Alex Lehmann from Riot Games 1:48 [Trick 1] Fix Repetitive Animation Loops / ABA vs ABCA 3:01 [Trick 2] Responsive Animations 4:27 [Trick 3] Looping with Dense Animation Simon Unger from Phoenix Labs 5:52 [Trick 1] Force > Weight 7:26 [Trick 2] Use Metrics !! 9:43 [Trick 3] Head Movement > Hip Movement Amy Drobeckjones from 5th Cell 12:24 [Trick 1] Breaks, Smears and Multiples (break the volume) 14:27 [Trick 2] Keeping Track of Arcs 15:42 [Trick 3] Simple Block-in and Layer Examples Jean-Denis Hass from Industrial Light&Magic 17:58 [Trick 1] Handheld Camera 19:12 [Trick 2] Reduce Blur 19:57 [Trick 3] Act / Sound It Out Billy Harper Sucker Punch Studios 21:26 [Trick 1] Simple Re-Targeting 22:36 [Trick 2] Cleaning Up Data 24:22 [Trick 3] Fresh Eyes Jay Hosfelt from Epic Games 24:42 [Trick 1] Getting a managable woprkflow for dense animation 27:17 [Trick 2] Upper-body Animation 28:46 [Trick 3] Back it out the right way Speed Run 30:28 [Tricks] All
these rapidfire videos with lots of speakers are total blasts of diverse problem solving tips, and I love them. I really like the depth that an expert can communicate in an hour, but that can be hampered by a low charisma, so that format it great for folks like Ms. Ng from Firewatch or the guy from Stanley Parable, or for subjects that need a lot of depth like the external AI from Just Cause 3. this rapidfire format is great because it bypasses charisma in favor of a deluge of interesting tricks that can be as esoteric as you like because each only takes a few minutes.
I'm a Software Engineer (not even an animator) and this was still totally awesome. I'm a fiend for GDC videos; and, while many awesome talks concentrate on broad strokes, the ones that get down into the nitty gritty are the best, and those with concrete examples and demos are better still! This is like a densely-packed pellet of awesome delivered directly to my brain. Thanks and I can't wait for more like this.
I loved the format, I only wished they could have either gone into more depth about each of the techniques or provided links to some external sources, such as tutorials, explanations, etc.
My favourite tip was #3 from Jay. Subtracting the root motion curve the game will add in, but still having some motion on the root bone to keep it from looking interesting.
Love, love, love this format. Often times long talks have a lot of info, but it's hard to sit through all of it to figure out what info works for you. Keep it up! Thanks
When you recognise that nasty snap zoom at 19:00, then look at JD's credentials at 17:51... Revenge of the Sith, Star Trek, Avatar, Independance Day 2. My god, it's not an industry trend, it's just this one guy trying to sneak it into everything, including GDC
The more I look at it the more the black guy looks photoshopped in, lol. I mean that Dave Franco looking dude is all up in his armpit somehow, and the Tom Wilkinson lookin fucker looks like his hand just kinda disappears behind the black guys, and are they even really looking at each other? That picture is seriously messed up.
This format is really awesome as we can learn from so many people who have different ways how to approach given problems. Do more stuff like that, thanks!
Really awesome stuff! Some of it was over my head. I'm a heavy Blender user, it would have been nice to have seen something that was in that engine. I know that I need to spend more time in Maya.
Don't forget Anticipation, the motion before the motion. It really makes the characters feel more "alive" and give more "value" or "weight" to what they are doing.
cool people amazing tips... although i am not in 3d animation but i love the way they shared theirs tricks... hope we will find a programmer version of this
Speaker Nº3: Eh? She couldn't wait to get out of there! "Be them..." Glad I didn't pay to hear her, as you offered little in the way of explanation. It got better as it went on, though. Mainly. Good to have this available on the InterWeb.
Well yes, but quite a ton of this also applies to 2D animation, 2D or 3D, you want the same thing in the end. And it's pretty much the same stuff that gives you the results you want no matter which format you're doing it in, because in the end, it's the same thing even if the tools are extremely different.
28:55 I'm surprised they just don't use Root Motion instead of having to make the model run in place. docs.unrealengine.com/en-us/Engine/Animation/RootMotion
Make it look like ‘it moved’ and not ‘it was moved’ is such a great way of thinking!
love your channel
Alex Lehmann from Riot Games
1:48 [Trick 1] Fix Repetitive Animation Loops / ABA vs ABCA
3:01 [Trick 2] Responsive Animations
4:27 [Trick 3] Looping with Dense Animation
Simon Unger from Phoenix Labs
5:52 [Trick 1] Force > Weight
7:26 [Trick 2] Use Metrics !!
9:43 [Trick 3] Head Movement > Hip Movement
Amy Drobeckjones from 5th Cell
12:24 [Trick 1]
Breaks, Smears and Multiples (break the volume)
14:27 [Trick 2]
Keeping Track of Arcs
15:42 [Trick 3] Simple Block-in and Layer Examples
Jean-Denis Hass from Industrial Light&Magic
17:58 [Trick 1]
Handheld Camera
19:12 [Trick 2]
Reduce Blur
19:57 [Trick 3] Act / Sound It Out
Billy Harper Sucker Punch Studios
21:26 [Trick 1]
Simple Re-Targeting
22:36 [Trick 2]
Cleaning Up Data
24:22 [Trick 3] Fresh Eyes
Jay Hosfelt from Epic Games
24:42 [Trick 1]
Getting a managable woprkflow for dense animation
27:17 [Trick 2]
Upper-body Animation
28:46 [Trick 3] Back it out the right way
Speed Run
30:28 [Tricks] All
+
instablaster.
these rapidfire videos with lots of speakers are total blasts of diverse problem solving tips, and I love them. I really like the depth that an expert can communicate in an hour, but that can be hampered by a low charisma, so that format it great for folks like Ms. Ng from Firewatch or the guy from Stanley Parable, or for subjects that need a lot of depth like the external AI from Just Cause 3. this rapidfire format is great because it bypasses charisma in favor of a deluge of interesting tricks that can be as esoteric as you like because each only takes a few minutes.
please keep this going forever
I second this.
did anyone realize how the second speaker shit on the shadow of mordor animations despite the fact the third speaker was an animator on that game lol
your statement was difficult to parse
The second talky talker said a meany about the following talkers work
lmao.
I'm sure it was just an inside joke amongst the panelists.
gotta be honest :p
this is priceless, so i hope you continue doing this concept.
Awesome to hear. Glad it already proved useful. We are looking into what content could be presented next year potentially. No promises =)
Can't agree more. Even as a non-animator-technical-guy, learnt a lot of really useful tips!
I'm a Software Engineer (not even an animator) and this was still totally awesome. I'm a fiend for GDC videos; and, while many awesome talks concentrate on broad strokes, the ones that get down into the nitty gritty are the best, and those with concrete examples and demos are better still! This is like a densely-packed pellet of awesome delivered directly to my brain. Thanks and I can't wait for more like this.
Great energy in your talk Alex and enjoyed this presentation very much!
I loved the format, I only wished they could have either gone into more depth about each of the techniques or provided links to some external sources, such as tutorials, explanations, etc.
My favourite tip was #3 from Jay. Subtracting the root motion curve the game will add in, but still having some motion on the root bone to keep it from looking interesting.
Love, love, love this format. Often times long talks have a lot of info, but it's hard to sit through all of it to figure out what info works for you. Keep it up! Thanks
this is mind-blowing how much useful information you gave us in only 30 min, please keep going
When you recognise that nasty snap zoom at 19:00, then look at JD's credentials at 17:51... Revenge of the Sith, Star Trek, Avatar, Independance Day 2. My god, it's not an industry trend, it's just this one guy trying to sneak it into everything, including GDC
Dislike the effect too.
battlestar galactica popularized it
7:43 wheres that black hand coming from on the black guys waist?
How the fuck did you notice that? also wtf!
yah good question
I think it's the womans hand but looks black because of a shadow made form the jacket
The shadow and the fact that the rest of her skin tone is retouched but the artist missed that bit.
The more I look at it the more the black guy looks photoshopped in, lol. I mean that Dave Franco looking dude is all up in his armpit somehow, and the Tom Wilkinson lookin fucker looks like his hand just kinda disappears behind the black guys, and are they even really looking at each other? That picture is seriously messed up.
Fascinating talks, with lots of information that didn't know. Especially the part about League of Legends having more maps than summoner's rift.
As an animator looking forward to start animating for videogames, this was AMAZING!! Thanks soooo much!!!
learned more from this than most of tutorials out there, please continue this format!
To the point, variety of great techniques, different experiences, all good speakers.... this is how you do a presentation video.
7:33 That's Dave Franco on the right in the stock image there. lol
This format is really awesome as we can learn from so many people who have different ways how to approach given problems. Do more stuff like that, thanks!
this is amazing! industry pros sharing tricks, simply awesome
Phoenix labs guy roasted the animation in Shadow of Mordor right before a Shadow of Mordor animator went up lol
Speedtip #04 - Golden ratio type placement , I really love this.
very helpful!
More of this will be greatly appreciated
Loved the format of this talk.
My favorite video from the series by quite a lot
Thank you so much, that tip for looping dense layers helped me out a million!
The Best for animators at GDC 2016!!!
Great presentation
Great tips and tricks. Thanks for sharing!
Really awesome stuff! Some of it was over my head. I'm a heavy Blender user, it would have been nice to have seen something that was in that engine. I know that I need to spend more time in Maya.
I'm too, will start using maya for animation
this was not just for maya, this for all Major 3D Software. it is concepts that can be apply for all software.
Got a good idea as a fresher. Thankyou so much
one of the best talks I've seen.
my god, this talk was so good that I would like to see it live
Really good format! Great video
Thanks a bunch for sharing great great tips! This was so helpful for a beginner like me!
Very VERY helpful to aspiring animators. Thank you guys
Thank you so much for posting this one!
Loved the format!
Awesome tips and fun to watch! Great job!
super format!! keep doing it!
Don't forget Anticipation, the motion before the motion. It really makes the characters feel more "alive" and give more "value" or "weight" to what they are doing.
To be fair, that's an animation principle rather than a tip
just awesome! especialy seeing someone speaking from riot games made me realy trust in those tricks..
Awesome! Thank You very much guys.
07:23 Dave Franco's starring in stock photos now?
Really enjoyed this. Keep it up.
Nice talk, well worth the time.
That was so good! , Thanks so much for posting this.
This is amazing, thank you for sharing all this.
I found this super insightful. Thank you for sharing!
great video but please fix the trick of turning 720p into 1080p or 4K please :P
Super cool tricks. Loved the speed tricks. partBravo to all !
This was amazing, super useful!
Love this concept hope to see more
"Edible motion trails"
- 14:59
The newest product from Edible Arrangements!
This was brilliant!! Thank you!
Very useful tips. Thanks for this :)
Thanks guys!
THANK YOU!
So informative! Thank you a lot.
What is Dave Franco doing in this picture, lol? 7:33
Really thanks for all these tricks!
Finally some actually practical advices, and not the usual "Believe in yourself" bullshit.
Super useful! Thanks for this.
cool people amazing tips... although i am not in 3d animation but i love the way they shared theirs tricks... hope we will find a programmer version of this
Really insightful and helpful, thank you for sharing!
How he did it at 5:00? Middle mouse drag wont work for me (maya 2014)
Amazing, ty
THANKS YOU!
These are great videos
Top tier content
Amazing stuff!
Awesome tips..
17:02 - wow!!
HOPE ONE DAY I CAN UNDERSTANT ALL OF THEM
I like how the guy uses Shadow of Mordor as an example of what not to do, then the next girl has shadow of Mordor on her portfolio
This is awesome!
Speaker Nº3: Eh? She couldn't wait to get out of there! "Be them..." Glad I didn't pay to hear her, as you offered little in the way of explanation. It got better as it went on, though. Mainly. Good to have this available on the InterWeb.
Amazing
MORE!
Insightful!
SOLID stuff
great!
GOLD !!!!!!!!!!!!
Those nuggets you picking up, it's called droppin' jewel's. . . Real talk.
Just curious if Amy Drobeck had any quick tips :) Would love to see every perspective as I'm trying to get into game animation :) Thanks y'all :)
I watched this and it was good. I was just hoping for something 2-D / Sprite oriented
where do u learn the code ?
OMG... This is like scorpion!
Did she just DO THE CAPE ANIMATION right there on stage?
Shame that there was not a single person that covered 2D animation.
Well yes, but quite a ton of this also applies to 2D animation, 2D or 3D, you want the same thing in the end. And it's pretty much the same stuff that gives you the results you want no matter which format you're doing it in, because in the end, it's the same thing even if the tools are extremely different.
7:35, is that Dave Franco? XD
28:55 I'm surprised they just don't use Root Motion instead of having to make the model run in place.
docs.unrealengine.com/en-us/Engine/Animation/RootMotion
that poor animaor from Epic is now doing Fortnite dances, isnt he? Too bad paragon is gone. It was looking cool.
he probably worked on gears of war 5
MOOOOORE
Nice handy tips. Especially motion curves is very handy. But why are they in such hurry to explain complex techniques so fast?
rip paragon
goldmine
I found this video helpful, it's the little things that count. I guess it's true, the devil's in the details. . .
27:20
is there a reason everyone use maya or it's just what they started with and stick with it?
its usually the latter.
neat