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Scott O'Neil-Forum 10: Life Skills Summit

 Life Skills Summit Summit I went to the Scott McKain Life Skill presentation. What did I learn?      I learned about being distinct. Scott McKain talked about three different levels that he sees, Sameness, Different, and distinct. Sameness does not set something apart from others. Difference is different from others but may not be good or relevant. Distinct is sets you apart from others but makes people notice you in a good way.   What did it make me think about tangentially? It made me think about making animations that are distinct from other animations that people have made, something that will catch the eyes of people in a good way. This could help in the game industry because a unique idea could catch the eyes of more people. What did this spark me to commit to doing in the future? It made me want to make animations that stand out from other animations, but in a good way, in a way that people will want to see more animations that are unique. It has made me...

Scott O'Neil-Forum 6: Mixamo Animation

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 Mixamo Animations I chose to use a soldier like character from Mixamo to animate in UE4. My Project This is an image of the soldier I used in my project. He has all of the character functions working and playable in the level. although the jump timing is off.  12 Principals  Two of the principals from the 12 principals that are present in this are anticipation and Squash/Stretch. Anticipation is seen in the  "energy transfer of an action" (Cooper, pg. 30). aka the spring up that he does for his jump animation after bending his knees. Squash/Stretch can be seen in "exaggerate movement " (Cooper, pg. 28) aka when my character is mid-jump his torso is stretched.  Wolf This is a picture of the Wolf project where the Wolf is in its idle animation. The most interesting window was the Blend Space. Differences Both 3D and 2D are different in the way that 3D had a lot more steps to take to implement the animations and how they needed to be made for the character to work...

Forum 4: Five Fundamentals of Game Animation

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 Forum 4: Five Fundamentals of Game Animation Sketches Idle In the idle animation, my character starts out a little hunched over, then straightens out his posture, then returns to a hunched position. The idea of this is to try and make a bouncing idle. Adding some stretching could help with that as well. Attack The attack will be a tail whip. My character will start out hunched, like the idle, then straighten out, move his hands up, as the tail starts to go back. He will rotate slightly while the tail goes back, then the tail will whip around and he will rotate back around. Jump Up My character will hunch over and bring his knees and arms up in anticipation while shrinking his body. The tail will also go up as he gets ready to jump, then he will straighten his body out at the apex of the jump, lower his arms and legs, as well as his tail.  Fall Down/Death I did this animation in a way that it can be used as a fall or a death. My character will fall backward with his arms stret...

Scott O'Neil - Forum 3: Animate!

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 Forum 3: Animate!    Anticipation          When creating my walk animation, I was focusing on anticipation in a couple of the keyframes by getting ready for the walk. The anticipation can be seen in the legs getting ready to transition the weight from one foot to the other, thus showing the character getting ready to walk. This is a way of showing anticipation because it "is used to prepare the viewer for an action" (Cooper, pg. 30). Follow-Through and Overlapping Action     In this keyframe you can see the overlapping action of the tail as it is moving along with the feet, the tail is moving at the same time as the feet but is not at the same rate, which shows that the "different parts of a character's body will move at different rates" (Cooper, pg. 32). Arcs     This charcter has a few arc keyframes in the walk animation, one of which is the arms swinging while he is walking. Another is the way that his legs swing while he i...

Scott O'Neil-12 Principals of Animation

 12 Principals of Animation in Rogue Company     Principal 1: Squash and Stretch Rogue Company uses this principle with the jump animation of their characters, to "exaggerate movement in the related direction" (Cooper, pg. 28), they squash when getting ready to jump, and then stretch when they are doing the actual jump. This animation is set up to happen so fast so it won't look weird to the user.  Principal 2: Staging Rogue Company uses staging in a different way than your traditional cinematic. When the match begins, players can choose one of a few characters to play as, after that the players are introduced with their user name next to their character. This cinematic scene "involves the use of camera, lighting, or character composition to focus the viewer's attention on what is relevant" (Cooper, pg. 29), the camera starts in front of all four of the characters that are on your team, who are in a diamond formation, then it zooms in and shows your characte...