Randall Glass animation reel. website: nailbiter.net
Shot Breakdown (all keyframed unless noted otherwise):
1. Dragon vs. Ogre battle.
classroom work I did for Animation Mentor creatures class. The Ogre isn't final.
2. Nick in a Hotel Room, (Watch the complete movie: vimeo.com/141919432)
Keyframed on top of heavily edited Kinect 2 mocap. I'm animating a videogame character (from Left 4 Dead).
Face keyframed inside Source Filmmaker game engine. Camera & mocap performance also by me.
3. Headbutt sequence (from Westworld VR 2016). This is a proof of concept shot. I was given the raw mocap and quickly produced a first pass to show art director. The actors were wearing headcams and had to pantomime the "headbutts". So I amped them up in Maya. My only direction after I submitted the shot was to tone down the head whipping back of the victim on the first strike.
4. Ogre log climb
5. Belly Crawl keyframed - from Ryse: Son of Rome (Crytek/Microsoft Xbox One 2013)
6. Dragon flight
7. Cat trot-to-gallop
6. Seagull take off and landing
7. Halo Elite Walk cycle.
8. Zombie kill - from my short "Scout vs. Witch". Rendered inside a videogame engine.
9. Mocap polish vignettes for Ryse: Son of Rome (Crytek/Microsoft 2013)
- Barbarians celebrate. Mocap. Cleaned up mocap and made shot looping (this is just an excerpt)
- Combat Loop (excerpt). Mocap. Cleaned up mocap and made shot looping.
(01:28) Scout vs. Witch dialog scene
10. Scout vs. Witch dialog shot (self-produced 5 minute short, created using Team Fortress 2, Left 4 Dead, Source Film Maker and the Source SDK). Watch the full short on Vimeo. vimeo.com/48605505
Everything is hand keyed. I also rigged the zombie characters in Maya and created Facial and Phoneme Blendshapes for the Witch character (using Maya and Z-Brush), since she doesn't talk in the L4D game. The bodies were animated in Maya, exported, compiled using Valve's tools, then re-imported into SFM, where I animated the faces using Valve's tools. The entire process was an exercise in pain.
Thanks for watching.