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Randall Glass - Animator / 3D artist

Skills:  Maya animation (keyframe, mocap polish)
hobbyist: Maya modeling, Zbrush, Substance Painter

Professional Videogame Credits (mobygames listing)

Animation Reel/Portfolio

Latest professional Animation work (2020 Crucible from Amazon Games Studios)
Animation Shot list / description
Randall Glass animation reel.  website:  http://www.nailbiter.net

Shot Breakdown (all keyframed unless noted otherwise):

(00:02)
1. Cinematic Vignette from Amazon's Crucible game.  "Rahi & Brother".  I animated the little floating robot named "Brother" (keyframed).  Total short was 1min, 15 seconds.

(00:23)
From Amazon's Crucible game.  A series of Stomper AI animations I keyframed.  I animated a whole set of these including various idles/ambient life behaviors, other death anims, etc.
Stomper Gallop (keyframe)
Stomper Walk (keyframe)
Stomper death A (keyframe)
Stomper death B (keyframe)


Mocap polish shots from Amazon's Crucible game.  These are a bunch of emotes.  Was given mocap footage (as seen on the right side) and had to make the shot fit within 6 seconds.

(00:40)
Tosca helicopter gun emote
Tosca butt wiggle emote

(00:52)
Ajonah emote kata staff (mocap polish) - I used nCloth sims on the hat and ears using custom proxy geo, then baked back down to controllers.  If there's a controller on a joint, I will make an attempt to put some animation on it.  Couldn't count on the engine to simulate it properly right away, so I did it in Maya and baked it down.

(01:03)
Sazan emote violin.  I like the little vibrato of the fingers on the neck.  Had to add my own controller (locators with aim offset) to the rig to get it to move the way I wanted.  I tend to add things like geo or other controls to help make a motion more realistic (and easier / precise).

(01:08)
Rahi crouch idle breaker (mocap polish) - Brother (little robot) was keyframed.  Was given no direction on this other than "Rahi pushes Brother away".  The mocap looked horrendous, so I tweaked it.  Did a bunch of these crouch idle breakers (5 or 6).  They were as complicated as a full blown emote and never got plugged into the game.  That's life.

(01:14)
Ajonah emote tube dancer (mocap polish).  This was a looping animation.  I trimmed it here.  I like the overlap I put in her limbs.  Hat flaps and ears sim'd with nCloth again & baked down.

(01:18)
Ajonah emote bubble gun (mocap polish).  I  keyframed balloons for vfx reference.  Fun little emote.  I was given this assignment after they had completed the facial rig, so I added some animation there.  "Pop!"

(01:23)
Ogre log climb - this was from an Animation Mentor assignment.  I still kinda like it.

(01:26)
Source Filmmaker (SFM) short I made back in 2012 called "Scout vs. Witch" (vimeo.com/48605505).  For the Witch I Z-brush sculpted some phonemes/visemes for her so she could say her lines.  Yes, I'm  Intimately familiar with .qc files, studiomdl.exe and the like.  The entire process was an exercise in pain.  I have never recovered.


Hey that's it.

Randall Glass
http://nailbiter.net


 For Amazon's Crucible I also worked on a bunch of Marketing materials, which included character poses and storyboards/animatics for Cinematics (which never saw the light of day).
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