~/talk

First Pass Final Pass: making animation rock while on the indie clock

Talkat GCAP 2017 · 2017-10-24..10-25· [game-development, creative-coding]
links:none on file
slides:none on file

Practical, example-driven rules for shipping playable animation fast: weight and timing are the priority — mass controls everything and timing is the closest thing to magic — shown by a 13‑keyframe rooftop leap (13 keyframes). Workflow tactics: favor IK/FK depending on intent, use minimal facial bones, clamp limits, add automatic curve overshoot, test transitions and root‑motion in Unity with proxy bones, reuse shared rigs where possible. Assault Android Cactus proves the approach scales from prototype to shipped game.

AI-written summary · about

  1. 0:00Intro
  2. 0:22Who is Tim
  3. 1:02Short version of my games
  4. 1:32My approach to animation
  5. 3:40Animation example
  6. 5:02Weight
  7. 8:25Control
  8. 10:51Physics
  9. 13:46Variables
  10. 15:13Timing
  11. 18:22Gameplay
  12. 21:58Transitions
  13. 25:28Facial Animation
  14. 28:02Camera constraining
  15. 30:08Example
  16. 30:37General advice
  17. 33:31Fixing animation
  18. 38:50Polishing animation
  19. 42:34Time for questions
  20. 44:06Facial bones vs blend shapes
  21. 45:31Visualising animation when it is controlled by gameplay
  22. 47:39References
  23. 48:36Weight animations
  24. 49:26Career creative at the end
  25. 51:26Communication with programmers
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.