Animation Direction
I was Director of Animation for TTG when we produced this pre-production trailer. The role included classic animation direction plus inventing the pipeline and character tech.
This trailer was done before many of the workflow and character rig optimizations were in place; it was a proof of concept before we built automated lipsync and built in pipeline fail safes. Some rough bits squeaked through, but we worked together to caulk up those gaps for production.
The trailer is all playing in the Unreal4 game engine.
Direction Process Example
When directing animation, sometimes words and static drawovers don't communicate the idea complete. In this example, I directed an animator for tight gameplay timing and extra character
First Pass of Animation
This was the animator's first pass
Second Pass of Animation, After timing and character Notes
This was the animator's second pass, after I requested tighter timing, a yawn to ensure that the pig looked as if he was going to sleep rather than dying, and various other details. It still didn't have the punch needed for the scene
Video notes on Second Pass
This is the video I made by quickly trimming and crossfading the animator's render to more precisely describe the kind of timing tightening I was after
Third Pass of Animation
This was the animation after the animator addressed my video notes