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ideo i ll leave you with a screen from crysis character by hanno hagedorn korean arms rigged by our new tech artist dimitry kachkovsky you heard that right i am no longer the only tech artist speaking at gdc 2007 crysis at ces some high res screens 01 15 07 presenting on next gen character technology at gdc 07 thurs 4 6 west hall room 2024 my good friend hanno and i will be giving a talk at the 2007 game developers conference our 2 hour session is titled evolve character pipeline advances for next gen titles and we will be discussing a lot of the technology behind crysis and cryengine2 we will cover facial animation and new solutions for realtime deformation such as the nano muscle suit you see in the screens below they have it listed as one of the featured talks in this months game developer magazine and on the website kinda freaks me out we have some great stuff to show i don t think anyone will be let down gdc session fmx pixelworkshop 03 18 07 gdc character pipeline advances for next gen titles i want to thank everyone who showed up for our gdc session the feedback was great i apologize if you were turned away at the door the fire marshall is retty strict with the cc and the room we spoke in was completely packed i will link to our slides when they are up on the gdc website they do not mirror video though i have been told that we crytek will mirror the videos i will post links when they are available fmx pixelworkshop hanno and i will be giving a tutorial on artist driven pipelines at pixelworkshop in vienna next weekend and we will be speaking at fmx the european arm of siggraph may 1rst through 4th on roughly the same topic speaking at gdc 2007 crysis at ces some high res screens 01 15 07 presenting on next gen character technology at gdc 07 thurs 4 6 west hall room 2024 my good friend hanno and i will be giving a talk at the 2007 game developers conference our 2 hour session is titled evolve character pipeline advances for next gen titles and we will be discussing a lot of the technology behind crysis and cryengine2 we will cover facial animation and new solutions for realtime deformation such as the nano muscle suit you see in the screens below they have it listed as one of the featured talks in this months game developer magazine and on the website kinda freaks me out we have some great stuff to show i don t think anyone will be let down crysis at ces the consumer electronics show is now vying to take the place of e3 crysis was on the floor in the microsoft nvidia and ea booths attendees could check out the nano muscle suit gameplay and were really amazed it s as if they thought that videos of the game released before just weren t real and now that they have their hands on the game i see a lot of journalists coming to this realization that the game is what they saw in the videos and so much more musculo skeletal reference library updated i have updated the musculo skeletal reference library with some papers from the past 2 years it was a long time coming thanks to people from cgmuscle com for prodding me to update it last but not least here are some screens outdoor environment nanosuit01 nanosuit02 crysis at e3 siggraph 06 news japanese translations 06 11 06 crysis sweeps tech and visual awards at e3 06 the e3 conference could be compared to some kind of videogame oscars the only catch is the games don t really exist yet we had a pretty strong presence at e3 and to my utter surprise we actually came away with just about every technology and graphics award there was you can check out some of the awards we won at the official game website hopefully in the end of aug at gc you we will be able to show off more gameplay maybe even pick up some awards for that siggraph 2006 next gen animation hands on wed 3 4pm thurs 12 1pm i will be heading out to boston for siggraph 2006 i will be doing two sessions on animation for next gen games in the guerilla studio venue where you people who sign up first come first serve will be able to animate a character and import your work into cryengine2 digital domain natural motion and others will also be showing off their latest programs features nuke endorphin morpheme in guerilla studio sessions you should swing by and check it out the guerilla studio venue is and has always been the place where attendees can check out the latest and greatest equipment and software and when we say check it out we mean hands on with free access to virtually every commercial 2d 3d package and output format from rapid prototyping to an inkjet printer that prints directly onto your fingernails it is the place to be update i will also be on a panel with a good friend of mine tara and some others from 2pm to 4pm in room 255 discussing our experiences as digital artists working abroad siggraph 2005 session musculo skeletal rigging in maya i am putting up the paper from my intro session to musculo skeletal rigging in maya that i gave at siggraph last year some of you guys from namco and konami requested it in japanese my brother is actually a technical translator in japan and he translated it for me so here it is in both languages musculo skeletal rigging in maya ea crytek goes public with crysis 01 22 06 you can now check out some of the stuff i have been working on for over a year crysis went public last week look for information in game magazines next month cgw gamestar pc gamer etc i am pretty excited it s nice to be able to show people what we have been toiling over we have a really great team of artists and programmers and it s great to be nailing the stuff we wanted to do on paper here are some images everything pictured is real time and in engine image01 image02 image03 image04 siggraph guerilla studio article on adobe com it s not much but adobe has a small article on the siggraph subcommittee venue i work on the guerilla studio a place where artists from all over the world can come together and create works in an interactive gallery i have been a part of the guerilla team for about 8 years and every year our venue gets even better last year i wasn t involved as much as i would have liked because of my presentations but it still went down without a hitch if you are at siggraph this year you should swing by and check it out eurographics 09 03 05 i just got back from eurographics in dublin i really enjoyed the conference it was a lot smaller and more quaint than siggraph a lot less people and more of an academic bent not to mention it was held at trinity university and not a convention center which i really preferred i had to stick aroung to put out fires at work so i actually missed the first half of the conference and the three days i was there i didn t get to see much of dublin but i had a good time i met some guys from sony and i think i will look at working collada into our pipeline it is a great way to move assets between apps using one open standard i know some of you guys really would like me to post more from my muscle sessions at siggraph and i am working on it still but it looks like i might not have time for at least two weeks i will try to make some time post siggraph update 08 17 05 siggraph was great this year i always look forward to seeing everyone for our little week it was also nice to see judd mark paul jason and other guys from cgmuscle com i gave 3 short sessions in the guerilla studio on muscle rigging in maya it was really great it s nice to be able to actually work with people and have them following along in the actual app while you are presenting or talking about something kind of like the old computer applications lab there was a lot of interest for muscle rigging and it was attended by people from pixar konami namco ilm etc it was an interesting cross section having undergone the yearly siggraph decompression time i have been really pegged at work since i came back even weekends gasp as promised i have made available the printed notes from my introductory muscle rigging session musculo skeletal rigging in maya in reality i would like to merge the slides and things that contain video the actual source files and these more detailed notes into one html page which i have been doing i will also get around to posting some of the intermediate and advanced course notes i know i promised a version in japanese and that is actually in progress and will be up soon my brother is fluent busy busy 03 21 05 i have been very busy lately but i am so excited we are implementing a lot of things that i am really passionate about things that have never been implemented at runtime especially in games i will update my site with some things soon though i have been very bogged down i am having a good time out here it s so great to be able to work with talented people to draw out and create new pipelines and tools change of venue 01 01 05 i have decided to take a job as senior animation td at crytek gmbh in germany working on an aaa title for ea games worldwide which is about all i can say i am in the r d dept so don t expect to hear about any work related things i am up to over here though they are allowing me to continue work on cgmuscle if and when i can find the time it seems like we are all very busy and that whole thing is languishing new video up shoulder carriage in motion i have added another video in the research section it s some pretty basic reference i shot a while ago for the human muscular project but things like this are a must for any tds interested in shoulder deformation i understand people don t always have the resources of a studio to go out and get the reference they need i am still working on the sequential mri i will probably use this guy in the footage as the mri will show muscle mass and volume new mel script geobake 11 30 04 this past weekend i took some time to code out an idea that i have been kicking around in my head for some time geobake mel is a mel script that bakes out any polygonal deformation syflex cloth sidebulge muscles etc to a user defined set of morphs driven by a single slider here is a simple video and here is something more complex check it out and tell me what you think i will be adding to it as i find time i am currently focusing on getting it to bake extra skeletal deformation to morph targets in a bind pose throughout a characters motion this should allow for a joints entire range of motion to be baked and driven by skeletal motion though instead of blendshapes i am thinking of baking to mike comet s pose space deformation plugin new research section and shoulder carriage x ray fluoroscopy i have added a research section to the site here i will post some of the medical and musculo skeletal research i have done speaking of which i have been attempting to rig a realistic shoulder carriage for some time now but it s hard to know exactly where the scapula is located throughout arm motion well this week i actually got a fluoroscopy and you can check it out on the research page i will be using this and some other data sequential mris for a paper i and some friends are writing on rigging the shoulder carriage stay tuned rigging the shoulder girdle 10 12 04 i have been working on some interesting side projects first i have been trying to rig a realistic shoulder girdle with scapulae and rhomboids sliding under the skin through hyper extension here are some results modeled by my friend ryan vance we are moving ahead with our open source maya musculo skeletal plugin at cgmuscle com the new system works with polygons and we have also been talking to jeng ching min the creator of the sidebulge plugin about working with us on the deformer multiple drive failure i recently had two drives in my raid fail and not even parity could save me for the first time i really lost some important stuff i decided to write a comprehensive tutorial about creating your own automated system for compressing and backing up data using dosrar and some simple batch files backing up your files a comprehensive guide for cg artists new reference section lastly over the weekend i put up a lot of the white papers abstracts course lecture notes and things pertinent to musculo skeletal rigging and deformation that i have collected over the years into a muscle reference library which is also linked at the right 09 02 04 the syflex guys are letting me test out some of the new syskin and syflesh add ons to their famous cloth simulator i have only been working with the new tools for a few days but they look very promising test 170k divx i am leaving tommorow for my first vacation in over two years i am going to italy for two weeks and i am really excited i can t wait to see the sistine ceiling again and the pieta i am also going to reggio callabria in the south to visit the small town of pentidattilo where my family is from it should be a great trip lastly in my spare time when i can find it i am working with some doctors at the university of florida veterinary medical school simulating the entire equine musculo skeletal system much in the way i did on the human muscular project while i was at kinaesthetic it s a really interesting project and i am really learning a lot about comparative anatomy and muscles in large animals we are generating a lot of great reference with motion capture and high speed cameras 08 23 04 i have posted another tutorial this month i have been rigging musculature for a while and i finally took some time to post up a tutorial simulating musculature in maya it is a quick and dirty tutorial that deals with emulating complex musculo skeletal movement and deformation with standard maya deformation tools i touch on fusiform and multi belly muscles as well as skinning and deformation with wrap and sculpt deformers 08 15 04 i just got back from siggraph and am undergoing my decompression time i know i had told some people i would post some tutorials based on my digital sculpture sessions and today i made a tutorial based on my thursday morning digital sculpture session adding detail to subdivision surface models the tutorial is in the tutorials section adding detail to subdivision surface models i had a great time at siggraph as usual thank you to everyone involved and everyone i worked with on the e tech and studio subcommittees i had a great time and i will see you all next year 06 11 04 i am finally finished with the human musculature project and things are ramping down they have asked me to model rig the skull muscles of the neck and some organs i am just finishing the skull up you can see it here turntabler ls create wireframe shade object turntables a lot of people complain that lightwave layout does not show subpatches like modeler does wireframe shade and that it s hard to show subd topology on any kind of turntable because of this no one wants to see the tesselated wireframe yesterday i created an lscript for modeler to attempt to remedy this it s tentative name is turntabler and it will rotate your object on any axis 360 degrees for any number of frames or it...
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