'm going to use in my game is called cutout animation. Two examples of it can be seen here and here. The best example of the use of this technique in a game is probably Odin Sphere:
My implementation is going to be rather primitive looking compared to this though.
My implementation is going to be rather primitive looking compared to this though.
October 27, 2007
inverse kinematics
After discovering the Joint and IK Handle tools in Maya, I decided to implement IK in my animation editor:

It works much better for animation than the particles and constraints; it's like a cross between that system and the bone hierarchy in the old version. I used Cyclic Coordinate Descent for the IK solver.

It works much better for animation than the particles and constraints; it's like a cross between that system and the bone hierarchy in the old version. I used Cyclic Coordinate Descent for the IK solver.
October 20, 2007
old pixel art
Some old sprites for my RPG that never got made:

Some of the pixels were shamelessly ripped from Seiken Densetsu 3 and Chrono Trigger sprites.
Perfect Dark mod for Soldat, Part I:

Part II:

For this mod I also did all the little in-game graphics and ripped the sounds directly out of Perfect Dark using an N64 emulator. The second part was made 2 years after the first part, and was never fully completed.

Some of the pixels were shamelessly ripped from Seiken Densetsu 3 and Chrono Trigger sprites.
Perfect Dark mod for Soldat, Part I:

Part II:

For this mod I also did all the little in-game graphics and ripped the sounds directly out of Perfect Dark using an N64 emulator. The second part was made 2 years after the first part, and was never fully completed.
October 18, 2007
October 17, 2007
more physics
Another simple physics test:

I made the wheels "turn" - when a particle is in contact with a line segment, and the left or right key is pressed, a force perpendicular to the line is applied to the particle. It's pretty fun to play with.

I made the wheels "turn" - when a particle is in contact with a line segment, and the left or right key is pressed, a force perpendicular to the line is applied to the particle. It's pretty fun to play with.
October 15, 2007
planets
I made these a long time ago, but I still like them.



I'm pretty sure I used this planet tutorial and this starfield tutorial.



I'm pretty sure I used this planet tutorial and this starfield tutorial.