New Guy

Hello Everyone,

It is taking me a considerable amount of time to think of exactly how to start my first post, but I’ll just wing it and see how it goes.

I’m about to begin producing work over the next few months for a demo reel and would like to know if this would be a good place to get critiques/advice/information.

I would also like to gather data on what is desired from a TD reel.(Tools? Rigs? Programming? Effects?) I have heard numerous requests and would like to pin it down to a few specific areas of focus. This is mainly due to Demo Reel time constraints. I would hate to send out a ten minute reel and put HR people to sleep.

Any information would be very much appreciated, and I hope to see you out there soon!

Brandon L. Harris

I’ve got a simple answer for you in the form of a question: What do you want to do?

Also, who do you want to work for? Ask them what their TDs do and what they look for when hiring. That should help you narrow down a goal to work towards.

Also go thru some of the threads on this forum where hiring topics were discussed. For example: http://tech-artists.org/forum/showthread.php?t=87

Good luck with your reel.

Excellent answer/question, but a difficult one to respond to. If I was to submit a reel of all the things I want to do, or enjoy doing, it would be pretty long. I enjoy just about every aspect of 3D.

I would really like to get more specific and tailor what I am doing for games. I’m not sure a muscle system on a character will help with a game, or whether an IK/FK snapping tool is even used by game animators. I would like to begin working on projects more relevant to the game industry rather than the film industry.

Do I need to show that I can rig with few joints/blendshapes/SDKs?
Do I need to show both python and mel scripting?
What types of tools are more practical in a game pipeline?
Do I need to show that my rigs are Motion Capture friendly?
Is a Blendshape facial setup preferred over joints with a pose system?
etc

these are the things I would like to pin down.

thanks for your response! Very much appreciated.

Brandon L. Harris

I’m in no position to answer those questions for you, but my previous statement about each studio wanting something different still stands.

That said, consider the role of a TA/TD. Again this differs from place to place, and there is a thread on the actual definitions at some of the studios represented here, but generally it is someone put in charge of anticipating and solving problems, making the asset creation process more intuitive and faster.

If a studio only does hand keyed animation and you send in a reel with a system that makes loading up mocap on a custom rig really easy, I don’t think they will be put off. It fits the criteria. If you can find a problem, show how you solved it, how you made a process better, more intuitive etc. you have a winner in my opinion.

Scripting/programming wise, the more languages you know, the more marketable you are. So if you know Python, and it makes sense to use it in your project then go for it.

I wouldn’t worry too much about optimizing your rigs for games because different engines have different limitations. If character setup is your thing, remember that not a ton of game studios use full on custom rigs in their pipelines. Those who do I assume would much rather see how you would optimize that character pipeline ( modular, procedurally generated rigs for example ) or how can you make this rig more intuitive for the animators, rather than the fact that you can rig a bipedal character with less than 25 bones.

I hope that gives you something to start with. I also hope others will chime in with an opinion.

[QUOTE=Bharris;1901]I would like to begin working on projects more relevant to the game industry rather than the film industry.
[/QUOTE]

I would say to probably not take that sort of approach. There really isn’t a ton of divergence between a film and a game TD anymore. Take rigging for example, sure alot of game studios don’t export rigs to game, but they do need a way to get animation to the joints anyway. Don’t think in terms of the data, think in terms of artists. As a TA/TD, you are a service provider, and trust me, the last argument you want to have with a rabid animator is the one about why you as a TD think that they don’t need a certain rig feature because it isn’t supported in game or it ultimately doesn’t affect the exported data.:D:

Along those lines, I would say learn the theory more than the application if at all possible, or maybe it’s better to say learn the underlying application methods before learning specifics. Shaders are a great example, at the end of the day, diffuse lighting is still the dot product of a surface normal and a light vector, regardless of whether you’re typing dot(N,L) or diffuse(faceForward(normalize(N))). It’s going to be alot less taxing later on to try and implement crazy effects if you know the underlying math techniques rather than saying, “Well, i sorta know the code for this, let’s just try different operations on different variables until i get something that looks like what i want”. Scripting languages are another great example. Learning vanilla python first then learning maya python is easy, trying to learn python in the context of maya first then backporting that knowledge to vanilla python could bite you in the ass:x:

Anyway, enough ego-strokey ranting (i just like to pretend i know what i’m talking about from time to time:D:)! To address your specific questions:

Do I need to show that I can rig with few joints/blendshapes/SDKs?

Yes and no. You do want efficiency, but i think the key thing to think about is functionality, as stated above. Efficiency comes into play under the hood, ie you want your rigs to not bog down a scene, at the same time you want them to be simple for the animators, and clean enough for you as a TD to troubleshoot or iterate on the functionality. Some of my worst all nighters were having to go back through a crazy transform stack to get to one wrong thing and knowing i was going to have to rebuild the whole thing:x:

Do I need to show both python and mel scripting?

I’d say learn both. Mel is pretty simple so it shouldn’t take too long. If you have the time, learn basic OOP theory too, that definitely helps in the long run. Doesn’t hurt to have a grasp of stuff like .NET either, although that’s definitely not a requisite.

What types of tools are more practical in a game pipeline?

Anything that helps the artist produce better work faster with a minimal amount of wasted iterations.:D:

Do I need to show that my rigs are Motion Capture friendly?

I’d take it a step further and show that your rigs are just friendly to static animation data in general.

Is a Blendshape facial setup preferred over joints with a pose system?

You should learn how to do both, but the real hint there is figure out a way to make a system that’s friendly to either setup. . .takes a little bit of thinking, but it’s a fun experiment.:wink:

I know some of these are pretty vague, if you want some clarification or follow up on anything, feel free to post or PM me.

Alright,

Cranking right along and trying to get 1 rig set and out of the way. I had a question about my current setup. Mainly, do game engines support a rig with toon features? I am not sure whether joint scale or translations are taken into account.

I have a setup on a character with some extra stretch to her appendages. Need to know if I should change this.

Brandon L. Harris

it’s generally dependent on the engine the game company is using, and the type of game being made.

unreal3, as an example, doesn’t export scale, so if you want squash and stretch you have to set it up through translation and possibly corrective blends for the volume changes. exporters generally try to export as few channels as possible, so scale is often cut out for performance / budget reasons.

in addition to the things seth mentioned, these kinds of tips are things that i think are really important for ta’s/td’s to know. a lot of it comes from on the job experience, but you can get a base copy of unreal3 from the pc version of unreal tournament 3, which would allow you to play with the entire pipeline from dcc (max/maya) to engine, including things like setting up animSets and animTrees and seeing how animation works in-game. if you’re building rigs, you will also be expected to troubleshoot animation issues the whole way through the pipeline, so knowing how it will work in-game is (in my opinion) even more important than, say, learning python or .net

Many of the projects you mentioned focus on the technical half – don’t forget that you are a technical artist. The end goal is always a piece of artwork. You’re the glue between the engine and the artist that makes it possible. As such it’s very important that you can visualize the end goal so that you can figure out how to best focus your time when you’re working on a pipeline, tools, or shaders.

Having rigs, tools, etc. on your reel is fine, but the best selling point is a good-looking clip. You can attach notes, especially if you’re posting your reel online, or explain your role once you’ve gotten an interview.

You want to be able to say “this great art was possible because I did x, y and z.”