Stefan Iverson retweeted
When an animator gets bored, make a crow breakdance in Blender. 🐦🕺
Character animator @Petcson posted this dancing crow test, utilizing Wiggle Bone 2 for natural follow-through.
#animation #blender #gamedev #indiedev
Stefan Iverson retweeted
Animation breakdown 🎬
I started with boxes to plan the camera, framing, timing and main action. Then I moved to spline, polsh, VFX/SFX.
Thanks to my mentor @nextkeyframe his Finisher workshop for the workflow. youtu.be/IOFz13gfjUM
Stefan Iverson retweeted
my latest animation :) still can't believe that I'm able to create something like this.. :') thank you @nextkeyframe for your workshop and feedback.. I really learn a lot from it..
zelda rig by @artstoff
robotic t-rex rig: okawaii.gumroad.com/l/yblrv?…
Stefan Iverson retweeted
The okapi has the head of a giraffe, the stripes of a zebra, the body of a horse, a blue tongue long enough to clean its eyes and ears and lives in the wild in a single country in the world. Oh, it's not even 150 years we know about it
[📹 San Diego Zoo]
Stefan Iverson retweeted
I’ve been capturing 3D human motion for 30 years and today is maybe the biggest day in that history. We are presenting MAMMA at CVPR (oral session 2A). MAMMA is a markerless multi-camera system that has accuracy similar to marker-based systems.
Stefan Iverson retweeted
Still to this day one of the best gameplay reveals I’ve ever seen for a video game 🔥🍿
#TheLastofUs
Stefan Iverson retweeted
Starting from today, all my low poly 3d models on Ko-fi, are free for everyone. Have fun! #lowpoly #blender3d
ko-fi.com/braingraft/shop
Stefan Iverson retweeted
finding your target audience with zero budget as a solo dev is incredibly hard. but since so many new people are here after #INDIELiveExpo, i wanted to share my "non-trailer" trailer to show you exactly what you signed up for.
hoşgeldiniz.
Stefan Iverson retweeted
Cho'gall for Heroes of the Storm was one of my favorites to try this technique on. He didn't have a lot of bones so some smears didn't follow arcs well so I adjusted some of his attacks
The end result worked out quite well from game view I think
When it doubt, cut frames as my old coworkers used to say. These days, if the rig allows it, I'll cut frames and try to add a form of smear or double
my old mentor told me that smears are something that should be felt, not seen unless closely examined. Smears should never distract from or overpower the rest of the animation
rig: @KielFiggins @TheGreatJug
Stefan Iverson retweeted
The Last of Us: Part II, Shadow of the Tomb Raider gibi devasa oyunlarda imzası bulunan @nextkeyframe ve İzmir Ekonomi Üniversitesi Oyun Geliştirme Takımı ile birlikte düzenlediğimiz Animasyon Atölyesi etkinliği için hazırladığımız ufak bir kesit.
This quoted post is unavailable.
Stefan Iverson retweeted
Hours of manual work gone
Raw video → QuickMagic → Cascadeur → Maya → done
Pipeline by @nextkeyframe
Stefan Iverson retweeted
I truly do believe that The Last of Us Multiplayer game was going to be a huge hit. It was roughly 80% complete before it got cancelled, but the game director seemed extremely passionate about the project
Stefan Iverson retweeted
Mortal Kombat and Overwatch animator Brad Faucheux breaks down how to make stylized attacks feel grounded and powerful, from weight shifts to that satisfying whiplash snap.
Launch into the full workshop: bit.ly/TGWBFA02
Stefan Iverson retweeted
AXE THREAD - Line of Action tool
A live line-of-action visualizer built into your viewport. See the arc through your character's pose in real time — color-coded by bend angle, zero overhead, no keying required.
wp.me/P4Si8f-sfA
This tool genuinely makes me want to make different animation decisions.
#maya #rigging #characteranimation #goodtimes
Stefan Iverson retweeted
new tool that quickly fixes broken texture paths in Maya scenes
rigs by: @KielFiggins
mcuevas27.gumroad.com/l/text…
#Maya #3DArt #tools




















