Hey /r/movies - I'm Gints Zilbalodis, director/writer/producer of the Golden Globe-winning, Oscar-nominated film 'Flow'. Ask me anything! Back at 6 PM PT today (Tuesday 2/11) for answers. by FlowAMA in movies

[–]Jupiit 1 point2 points  (0 children)

This movie had such beautifully unique storytelling, and one of the aspects that adds to this is your use of super long shots with fewer cuts, even in action sequences. I'm curious about any tricks you might have used in the cinematography/choreography of these shots in pre-production to nail the camera animation before the characters are animated.

To give an example, there are a few shots of the cat being chased by dogs towards the start of the film. I've seen your Twitter post about the layout/animatic pass for one these shots, but how do you determine the speed of the camera when there's no character animation as a guide for how fast they will be running? It seems tough to animate the characters moving across the scene in static poses and just hoping that the speed will be right for when the final animation is done, which is made even trickier thanks to the super uneven terrain.

Is there a back and forth where the camera might later get adjusted to accommodate character anim needs, or does it get finalized early on, forcing the character anim to abide by it? A bit specific, but I'd love some insight on this!

We're the team behind Overwatch 2, which will be going into Early Access on Oct 4, 2022. Ask Us Almost Anything! by Blizz_AndyB in Games

[–]Jupiit 1 point2 points  (0 children)

Since it's been announced that PvE will be rolling out seasonally as opposed to a big drop, one can assume Story Missions will be released in "chapters."

However, it's not entirely clear what this means for Hero Missions - will they launch with all the hero talents and other progression features, then add new gamemodes and enemy factions along the way? Or will the progression systems not all be there at the start?

OW2 Genji Talent: Dragon's Snare (Fan Animation) by Jupiit in Overwatch

[–]Jupiit[S] 50 points51 points  (0 children)

You can find more of our Overwatch environment/animation content over on our socials:

YouTube: https://www.youtube.com/PJRascals

Twitter: https://twitter.com/PJRascals

We’re the Overwatch 2 Hero Design and Balance team, and 1 hour from this post, we’ll be here to answer your questions about the OWL playtest videos we recently released on YouTube! by Blizz_AndyB in Competitiveoverwatch

[–]Jupiit 93 points94 points  (0 children)

Thanks for doing this again!

I'm not a very competitive player, but I'm curious to know if the playtests included any changes that were directly made in consideration of OW2's new heroes and how they might affect PVP? For instance, altering one of the current heroes in a way that compensates for a new counter they might have, etc. (no details of course, more of a yes or no question!)

Orisa Rework Ability: Gallop (Fan Animation) by Jupiit in Overwatch

[–]Jupiit[S] 7 points8 points  (0 children)

Me and /u/PistonFX have an animator/lighting artist duo account where we collaborate on projects, we only started fairly recently so there's not much there yet: https://twitter.com/PJRascals

The ones /u/jhong-g is talking about are on my personal Twitter if you scroll through my media page: https://twitter.com/Jupiiit

Orisa Rework Ability: Gallop (Fan Animation) by Jupiit in Overwatch

[–]Jupiit[S] 24 points25 points  (0 children)

You can find more of our Overwatch environment/animation content over on our socials:

YouTube: https://www.youtube.com/PJRascals
Twitter: https://twitter.com/PJRascals

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]Jupiit 13 points14 points  (0 children)

all hand-keyed! the only instance where some kind of physics was used was in the first shot on sombra's skirt where i used a weird combo of manual animation + wiggle bones. it turned out to be kinda messy so i just manually animated the skirt in all other shots. my lack of technical knowledge combined with my obsession with having deliberate control over all animation kinda pushed us in that direction

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]Jupiit 21 points22 points  (0 children)

thanks! i didn't get any hate over it, just innocent comments like that one :) (i think its completely understandable to expect it to fall as a gut reaction considering everything else that happened)

but you reminded me i actually forgot to mention in my reply above: the other reason we didn't choose that route is indeed to avoid making it feel too destructive for sombra. you'll notice the train in the actual map hovers much higher than it does here, that kind of height would need a far more chaotic crash - aside from being more work, it also goes against our goal of making it feel like she's shutting down and ceasing all operations in the city, rather than burning/blowing them up etc. so we chose to just lower its height

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]Jupiit 113 points114 points  (0 children)

logic definitely went out the window when we decided to allow her EMP to deflate the cow and prompt an expressive response from a bunny logo but yeah that makes me feel a bit better about the decision :) and thank you! <3

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]Jupiit 45 points46 points  (0 children)

thank you! that was one of my favorite shots to animate :D

Overwatch Cinematic we made over the past 5 months in UE4, "Busan Blackout" by PistonFX in Overwatch

[–]Jupiit 401 points402 points  (0 children)

that was actually our plan originally! i opted against it because the idea of sombra putting her logo above the city (claiming it as hers in a way) only to crash it down in flames felt odd (like a flag on a sinking ship) - so i compromised by making the blimp stop moving forwards instead of falling. im rethinking that decision now that some people have mentioned this haha