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<title>Latest posts for the topic &quot;An Animator&quot;</title>
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<description>Latest messages posted in the topic &quot;An Animator&quot;</description>
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<title>Re:An Animator</title>
<description>&lt;cite&gt;GypsyJuggler wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;SolidRevolver wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;GypsyJuggler wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;While we have you here Rarebit, what do you think of linking some newspaper boxes to player-made papers?&amp;nbsp; &lt;b&gt;I have some idea about the technical requirement here&lt;/b&gt; but I&amp;#39;m curious as to the feasibility.&amp;nbsp; &lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;It will be very easy, all the newspapers are doing is linking you off to a website where you can view it.&amp;nbsp; So, if you knew the address, you could view it on your browser now, same with the World Events and Scanline Reciever.&lt;/blockquote&gt;Note the bold text.&amp;nbsp; My question was more related to wether they&amp;#39;d be willing or allowed to link to a site they weren&amp;#39;t in direct control or ownership of.&amp;nbsp; I remember a while ago there was caution about linking to sites because of the potential for exploitation or corruption.&amp;nbsp; &lt;br /&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;br /&gt;&amp;gt;_&amp;lt;&amp;nbsp; Ignore my bad reading.&lt;/p&gt;&lt;p&gt;If the &amp;#39;player paper&amp;#39; is in control of the DEVs, I dont see why it cant be used.&amp;nbsp; They can check it over and will be in control of the address so no changing can occur or anything.&amp;nbsp; They probably wont though, when in comes down to it, no one understands the story of the Matrix better than the writers so they will want to be incharge of the main one, Player made ones will have to make do with links from the forum....&lt;/p&gt;&lt;p&gt;Then again I&amp;#39;m not a Dev, so yet again ignore me &lt;img src=&quot;/mxo/images/smilies/69934afc394145350659cd7add244ca9.gif&quot; border=&quot;0&quot; alt=&quot;SMILEY&quot; /&gt;&lt;/p&gt;</description>
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<pubDate>Thu, 23 Aug 2007 04:41:07 GMT</pubDate>
<author>SolidRevolver</author>
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<title>Re:An Animator</title>
<description>Our paper(s) wouldn&amp;#39;t have to have the foreshadowing content the Sentinel does.&amp;nbsp; We could make publications from a bluepill (or redpill) perspective that reflect recent events rather than future events.&amp;nbsp; Heck, I wrote an article in another thread which was about the Corrupted in Bathary from a Bluepill perspective.&amp;nbsp; With a few more collaborators for stories and images we&amp;#39;d have one decent newspaper.&amp;nbsp; &lt;br /&gt;</description>
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<pubDate>Thu, 23 Aug 2007 21:34:50 GMT</pubDate>
<author>GypsyJuggler</author>
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<title>Re:An Animator</title>
<description>&lt;cite&gt;machete wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;&lt;br /&gt;The conversation I had with Walrus at the fanfaire regarding the subject of hiring an animator went a little something like this.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Machete:&lt;br /&gt;&lt;br /&gt;What are the chances of hiring an independent contractor to do the animation work for MxO?&amp;nbsp; Maybe tap the talent of the community and see if someone is talented enough to take on the task?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Walrus:&lt;br /&gt;&lt;br /&gt;We don&amp;#39;t have the budget at the moment to hire a full-time animator.&amp;nbsp; I am not saying that we DON&amp;#39;T want to hire one, but IF we do sometime down the line we may take on an intern the same way we did with Dracomet, and nurture them from within to fill-in the position once they have proven they are up to it after their internship.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This tells me that they know they need an animator, but its going to take time for them to look for the &amp;quot;right&amp;quot; person to fill the intern position they are thinking of taking on.&amp;nbsp; &lt;br /&gt;I think this is a great idea if it DOES indeed happen, considering how invaluable Dracomet has become to the dev-team now that he is a full time dev for The Matrix Online.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I hope this answers any questions or doubts people may have had regarding the dev team taking on an new animator.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Much clearer, thank&amp;#39;s Machete. :)</description>
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<pubDate>Wed, 29 Aug 2007 06:15:57 GMT</pubDate>
<author>Sphairo</author>
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<title>Re:An Animator</title>
<description>&lt;cite&gt;Roukan wrote:&lt;/cite&gt; &lt;blockquote&gt;Walrus said the reason is because none of them know how to work the tool to make the old cinematics.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;p&gt;You know, it makes me really sad to hear that. Just in general, nowhere I&amp;#39;ve ever worked and nothing I&amp;#39;ve ever worked on has been documented. And problems like this are exactly &lt;i&gt;why&lt;/i&gt; companies need to give their developers even a small amount of time to document what they do. I&amp;#39;ve even documented stuff in my spare time, off the clock, and had it deleted because &amp;quot;no one will ever need that stuff.&amp;quot;&lt;/p&gt;</description>
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<pubDate>Mon, 3 Sep 2007 05:21:33 GMT</pubDate>
<author>MXOWinterMute</author>
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<title>Re:An Animator</title>
<description>&lt;cite&gt;MXOWinterMute wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;cite&gt;Roukan wrote:&lt;/cite&gt; &lt;blockquote&gt;Walrus said the reason is because none of them know how to work the tool to make the old cinematics.&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;p&gt;You know, it makes me really sad to hear that. Just in general, nowhere I&amp;#39;ve ever worked and nothing I&amp;#39;ve ever worked on has been documented. And problems like this are exactly &lt;i&gt;why&lt;/i&gt; companies need to give their developers even a small amount of time to document what they do. I&amp;#39;ve even documented stuff in my spare time, off the clock, and had it deleted because &amp;quot;no one will ever need that stuff.&amp;quot;&lt;/p&gt;&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://forums.station.sony.com/mxo/posts/list.m?start=30&amp;amp;topic_id=36300015429#36300307710&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Rarebit&lt;/a&gt; cleared it earlier in this very thread&lt;br /&gt;&lt;br /&gt;&lt;span class=&quot;postbody&quot;&gt;&lt;cite&gt;Rarebit wrote:&lt;br /&gt;&lt;br /&gt;&lt;/cite&gt;Eh, no, that wasn&amp;#39;t really right. It&amp;#39;s because they&amp;#39;re extremely time-intensive. Making the old in-game ones became a full-time job for our old lead level designer, at least one animator, and I think maybe half a 3D/texture artist.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</description>
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<pubDate>Tue, 4 Sep 2007 06:56:45 GMT</pubDate>
<author>101</author>
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<title>Re:An Animator</title>
<description>&lt;div&gt;(From another thread)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;cite&gt;9mmfu wrote:&lt;/cite&gt;&lt;br /&gt;&lt;blockquote&gt;Damage for Interlock combat rounds are calculated as if they were 4 seconds long. In truth a round takes exaclty the length of time for all animations for that round to play. We really tried to make the rounds come out as close to 4 seconds as possible however events beyond our control took our animator from us before everything could be truely polished which is why Bullet time animations appear so messed up alot of the time. &lt;br /&gt; &lt;/blockquote&gt;&lt;br /&gt;&lt;div&gt;Having an animator would solve much more than a perceived lack of content, methinks...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;- Void&lt;/div&gt;</description>
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<pubDate>Thu, 6 Sep 2007 03:11:20 GMT</pubDate>
<author>EndlessVoid</author>
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<title>Re:An Animator</title>
<description>Why couldnt SOE get some budding animators/modelers that need some much needed industry experience to do some of these things for mxo.&amp;nbsp; They need portfolio work and would do this for virtually free.&lt;br /&gt;&lt;br /&gt;There are lots of sites out there like &lt;a rel=&quot;nofollow&quot; href=&quot;http://www.3dbuzz.com/vbforum/sv_home.php&quot; target=&quot;_blank&quot;&gt;3dBuzz&lt;/a&gt; and &lt;a rel=&quot;nofollow&quot; href=&quot;http://www.3d-palace.com/&quot; target=&quot;_blank&quot;&gt;3DPalace&lt;/a&gt; that have people that are more than capable and I&amp;#39;m sure one or two here could do it.&amp;nbsp; They can send in their demo reels and I&amp;#39;m sure they would love to have SOE on their portfolio.&lt;br /&gt;</description>
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<pubDate>Fri, 14 Sep 2007 10:00:09 GMT</pubDate>
<author>DeadCert</author>
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<title>An Animator</title>
<description>Becuase it means paying people...
&lt;br&gt;
&lt;br&gt; Personally i don&apos;t understand the situation, SOE took on the animator with the acquisition so it was willing to pay for one then he left of his own voilition and was just never replaced.
&lt;br&gt;
&lt;br&gt; Tis lame thats for sure, like void points out theres just so many practical issues they could be put to use in (mostly the morked up interlock animations for sure).
&lt;br&gt;
&lt;br&gt; They still make me wanna pull my hair out sometimes XD</description>
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<pubDate>Fri, 14 Sep 2007 10:07:16 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:An Animator</title>
<description>Alot of these people wouldnt need to be payed as they deperately need corporate media on their portfolio.&amp;nbsp; If we do pay its a few hundred $.&lt;br /&gt;</description>
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<pubDate>Fri, 14 Sep 2007 10:10:11 GMT</pubDate>
<author>DeadCert</author>
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<title>Re:An Animator</title>
<description>&lt;p&gt;Cost, it always comes down to it and you simply can&amp;#39;t avoid it.&lt;/p&gt;</description>
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<pubDate>Fri, 14 Sep 2007 10:15:00 GMT</pubDate>
<author>9mmfu</author>
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<title>Re:An Animator</title>
<description>A simple post on these sites would get people willing to help out I can assure you.&amp;nbsp; There are some great people there&lt;br /&gt;</description>
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<pubDate>Fri, 14 Sep 2007 10:24:19 GMT</pubDate>
<author>DeadCert</author>
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<title>An Animator</title>
<description>I mean, its worth at least suggestion i suppose.
&lt;br&gt;
&lt;br&gt; I mean, i for one would volenteer for free to help in any way i could (yes i know, legalities blah blah) if i was in the area. =P</description>
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<pubDate>Fri, 14 Sep 2007 10:28:28 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:An Animator</title>
<description>Im not sure of the package used for mxo but there are several packages these people use that inclue maya, 3dsmax houdini plus many others.&lt;br /&gt;&lt;br /&gt;I think any (free) outside help that can give mxo what it needs is okay to search for.&amp;nbsp; Its not as if these people can exploit through animations so why not&lt;br /&gt;</description>
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<pubDate>Fri, 14 Sep 2007 10:34:56 GMT</pubDate>
<author>DeadCert</author>
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<title>Re:An Animator</title>
<description>&lt;p&gt;There are legal issues involved when your an employee of a company that deals with Intellectual Properties there are a bunch of things that have to happen. Volunteering for to produce content falls into a big tricky part of who owns what and in all honest most companies would just rather avoid the complication.&lt;/p&gt;&lt;p&gt;Maya was used to produce almost all base art/animations in MxO.&lt;/p&gt;</description>
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<pubDate>Mon, 17 Sep 2007 08:02:55 GMT</pubDate>
<author>9mmfu</author>
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<title>An Animator</title>
<description>Hmm...&lt;br /&gt;Theory&lt;br /&gt; You could SDK the wire frame and one/two animation samples in the Maya format. (Come on...who wouldn&amp;#39;t want to see how the /ballet &amp;amp; /dogsniff animation worked.)&lt;br /&gt;&lt;br /&gt; If the person takes that, makes an animation in Maya form, agrees to a contractual release....give them some free game time.&lt;br /&gt;&lt;br /&gt; ...its just a thought&lt;br /&gt;&lt;br /&gt;&amp;quot;By uploading this submission, you relinquish all copyrights you have on this submission to Sony Online Enterntainment LLC.&amp;quot;&lt;br /&gt;</description>
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<pubDate>Mon, 17 Sep 2007 08:19:30 GMT</pubDate>
<author>LtCmdr_Tsusai</author>
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<title>An Animator</title>
<description>Pretty much what we&apos;re saying is there HAS to be SOME way we can help, god knows we want to xD</description>
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<pubDate>Mon, 17 Sep 2007 15:14:07 GMT</pubDate>
<author>cloudwolf</author>
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<title>Re:An Animator</title>
<description>&lt;p&gt;This would be a tough one...most people working in 3D computer graphics aren&amp;#39;t a jack of all trades (or if they are, the work they put out is either not fast, or not as good as a team could put out)...they typically specialize in one or two areas: modeling, rigging &amp;amp; kinematics, animating, lighting, textures, matte painting, special effects (particles, fluid dynamics, smoke, fire, etc..), motion capture, and the list goes on.&lt;/p&gt;&lt;p&gt;I suppose what we would need depends on what is&amp;nbsp;wanted in the game, and what fits with SOE&amp;#39;s ability to offer it up.&amp;nbsp; If all we want is just some new T-shirts or a new color of some clothing...anyone with The Gimp could probably create that stuff and wrap it around a model.&amp;nbsp; But if we want a whole slew of new animations and abilities to go with them...now your talking an entire team of animators including mo-cap people, coders, testers, etc..&amp;nbsp; yeah it can get hairy.&amp;nbsp; Way more than a single animator can handle.&lt;/p&gt;</description>
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<pubDate>Mon, 17 Sep 2007 18:38:58 GMT</pubDate>
<author>Paige6</author>
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<title>Re:An Animator</title>
<description>I say we all fund Roukan to move to Seattle to become an intern =P&lt;br /&gt;</description>
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<pubDate>Mon, 17 Sep 2007 19:22:56 GMT</pubDate>
<author>Roukan</author>
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<title>Re:An Animator</title>
<description>&lt;cite&gt;9mmfu wrote:&lt;/cite&gt; &lt;blockquote&gt;&lt;br /&gt;Maya was used to produce almost all base art/animations in MxO.&lt;br /&gt;&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;Nice....I&amp;#39;d love to see some of the models rendered out (static image, no animated stuff) with full textures and lighting in Renderman rather than the in-game engine.&amp;nbsp; I&amp;#39;ll bet it would be some of the sweetest looking images of MxO stuff you&amp;#39;ve ever seen.&amp;nbsp; Fire up the render farm and get Roukan to &lt;a href=&quot;http://en.wikipedia.org/wiki/Render_wrangler&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;wrangle&lt;/a&gt; it!</description>
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<pubDate>Mon, 17 Sep 2007 19:33:02 GMT</pubDate>
<author>Paige6</author>
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<title>Re:An Animator</title>
<description>Well I can understand the point of view from the SOE team as far as the difficulties at present to get an animator or two. Financial appropriations not withstanding there is also the legalities involved that make it a stickler for them to allow for this to come about. &lt;br /&gt;&lt;br /&gt;Why do i get the feeling that these staff meetings in SOE always have them ending up wringing their hands in frustration? In that I can fully empathize with the staff when they see these very good ideas come out from the players and they know that due to technicalities and legalities that it would an uphill battle for it to come about. &lt;br /&gt;&lt;br /&gt;Well thats just one side of the coin and I wouldn&amp;#39;t even call it that because it&amp;#39;s just me guessing at the scenario...but since I come this far...&lt;br /&gt;&lt;br /&gt;On the the other side, the Development team has seen some if not all the films made by the players. They do know that the talent is out there, and more to the point the great consensus is that many would help with the animations for virtually nothing. I mean if all the animator would like to see in exchange is some free game time, certainly SOE can see the profit in paying an animator $180 bucks a year in free game time as opposed to $30-$50K a year. &lt;br /&gt;&lt;br /&gt;As far as the legal issue, come on SOE, its not like you have to look for Congressional approval to drum out a definitive contract for the animator your hiring. They can make contract up in five minutes and I am more than positive that any player that approaches the job would have no problem signing his or her name on the dotted line for the chance to enhance the game they care about deeply. &lt;br /&gt;&lt;br /&gt;The only thing that I would see as a roadblock would be where the actual work would take place. Did the old animators work from home? Or did they have to work at SOE headquarters?Well I am sure those details could be smoothed out with the unique situation SOE would have. Most of the folks here , with the exception of me I&amp;#39;m sure have some pretty impressive rigs that could handle any programs to create animations. &lt;br /&gt;&lt;br /&gt;I sincerely think that Rarebit and the rest of the development staff should take this into consideration and look at the positives in this. It seems like a win-win situation.&lt;br /&gt;</description>
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<pubDate>Wed, 17 Oct 2007 20:04:25 GMT</pubDate>
<author>CrimsonKiller01</author>
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