~/talk

Make It Jiggle

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

Argues for a movement‑first design where weight and perception drive every UI, character and camera motion; demonstrates an audio‑reactive puppet and cites using Unity procedural rigs, Mixamo mocap, shaders and physics sims as practical tools. Notes constraints like scrubbed timelines in The Gardens Between (player can move between any frame) and that a single animator builds modular rigs, look‑at blends and smears to make motion readable. Recommends thinking in terms of the 12 principles of animation and even using 12 FPS deliberately instead of defaulting to static visuals.

AI-written summary · about

  1. 0:00Introduction
  2. 1:29Animation first thought
  3. 3:21Childhood movement roots
  4. 5:29University indie awakening
  5. 7:36Animation to game design
  6. 10:32Motion design core
  7. 12:01Weight in animation
  8. 13:05Perception in motion
  9. 16:36Physics and realism
  10. 21:19Motion tools and shortcuts
  11. 24:32Procedural animation
  12. 26:27Breaking motion rules
  13. 27:53Clear motion intent
  14. 30:11Smears and frames
  15. 31:55Frame rates and gaps
  16. 33:20Time for thought
  17. 35:33Comedy motion subversion
  18. 37:02Reactive motion effects
  19. 44:57Horror motion and audio
  20. 45:19Modular motion Gardens
  21. 48:35Sound and animation
  22. 50:42Testing motion extremes
  23. 52:10Conclusion
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