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<channel>
	<title>Game Anim</title>
	
	<link>http://www.gameanim.com</link>
	<description>Blog of a Videogame Animator</description>
	<lastBuildDate>Wed, 11 Aug 2010 23:28:00 +0000</lastBuildDate>
	<language>en</language>
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		<title>Crysis Roll’d</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/5OtlSAyQ2bY/</link>
		<comments>http://www.gameanim.com/2010/08/11/crysis-rolld/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 23:28:00 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[crysis]]></category>
		<category><![CDATA[machinima]]></category>
		<category><![CDATA[never gonna give you up]]></category>
		<category><![CDATA[rick astley]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1928</guid>
		<description><![CDATA[You can stop at the sunset flip &#8211; it doesn&#8217;t get any better than that.]]></description>
			<content:encoded><![CDATA[<p>You can stop at the sunset flip &#8211; it doesn&#8217;t get any better than that.</p>
<p><a href="http://www.gameanim.com/2010/08/11/crysis-rolld/"><em>Click here to view the embedded video.</em></a></p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/5OtlSAyQ2bY" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		<feedburner:origLink>http://www.gameanim.com/2010/08/11/crysis-rolld/</feedburner:origLink></item>
		<item>
		<title>Final Fantasy XIII Cutscene Process</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/U4F2mvjmywE/</link>
		<comments>http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 14:56:44 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[XIII]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1846</guid>
		<description><![CDATA[Once again, the Japanese Softimage site has posted information on another showpiece title &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for [...]]]></description>
			<content:encoded><![CDATA[<p>Once again, the <a href="http://www.autodesk.co.jp/adsk/servlet/item?siteID=1169823&amp;id=15037624" target="_blank">Japanese Softimage site has posted information on another showpiece title</a> &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for mocap, keyframe and facial animation out there.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/"><img class="aligncenter" title="Final Fantasy XIII Hair Rig" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_01.jpg" alt="Final Fantasy XIII Hair Rig" width="640" height="360" /></a></p>
<p>When we initially showed Mass Effect at E3 2006 I recall a handful of Square developers attending to evaluate the facial animation. While it looks like their production methods are somewhat dated due to the long development cycle, playing FFXIII shows the eventual result to be outstanding &#8211; presumably due to their <a href="http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/" target="_self">dedicated engine for facial closeups</a> and meticulous planning.</p>
<p><span id="more-1846"></span></p>
<p>The google translation for the piece is especially bad, but so far I can gather:</p>
<ul>
<li>Like Square Enix <a href="http://www.gameanim.com/2008/07/02/lost-odysseys-cutscene-consistency/" target="_self">studio-offshoot Feelplus</a>, cutscenes are divided into 4 categories depending on importance. A &amp; B level cutscenes employ full keyframed facial animation (with lip-sync done individually for both Japanese and English versions). C &amp; D level cutscenes just use procedurally-generated facial and lip-sync animation.</li>
<li>Similarly, the cutscene team is divided into four distinct teams that handle each progressive stage of creating a full cutscene. They are:
<ul>
<li><strong>Motion Capture Group:</strong> Shooting and cleaning up motion-capture data.</li>
<li><strong>Body Motion Team:</strong> Creature keyframe animation, and human motions that cannot be captured.</li>
<li><strong>Facial Group:</strong> Facial acting and lip-sync.</li>
<li><strong>Simulation Team:</strong> Hair and cloth simulations.</li>
</ul>
</li>
<li>Cutscene shoots are meticulously planned ahead of time. Beyond storyboards, clean layout boards that contain descriptions of the actors, props and set layouts required for each scene are created.</li>
</ul>
<p style="text-align: center;"><img class="aligncenter" title="Final Fantasy XIII Layout Board" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_03.jpg" alt="Final Fantasy XIII Layout Board" width="640" height="360" /></p>
<ul>
<li>Temporary voice-over was used on the set with full ADR done later. Interestingly, it appears that animatics were projected on the walls during the shoots to give the actors a better sense of their virtual counterparts and surroundings.</li>
<li>Within Motionbuilder, additional tools were created to easily allow editing and exporting of complex scenes via a check-box matrix of assets vs shots, seen at the lower-right of the image below &#8211; something I&#8217;ve had in mind for some time as the best solution for working on scenes that require a lengthy full export only very occasionally.</li>
</ul>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_02_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII in Motionbuilder" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_02.jpg" alt="Final Fantasy XIII in Motionbuilder" width="640" height="390" /></a></p>
<ul>
<li>Character-wise, the highest resolution characters (Lightning and Snow) consist of up to 223 bones, covering the basic skeleton, auxiliary (corrective and simulation), facial and hair bones.</li>
<li>The keyframed facial animation was done via a traditional slider setup. The image below shows the numerous attributes, which must have become quite unwieldy and therefore given rise to the need for a dedicated team to specialise in this area.</li>
</ul>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_04_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII Face Sliders" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_04.jpg" alt="Final Fantasy XIII Face Sliders" width="640" height="360" /></a></p>
<ul>
<li>For simulations, the wind level is initially set for each scene to provide the requisite amount of movement in the simulated assets.</li>
<li>Around 20 bones are used for hair, employing a spring system that dampens as a character&#8217;s inertia increases to prevent crashing with the head.</li>
</ul>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/U4F2mvjmywE" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Afrika: A Photo Journal</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/PCedbleHbJQ/</link>
		<comments>http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 13:38:15 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[afrika]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[ik]]></category>
		<category><![CDATA[look-at]]></category>
		<category><![CDATA[photo]]></category>
		<category><![CDATA[quadruped]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1642</guid>
		<description><![CDATA[I recently returned from a photography trip to Afrika, where the animals were the most realistic I&#8217;d ever encountered. Impressive quadruped IK solving and a keen look-at awareness placed them firmly in the world, and their 24-hour behaviour was a joy to behold where linear scripted sequences were topped by a free-roaming intelligence allowing me [...]]]></description>
			<content:encoded><![CDATA[<p>I recently returned from a photography trip to Afrika, where the animals were the most realistic I&#8217;d ever encountered. Impressive quadruped IK solving and a keen look-at awareness placed them firmly in the world, and their 24-hour behaviour was a joy to behold where linear scripted sequences were topped by a free-roaming intelligence allowing me to approach from whichever direction I chose. I even jumped into a few shots myself once I&#8217;d acquired the tripod.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/"><img class="aligncenter" title="Afrika" src="http://www.gameanim.com/images/posts/AFRIKA_01.jpg" alt="Afrika" width="640" height="360" /></a></p>
<p style="text-align: left;">That&#8217;s more than can be said for my human companions. Our drunk driver Roger didn&#8217;t talk much, though he was always friendly, and the ice-queen with whom I shared a tent was 100% business. I even hung a picture of her on the wall and had the car re-painted in her favourite beige, but all to no effect. She wouldn&#8217;t even look at me&#8230;</p>
<p style="text-align: left;"><span id="more-1642"></span></p>

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<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_37/' title='AFRIKA™_37'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_37-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_37" title="AFRIKA™_37" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_38/' title='AFRIKA™_38'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_38-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_38" title="AFRIKA™_38" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_39/' title='AFRIKA™_39'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_39-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_39" title="AFRIKA™_39" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_40/' title='AFRIKA™_40'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_40-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_40" title="AFRIKA™_40" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_41/' title='AFRIKA™_41'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_41-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_41" title="AFRIKA™_41" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_42/' title='AFRIKA™_42'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_42-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_42" title="AFRIKA™_42" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_43/' title='AFRIKA™_43'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_43-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_43" title="AFRIKA™_43" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_44/' title='AFRIKA™_44'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_44-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_44" title="AFRIKA™_44" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_45/' title='AFRIKA™_45'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_45-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_45" title="AFRIKA™_45" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_46/' title='AFRIKA™_46'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_46-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_46" title="AFRIKA™_46" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_47/' title='AFRIKA™_47'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_47-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_47" title="AFRIKA™_47" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_48/' title='AFRIKA™_48'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_48-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_48" title="AFRIKA™_48" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_49/' title='AFRIKA™_49'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_49-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_49" title="AFRIKA™_49" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_50/' title='AFRIKA™_50'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_50-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_50" title="AFRIKA™_50" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_51/' title='AFRIKA™_51'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_51-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_51" title="AFRIKA™_51" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_52/' title='AFRIKA™_52'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_52-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_52" title="AFRIKA™_52" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_53/' title='AFRIKA™_53'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_53-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_53" title="AFRIKA™_53" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_54/' title='AFRIKA™_54'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_54-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_54" title="AFRIKA™_54" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_55/' title='AFRIKA™_55'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_55-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_55" title="AFRIKA™_55" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_56/' title='AFRIKA™_56'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_56-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_56" title="AFRIKA™_56" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_57/' title='AFRIKA™_57'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_57-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_57" title="AFRIKA™_57" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_58/' title='AFRIKA™_58'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_58-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_58" title="AFRIKA™_58" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_59/' title='AFRIKA™_59'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_59-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_59" title="AFRIKA™_59" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_60/' title='AFRIKA™_60'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_60-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_60" title="AFRIKA™_60" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_61/' title='AFRIKA™_61'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_61-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_61" title="AFRIKA™_61" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_62/' title='AFRIKA™_62'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_62-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_62" title="AFRIKA™_62" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_63/' title='AFRIKA™_63'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_63-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_63" title="AFRIKA™_63" /></a>

<img src="http://feeds.feedburner.com/~r/GameAnim/~4/PCedbleHbJQ" height="1" width="1"/>]]></content:encoded>
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		<title>Ghibli Game</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/oCoQuyuiho8/</link>
		<comments>http://www.gameanim.com/2010/06/24/ghibli-game/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 13:58:28 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[level 5]]></category>
		<category><![CDATA[no country queen]]></category>
		<category><![CDATA[studio ghibli]]></category>
		<category><![CDATA[white ash]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1624</guid>
		<description><![CDATA[I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or [...]]]></description>
			<content:encoded><![CDATA[<p>I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or rather, culturally at odds with my western sensibilities). The only studio that has continued to peak my interest with every new release is Studio Ghibli &#8211; surely the Pixar of Japan &#8211; so it&#8217;s really exciting to see a videogame co-produced by them, Level 5, and a guy called Joe.</p>
<p><a href="http://www.gameanim.com/2010/06/24/ghibli-game/"><em>Click here to view the embedded video.</em></a></p>
<p>While I can&#8217;t fault the animation, it would be nice to know if they experimented with removing the in-between interpolation to more accurately recreate the 2D feeling, as some charm is lost when the motion is smoothed out during the initial comparison they give. Regardless, I&#8217;m sure the studio&#8217;s consistently endearing characters come through in the story as much as in these great visuals.</p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/oCoQuyuiho8" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>iPhone App Scavenging</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/LqfM00VPEBg/</link>
		<comments>http://www.gameanim.com/2010/06/17/iphone-app-scavenging/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 17:27:06 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[eboy]]></category>
		<category><![CDATA[fix pix]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[winzip]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1602</guid>
		<description><![CDATA[I love isometric 3D in games, so alongside the awesome EDGE I have a new love on iPhone in Eboy FixPix. I&#8217;ve been a fan of his for some years now but have found a new level of appreciation for the work when viewed in pseudo 3D by tilting the device to achieve the parallax [...]]]></description>
			<content:encoded><![CDATA[<p>I love isometric 3D in games, so alongside the awesome EDGE I have a new love on iPhone in <a href="http://www.eboyfixpix.com/" target="_blank">Eboy FixPix.</a> I&#8217;ve been a fan of his for some years now but have found a new level of appreciation for the work when viewed in pseudo 3D by tilting the device to achieve the parallax effect and sync up the image correctly.</p>
<p style="text-align: center;"><a href="http://www.eboyfixpix.com/" target="_blank"><img class="aligncenter" title="Eboy FixPix" src="http://www.gameanim.com/images/posts/EboyFixPix.jpg" alt="" width="640" height="360" /></a></p>
<p>This is a good time to share a trick I found online, enabling one to dive into the assets of many app-store games to get an idea of how they were created. Simply copy the app file (work with a copy so as to retain the original file, which you&#8217;ll find in your <em>My Documents&#8230;\iTunes\Mobile Applications</em> folder) and rename it from <em>.ipa</em> to <em>.zip &#8211; </em>from here it&#8217;s possible to explore the contents and view the available movies, images and animation frames with <a href="http://www.winzip.com/index.htm" target="_blank">WinZip</a> or similar.</p>
<p>It should be noted that some apps are better than others, (depending on how well-organised the developer is and, as far as I can tell, the bit-depth of the <em>.png</em> files), but there are some gems to be discovered.</p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/LqfM00VPEBg" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Animated Short: The Bug</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/cDOop1Tc1MU/</link>
		<comments>http://www.gameanim.com/2010/06/12/animated-short-the-bug/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 00:50:24 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bbc]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[simon cottee]]></category>
		<category><![CDATA[yonsub song]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1586</guid>
		<description><![CDATA[Now either students are getting more talented at rendering, or 3D packages are becoming more democratised and so affording more time to learn, but here&#8217;s a fantastic videogame-inspired piece by Yongsub Song. You know your artform is maturing when even homages are becoming part of pop culture &#8211; especially when the BBC picks up on [...]]]></description>
			<content:encoded><![CDATA[<p>Now either students are getting more talented at rendering, or 3D packages are becoming more democratised and so affording more time to learn, but here&#8217;s a fantastic videogame-inspired piece by Yongsub Song.</p>
<p><a href="http://www.gameanim.com/2010/06/12/animated-short-the-bug/"><em>Click here to view the embedded video.</em></a></p>
<p>You know your artform is maturing when even homages are becoming part of pop culture &#8211; especially <a href="http://news.bbc.co.uk/2/hi/technology/10260769.stm" target="_blank">when the BBC picks up on this.</a> It&#8217;s worth watching ozzy <a href="http://simoncottee.blogspot.com/2010/05/pixel-pixel-art-documentary.html" target="_blank">Simon Cottee&#8217;s pixel-art documentary</a> referenced in the article &#8211; I&#8217;d never before considered the comparison between pixel-art and pointillism.</p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/cDOop1Tc1MU" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Uncharted 2: Mocap Club Interview</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/zYiYWd5I_6U/</link>
		<comments>http://www.gameanim.com/2010/05/30/uncharted-2-mocap-club-interview/#comments</comments>
		<pubDate>Mon, 31 May 2010 03:32:34 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[house of moves]]></category>
		<category><![CDATA[josh scherr]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[mocap club]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[nolan north]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1566</guid>
		<description><![CDATA[The Mocap Club has posted an interview with Uncharted 2 Cinematics Lead, Josh Scherr on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game. Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the [...]]]></description>
			<content:encoded><![CDATA[<p>The Mocap Club has posted an<a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"> interview with Uncharted 2 Cinematics Lead, Josh Scherr</a> on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game.</p>
<p style="text-align: center;"><a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"><img class="aligncenter" title="Uncharted 2 Mocap" src="http://www.gameanim.com/images/posts/Uncharted2Mocap.jpg" alt="" width="640" height="360" /></a></p>
<p>Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the shoot, something that comes through in the finished work. Regarding casting:</p>
<blockquote><p>&#8220;Well, we start with the obvious things – e.g. talent, distinctive voice,  whether an actor is appropriate for the role, etcetera.  But since  we&#8217;re looking for people who will be doing both the mocap acting and the  voice, we also watch how the candidates physicalize their performance.   It&#8217;s also important to see how they deal with adjustments and to see if  they take direction well.  For the top candidates, we&#8217;ll actually bring  them back for a second audition and have them perform a scene with  Nolan (North, who plays Drake) to make sure they have good chemistry.&#8221;</p></blockquote>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/zYiYWd5I_6U" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Autodesk FBX Plugin for Quicktime</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/TNmA2EQe6ts/</link>
		<comments>http://www.gameanim.com/2010/05/25/autodesk-fbx-plugin-for-quicktime/#comments</comments>
		<pubDate>Tue, 25 May 2010 12:02:31 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[autodesk]]></category>
		<category><![CDATA[fbx]]></category>
		<category><![CDATA[file]]></category>
		<category><![CDATA[format]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[quicktime]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1513</guid>
		<description><![CDATA[While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so [...]]]></description>
			<content:encoded><![CDATA[<p>While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so it&#8217;s great to see an improved plugin release for previewing .fbx files in Quicktime.</p>
<p style="text-align: center;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?id=6837478&amp;siteID=123112" target="_blank"><img class="aligncenter" title="Autodesk FBX" src="http://www.gameanim.com/images/posts/AutodeskFBX.jpg" alt="" width="640" height="278" /></a></p>
<p>This should certainly factor into anyone&#8217;s plans to create an animation or motion-capture database for their studio &#8211; something that&#8217;s good for both animators and designers to ensure both parties are aware of the content they have at their disposal. <a title="FBX Quicktime Viewer Plugin" href="http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;id=10775855" target="_blank">Download the fbx plugin for Quicktime here.</a></p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/TNmA2EQe6ts" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Naturalmotion’s Backbreaker</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/mTez6H6Lj0E/</link>
		<comments>http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/#comments</comments>
		<pubDate>Mon, 24 May 2010 00:48:01 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[backbreaker]]></category>
		<category><![CDATA[euphoria]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[naturalmotion]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[red dead redemption]]></category>
		<category><![CDATA[red ring]]></category>
		<category><![CDATA[red ring of death]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1475</guid>
		<description><![CDATA[I just got my second Xbox Red Ring, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains [...]]]></description>
			<content:encoded><![CDATA[<p>I just got my <a href="http://www.gameanim.com/2008/05/02/grand-theft-euphoria/" target="_self">second Xbox Red Ring</a>, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains of Olympus did on the PSP. Is this even possible via software?</p>
<p><a href="http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/"><em>Click here to view the embedded video.</em></a></p>
<p>That old post reminds me that Rockstar are still one of the few developers that have fully adopted Naturalmotion&#8217;s behavioural physics-based Euphoria, (most likely due to NM&#8217;s stipulation of inserting their own guys onto your team), leading to some unresponsive controls which are thankfully greatly decreased in the recent cowboy offering. The big sell will undoubtedly be their soon-to-be-released &#8220;Backbreaker&#8221; above, featuring character-on-character interactions as a centrepiece.</p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/mTez6H6Lj0E" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Animated Short: “Pixels”</title>
		<link>http://feedproxy.google.com/~r/GameAnim/~3/Tled3Q8cYN4/</link>
		<comments>http://www.gameanim.com/2010/05/14/animated-short-pixels/#comments</comments>
		<pubDate>Fri, 14 May 2010 16:39:50 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[General Animation]]></category>
		<category><![CDATA[breakout]]></category>
		<category><![CDATA[donkey kong]]></category>
		<category><![CDATA[new york]]></category>
		<category><![CDATA[pac man]]></category>
		<category><![CDATA[patrick jean]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[pixels]]></category>
		<category><![CDATA[tetris]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1468</guid>
		<description><![CDATA[One can&#8217;t help thinking that this is a little in bad taste, given the recent failed bombing attempt in Times Square, but that doesn&#8217;t stop this classic game-inspired short &#8220;Pixels&#8221; by director Patrick Jean being awesome.]]></description>
			<content:encoded><![CDATA[<p>One can&#8217;t help thinking that this is a little in bad taste, given the recent failed bombing attempt in Times Square, but that doesn&#8217;t stop this classic game-inspired short &#8220;Pixels&#8221; by director <a href="http://patrick-jean.allo-infopc.com/" target="_blank">Patrick Jean</a> being awesome.</p>
<p><a href="http://www.gameanim.com/2010/05/14/animated-short-pixels/"><em>Click here to view the embedded video.</em></a></p>
<img src="http://feeds.feedburner.com/~r/GameAnim/~4/Tled3Q8cYN4" height="1" width="1"/>]]></content:encoded>
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