Saturday, December 24, 2016

Rb Reber Character Animation Reel 2017


Here's my latest animation reel where I compiled three of my latest shots.

Shot 1: Blow Your Head Off - Tried out the Will character rig I bought from Long Winter Studios. You can watch and read all the details about it right here: Blow Your Head Off
Shot 2: Grossly Inappropriate - Wanted to practice another conversation shot between two characters. You can watch and read all the details about it right here: Grossly Inappropriate
Shot 3: Waiting Around - Part of a personal weekly animation challenge for self growth. You can watch and read all the details about it right here: Waiting Around

Rigs used:
Will Character Rig bought from Long Winter Studios
Malcolm 2.0 by AnimSchool
Malcolm 2.0 modified by Rb Reber
Ray Character Rig by CGTarian

Props used:
Glock 17 Rig by Carlos Contreras
Wooden Stool from tf3dm.com
Custodian Helmet and Badge modeled by L.A. Doles
Pen and Notepad modeled and rigged by Rb Reber
Office Chairs, Desk Lamps, Computer (Monitor, Keyboard, Mouse) from tf3dm.com
Office environment modeled by Rb Reber
Chair from tf3dm.com

Audio used:
Kong: Skull Island
Hot Fuzz
Domhnall Gleeson interview

Blow Your Head Off


Wanted to try out the Will character rig I bought from Long Winter Studios. I was at the cinema a few weeks back when the trailer for the movie "Kong: Skull Island" played, and I thought a line that was delivered by Samuel L. Jackson during the trailer would be perfect for the shot I wanted to animate.

Will Character Rig bought from Long Winter Studios
Glock 17 Rig by Carlos Contreras
Wooden Stool from tf3dm.com
Audio from the trailer of "Kong: Skull Island"



Here's a breakdown of my "Blow Your Head Off" shot

Block - Blocked the key poses for my animation.
Spline - Tried to get the overall feel and timing of my animation.
Polish - Adjusted and deleted movements for smoother flow of movement. Polished the timing, spacing, and feel of my animation.
Finalizing - Finally I added the facial animation and polished the mechanics more. I also modified the rig a bit as well as animating the stool to give the sense movement.

Hope you guys like it! :)

Sunday, November 6, 2016

Grossly Inappropriate


Just finished my latest shot! Been doing this on and off whenever I have free time. Wanted to create another shot with characters having a conversation.

Credits:
Audio from the movie "Hot Fuzz"
Malcolm 2.0 by AnimSchool
Malcolm 2.0 modified by Rb Reber
Custodian Helmet and Badge modeled by L.A. Doles
Pen and Notepad modeled and rigged by Rb Reber
Office Chairs, Desk Lamps, Computer (Monitor, Keyboard, Mouse) from tf3dm.com
Rest of environment modeled by Rb Reber
Staging and Layout by Rb Reber



Here's a breakdown of my "Grossly Inappropriate" shot

Block - Blocked the key poses for my animation.
Spline - Tried to get the overall feel and timing of my animation with a little bit of polishing too.
Polish - Polished the timing, spacing, and feel of my animation.
Finalizing - Finally I added the facial animation, modified the rigs a bit, added environment, and also polished the mechanics more.

Hope you guys like it! :)

Tuesday, July 5, 2016

New Blog Header

Wanted to create a new header for my blog since I've been and will be animating a lot from now on. I love animating and I thought about replacing my old blog header which I've been using for years, with a newer more appropriate one.

I've also replaced the title of my blog from Rb's Sketch Adventure to Rb Animates. But this doesn't mean I won't upload any of my sketches anymore. I love sketching and I still do it whenever I'm not too busy animating.

I tried to emulate myself using the Ray character rig from CGTarian. I edited the rig to have my red Bazinga! shirt and my big brown glasses.


Check out my new blog header:



Old blog header I've been using for years:


Sunday, July 3, 2016

Rb Reber Character Animation Reel 2016 Update


Thought about updating my animation reel so I went ahead and added some of my latest animations

Shot 1: Interactive Game Cinematic (Prototype Demo) - A snippet from a real time prototype game demo project animated in Maya and put together in Unity. This shot was originally animated at 30fps but the reel itself is at 24fps. You can watch it in its original 30fps, and read all about the process of this project right here: Interactive Game Cinematic - Prototype Demo
Shot 2: Waiting Around - Part of a personal weekly animation challenge for self growth. You can watch and read all the details about it right here: Waiting Around
Shot 3: Conversation - My goal was to animate two opposing characters conversing and interacting with one another

Rigs used:
Interactive Game Cinematic - Prototype Demo free rigs from the internet
Ray Character Rig by CGTarian
Norman Mod Wrestler by Aymeric Palermo
Norman Mod Cool Sport by Firat Can Kiral

Props used:
Interactive Game Cinematic - Prototype Demo props from the internet
Chair from tf3dm.com

Music from freeplaymusic.com

Interactive Game Cinematic - Prototype Demo


For about the past two months, I've been working on and off, along with three other people, on this prototype game demo, which is a real time interactive game cinematic. I've recorded myself playing the demo on my computer to showcase that I am playing it in real time. I solely animated every character and prop asset in this demo and it was all put together in Unity.

Credits:
Rb Reber - Planning, Animation, Environment, R&D, Sounds
Jeryc Paragua - Technical Director, Lighting, Environment
Rick Roman - Programming (Overall)
Jeremy Lim - Programming (UI, VFX, SFX)

I've had this idea for a while now to make an interactive type of game in which I can animate the entire game sequence. I asked help from three of my friends whom I work with, who are also programmers that make up our division's Technical / FX team. Before one of those guys who was the Technical Director, their team lead, left our studio, I asked him for a favor if maybe they can help me program this idea of mine to turn it into a real project. They all happily agreed and so they labeled me as kind of the "Producer/Director" of this project since it was my overall main idea. I was in charge of the cinematography of the game and I had to work with the limitations that we had in order to publish a playable demo. I couldn't have done this project without them and I am very thankful for their hard work and support.

I started to plan a lot, having digital and traditional notes all over my workstation, planning everything, from the hierarchy of how the gameplay and story will flow, to sketching the floor plan and making a layout of the entire environment for the game, and many other things. I had to plan out what will happen if the player started choosing different choices in the final game. I have a couple of plans for the final game which will result in different endings each time the player picks a different choice. For this prototype demo, I made it a priority to finalize just one branch of the game hierarchy in order to finish it in the time that was given to us. That is why the choices that were not able to be selected were grayed out.

I also searched for abandoned places on the internet and ended up with an old worn down office for the setting of the game. I then made the 3D block out of the environment based on the floor plan that I have sketched. I just made simple geometry since this was just a prototype demo of the final game, but not too simple so that the player would still recognize what kind of object it's supposed to be. For the dog, I watched a lot of dog videos on the net for reference, observing how they behave, talk, play, etc. For the free rigs I used, I got it all from the internet.

Since this is just the prototype version of the game, we were not able to provide background music for it but I was able to find and edit a few foleys (footsteps, gunshots, door, etc.), which I then gave to the sound programmer to put in the game. I got the dialogue from the net, which was a compiled audio file for a multiplayer game.

We had a lot of resolution problems but we were able to settle down on a final one for this project, this is because we had errors in the UI part. Because of this I also had to put down the resolution of this recorded video in order to upload it smoothly.

As some of you might notice, a huge inspiration of mine for this project is Telltale Games and their awesome games. I love narrative and story driven games and how the player is responsible for their own decisions. I loved every bit about making this project, I learned a lot and it helped me improve a lot with my craft.

I would also like to thank the following people for their support on this project:
Laurence de Castro - For giving me feedback and tips on my animation
Gani NaƱagas - For lending a helping hand when we were having problems
Jeff Ortiga - For helping Rick with the programming side of this project
Colleagues and Friends - For supporting us on this project

I hope you guys like it! :)

Thursday, June 30, 2016

Waiting Around


I animated this shot as a start for my weekly animation challenge for self growth. I was going for 3.5 seconds worth of animation per week, but I went ahead and overdid it with this one since this dialogue has about 8.5 seconds in total. My goal for this weekly challenge for myself is to animate different kinds of shots each week which I have not yet been able to do, whether it may be a dialogue, creature, pantomime or any other kind of shot. I don't compel myself to upload an animation weekly, but I wanted to make sure I can produce an output with the highest quality possible that I can within the time span of a week.

This shot took me about 2 weeks to finish, and I've been doing this at home and whenever I have free time at work. I've always wanted to animate a dialogue shot with an accent other than the american accent, particularly Irish, Scottish, or British. I went ahead with an Irish accent on this one since I really really like Irish people's accents. It was a real challenge to find a good sound file for my shot but I eventually ended up cutting a snippet from an interview of Domhnall Gleeson.

Ray Character Rig by CGTarian
Chair from tf3dm.com



Here's a breakdown of my "Waiting Around" shot

Block - Blocked the key poses for my animation. Went ahead and did the body poses first then moved on to the fingers.
Spline - Tried to get the overall feel and timing of my animation. Started polishing a little bit on this step too.
Polish - Really polished my animation to make sure I get all the necessary body mechanics that I wanted. Adjusted timing, spacing, and also added subtle details to make it feel more alive.
Finalizing - Finally I added the facial animation of my shot, starting with the eyes and eyebrows to really convey the emotion of what the character is saying. Then I moved on to lip syncing to give my animation the final touches. I also polished the mechanics a little bit more removing the unnecessary movements that I didn't want.

Hope you guys like it! :)

Monday, February 22, 2016

Character Animation Reel 2016

Hi guys! I've been hard at work honing my skills in animation, and now I've updated my portfolio with my latest animation reel.

I really used this opportunity to study and learn more about the craft of animation. From basic pantomime body mechanics to subtle and broad acting with dialogue. I really tried a lot of stuff that was new to me and I am very happy with the results. I know I can achieve much more and I will never stop aiming to become a better animator than when I was the day before.

Animating is truly my passion and I love doing it!  I hope you all like my work!