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Rockstar games- senior facial animator Sarah LaPenna Onheiber


showing initiative to ask when in an internship what/ if you can do anything to input to the work and try show you can be an asset to the team, this can be a good quality to show and have better chance of getting hired. R.O.M.- range of motion, this is the term used for every expression of face blend-shapes/ Phonemes collated.

Facial animation within the game: Cinematics and cut-scenes- these are driven by highly polished animation game-play- is run by the character moods/ audio driven animation.

Game-play tends to have a looping animation of around 200-500 frames,

Then it is blended with other shots of animations to break up the repetition. MPC’s are audio driven facial animation as the level of detail is distinct.

Red Dead 2 has over 500,000 lines of dialogue, and 20,000 face animation assignments.

Performance capture is used as a base and then cleaned/ used as reference

Body animators start work on the character first and often do rough facial animation which is then cleaned up by the facial artists. when doing any form of facial animation always use reference/ mirror. Otherwise it will look very odd and unconvincing. Basic phonemes are useful to get an idea of the shapes letters create, but for most words it does not work very well, so sticking to reference is best. When creating facial animation, what makes the characters faces unique/ interesting? -Eye darts are very important -Brows are the reaction -cheeks always move with jaw

-always animate the jaw before making the phonemes -exaggerate the facial expressions for a more interesting response while keeping the phonemes subtle. -Blinking- 3 frames to close- 2 frames closed- 4 frames to open. -when opening mouth, keep lips sealed for 2 frames while the jaw is opening, for sticky lips effect.



https://www.linkedin.com/in/sarahlapenna/

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