Games Industry and Animation
Games, however, are meant to be interactive. When you play a game, you’ll have complete control of the character and the camera. You’re the one driving the story forward and making the character move. So not only does the animation need to look good, it needs to look good from every possible angle.
For instance, if the game is third person, and the player rotates the camera around they’ll see the walk or run cycle from a completely new angle. This new angle can revealing things like knee pops that may not have been visible in the normal camera view. These are things that a game animator needs to take into account to ensure their animation holds up to whatever the player may throw at it.
Unlike animation in a movie where the animator doesn’t need to worry about how it will look from a side view or from behind, creating animations for games need to look good from any angle. For instance, when implementing the principle of arcs into an animation, the animator needs to ensure the character is following nice smooth arcing motions from any camera angle.
An example could be Call of Duty, it has mechanics such as walking, running, sliding, jumping, clambering, physical hit animation and physical contact.
As said before the animations have to ensure that every action is represented correctly and you can see the body mechanics in every angle.
We can see that Black Ops 3 has a lot of bodily functioned mechanics, this implies running, jumping and wall-walking in which a good animation can make the game really enjoyable, it has to be seen perfectly in every possible angle.
Another game that implies a lot of animation such as Black Ops 3 could be GTAV, in this case we can discover a new angle because we can rotate the camera, also not only the animations of Humans are implied also animations of cars or animals which implies more work to ensure the animations work in every angle possible.
In in films the animation works similarly to games, but interactivity and body mechanics are not implied.
As mentioned people who are "consuming" the film have no control so in a sense they are along for the ride.
We could say that animators in films cheat while creating the film, that consists in the shot which is only taken in one angle so if it looks that's ultimately all that matters.
Also during the creation Story Boards are used so the work that is hand-drawn will be transformed into 3D Models.
An example could be Monsters Inc.
It shows the final 3D Model and also a video in which the comparison of the Storyboards and the final Models are made.



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