{"id":12965,"date":"2018-02-16T00:32:00","date_gmt":"2018-02-16T00:32:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314716"},"modified":"2018-02-16T00:32:00","modified_gmt":"2018-02-16T00:32:00","slug":"video-how-animators-approached-super-jumping-in-saints-row-iv","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/16\/video-how-animators-approached-super-jumping-in-saints-row-iv\/","title":{"rendered":"Video: How animators approached super jumping in Saints Row IV"},"content":{"rendered":"<p>What do you do when your animation direction conflicts directly with a key feature being added within your game? How do you approach gathering reference material when the animations requested aren&#8217;t even humanly possible?\u00a0<\/p>\n<p>In this 2014 GDC session, Volition&#8217;s Zach Lowery discusses\u00a0how the <em>Saints Row IV<\/em> animation team took a different approach to gathering reference material for superhero-styled jumps when traditional methods didn&#8217;t not work.<\/p>\n<p>Lowrery explains how the team\u00a0applied their &#8220;comfortable and confident&#8221;\u00a0animation direction to a world filled with superpowers, without making a super hero game.<\/p>\n<p>Animators may appreciate that they can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=0Oj-Mi3wnqw\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>What do you do when your animation direction conflicts directly with a key feature being added within your game? How do you approach gathering reference material when the animations requested aren&#8217;t even humanly possible?\u00a0 In this 2014 GDC session, Volition&#8217;s Zach Lowery discusses\u00a0how the Saints Row IV animation team took a different approach to gathering [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":12966,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-12965","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12965","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=12965"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12965\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/12966"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=12965"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=12965"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=12965"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}