I felt that I needed to better show that I am capable of animating. Although it is something that I will be endeavouring to improve on over the course of my career. Which means I will eventually make that short film with Lampy and his story, and hopefully improve my skills greatly during that time. Or maybe I'll land a contract soon that will help me put the skills to better use and hone them there. Where ever that ends up being.
For now though, I am posting the animations I created for the Sterling app Puff, the Magic Dragon, while I worked at Padworx Studios.
While I worked at Padworx, my title was Senior Artist, which meant I was a lot of things. But my primary tasks were focused on 3d work, and that included everything that makes 3d happen. Modeling, uv's and texturing, rigging and animating, storyboards, environments and more.
This video shows some of the animated scenes - basic viewport captures - of the work that I did on this app. I did all the rigging, and I was the lead animator on the project. Which meant that I animated a large number of the scenes by myself, while giving direction on others. Later though, when everyone was pulled away to work on other apps, I had to fine tune and finish all the scenes.
I tried to finesse everything as much as possible within the small time frame we had been given.
Mostly, I am happy with the way it all turned out.
The limitations imposed by mobile devices on the number of bones that can be assigned to vertices, and the small number of polygons allowed per scene made it somewhat difficult, but fortunately blender is very forgiving and allowed me to edit meshes without losing skinning data.
The work was entirely done in blender. Even much of the texturing work - which I didn't include here - was done in blender too.