Dan Lowe

@danlowlows

Sr Staff Technical Animator . Previously Motive Studios, Visceral Games (Star Wars), Ubisoft Montreal (Far Cry, Watch_Dogs), Bizarre Creations.

Los Angeles, CA
Vrijeme pridruživanja: siječanj 2009.

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  1. prije 14 sati

    Check this out! Animation Exchange talks all posted on YouTube! If you haven’t heard this before it’s a day of animation talks that we do during GDC week, but we stream them live on Twitch. It’s a great way to share the kind of info you get at GDC, without the paywall.

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  2. 30. sij

    Also reminder that did the original code for Adjustment Blend. I had the initial idea and worked out the math for it, but didn't know Python at the time, so he was the one who actually made it happen. Really was a team effort (miss working with you Zach).

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  3. 30. sij

    Explanation for what it's doing here:

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  4. 30. sij

    Hey Autodesk: You guys should implement Adjustment Blending in Maya. It's been 4 years since I presented it, it's a game changer for animators, you can find open source Mobu code for it right here. Would be pretty easy to convert:

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  5. proslijedio/la je Tweet
    24. sij

    Behind the Screens of . Coming next month to an near you. cc:

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  6. proslijedio/la je Tweet
    23. sij

    AI-driven deep rigging?! What if you could use AI to rig and animate a 2D video of a face? 🤯 credits to tpocomp@ on insta

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  7. 22. sij
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  8. proslijedio/la je Tweet

    Hey guys is looking for an intern! I was an intern last summer and I highly recommend applying, my DMs are open if you have questions about my experience ✨

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  9. 10. sij

    Congrats to all the nominees for the DICE awards! It's one of the few awards shows that recognizes animation as it's own category:

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  10. proslijedio/la je Tweet
    7. sij

    From The Archive : Demon Skin Suit Animating a demon putting on a skin suit back in 2006 Full project breakdown/high res: Questions? by all means ask!

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  11. 6. sij

    Also worth bearing in mind that when you’re blending into an anim that starts with a key pose (e.g. an Idle), the ideal place to paste the key pose in the anim that you're blending from, is at the branch point, not at the end of the animation.

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  12. 6. sij

    But in the bad example, when your first animation runs out of frames, most animation systems will hold the last pose until the blend is resolved. As a result you get a kink in the blend result. This could be imperceptible or it could be significant. Either way, it’s there.

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  13. 6. sij

    So why is it bad. Let’s look at what’s happening to the animation curves under the hood. In the good example, you get a nice clean blend result from one animation to the next.

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  14. 6. sij

    This kind of thing is bad (you unfortunately see this kind of setup quite often)...

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  15. 6. sij

    Quick thread about one of my biggest tech anim pet peeves: Blending. When you blend from one anim to another, you want to make sure that the amount of blend is no bigger than the number of frames you have left in the animation you’re blending out of. This kind of thing is good...

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  16. 5. sij

    Should add my own... • SMS uses zeroJoint • EA uses Trajectory • May be remembering wrong but I think Far Cry and Watch_Dogs both use Root • Bizarre Creations used Displacement

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  17. 5. sij

    Curious to know: What's the name of the root joint in your game skeleton? Some options... • Root • Trajectory • Reference • Displacement • Zero • Ground • Magic Box • COM • No root joint, just Hips/Pelvis • Something else?

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  18. proslijedio/la je Tweet
    4. sij

    I'd like to formally announce Animation Sherpa, opening January 20th! For more information on the school and to download the free , visit

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  19. proslijedio/la je Tweet
    4. sij

    Updated the old website with a few links to talks and a post about an oldie but a goodie. and I talk about animation systems at Animation Exchange 2019. Looking forward to AnimX this year!

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  20. 3. sij

    Excited to be back to work today! 2020 is going to be a great year for games!

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