FreshRSS

Normální zobrazení

Jsou dostupné nové články, klikněte pro obnovení stránky.
PředevčíremHlavní kanál
  • ✇Boing Boing
  • Inside the struggle to unionize the animation industryThom Dunn
    In the wake of the recent unionization efforts, such as the Writer's Guild strike, the Animation Guild is also pushing for more power in the industry. Production houses such as Dreamworks and Pixar—once celebrated for their revolutionary in-house work and style—have increasingly outsourced their once-award-winning animation labor. — Read the rest The post Inside the struggle to unionize the animation industry appeared first on Boing Boing.
     

Inside the struggle to unionize the animation industry

Od: Thom Dunn
19. Srpen 2024 v 22:43
Image: Los Angeles Times Photographic Collection at the UCLA Library / Wikimedia Commons (CC-BY 4.0

In the wake of the recent unionization efforts, such as the Writer's Guild strike, the Animation Guild is also pushing for more power in the industry.

Production houses such as Dreamworks and Pixar—once celebrated for their revolutionary in-house work and style—have increasingly outsourced their once-award-winning animation labor. — Read the rest

The post Inside the struggle to unionize the animation industry appeared first on Boing Boing.

Dark Fantasy Manga Jujutsu Kaisen Is Finally Ending And I Couldn't Be Happier

20. Srpen 2024 v 18:20

After six years, Shonen Jump’s mega-popular sorcery-fighting manga, Jujutsu Kaisen, will publish its final chapter on September 30. In the years since it began syndication, it was nominated for (and won) a few literary awards, and both seasons of its anime series brought home Crunchyroll’s Anime of the Year. But as a…

Read more...

  • ✇Siliconera
  • Girls Band Cry English Release Confirmed for North AmericaJohn Capetanos
    Toei Animation has announced on Twitter that the 3DCG anime Girls Band Cry will be getting an official release in English. North America will be the first region to receive the show. The tweet also featured a new trailer, complete with official English subtitles and showing off the main players. The North American release will be available on digital storefronts on August 13, 2024. All 13 episodes will be available to purchase in digital form from storefronts like Fandango at Home and Prime
     

Girls Band Cry English Release Confirmed for North America

6. Srpen 2024 v 03:00

Art of Nina From Girls Band Cry announcing something coming soon

Toei Animation has announced on Twitter that the 3DCG anime Girls Band Cry will be getting an official release in English. North America will be the first region to receive the show. The tweet also featured a new trailer, complete with official English subtitles and showing off the main players.

The North American release will be available on digital storefronts on August 13, 2024. All 13 episodes will be available to purchase in digital form from storefronts like Fandango at Home and Prime Video. However, there are no announcements to whether or not Girls Band Cry will be available on streaming services or if it will be made available in any physical disc editions.

Girls Band Cry was originally aired in Japan in April, 2024. Until now, there had been no signs of official translations being sent to other regions. You can watch the official trailer for the North American release here:

https://www.youtube.com/watch?v=Qn9yHqIa8UA

In addition to the Girls Band Cry announcement, Toei Animation has also confirmed the release of the newest Dragon Ball show: Dragon Ball Daima for the 40th anniversary of the series. Toei Animation also celebrated the 25th Anniversary of Digimon Adventure on August 1, 2024 with a special music video for "Butter-Fly," the main opening theme of the show.

Girls Band Cry will be available for purchase on Prime Video, Fandango, Microsoft Store, and Hoopla on August 13, 2024.

The post Girls Band Cry English Release Confirmed for North America appeared first on Siliconera.

  • ✇Recent Questions - Game Development Stack Exchange
  • How to modify a prefab Explosion effect with your own particle sprite?ihatec
    My main goal is to create an explosion effect when I clicked the object. Therefore, I searched in Unity Assets, and found a cool framework called CartoonFX, which is really ok for me. Cartoon FX - Unity Store I am using prefab -> CFXR4 Firework 1 Cyan-Purple. However, the particles scattered around are default particles, they are provided by framework itself. I want to change them with my own particle sprites. Therefore, the explosion will look more realistic, as the object itself is really e
     

How to modify a prefab Explosion effect with your own particle sprite?

My main goal is to create an explosion effect when I clicked the object. Therefore, I searched in Unity Assets, and found a cool framework called CartoonFX, which is really ok for me. Cartoon FX - Unity Store

I am using prefab -> CFXR4 Firework 1 Cyan-Purple. However, the particles scattered around are default particles, they are provided by framework itself. I want to change them with my own particle sprites. Therefore, the explosion will look more realistic, as the object itself is really exploding.

What I tried?

  1. I opened the prefab, and its particle effect system. In there, I enabled Texture Sheet Animation, change the mode to "Sprite" from "Grid". I did not add a sprite here, because I want to add the particle sprite in the script itself, since an object could be different types, like Red, Blue etc.
  2. I tried to use Claude for that, because I could not write it myself. I am sorry but I just needed to see a working prototype, then I could fix it later. However, it only gave me unvalid code pieces (like there are no attributes of ParticleSystem that Claude claims).

I already have a particle sprite, that I load it on the script, called particleSprites, a Sprite array. However, I could not change the default particle sprite of the explosion prefab to my particle. I am not very familiar with ParticleSystem and framework itself, so I could not guess what to do at this point. I want to keep all of the other things same (how particles scatter around, how they move etc.), but only change the particle sprite element.

If you can help me, or show me a way, or a resource, I would be glad! This type of things really takes so much time, and I am really searching for it for a while. Other than that, I can understand the code part itself, its OK. Thanks in advance, love you guys.

  • ✇Recent Questions - Game Development Stack Exchange
  • Animator.SetTrigger not workingQuoc Dung Vu
    I'm new to Unity. I'm trying to create a black screen transition when pressing a button using SetTrigger(). However it's not working. It doesn't even play at the start of the game. Can anyone help me? Here is my code: // Update is called once per frame void Update() { if (Input.GetKeyDown("x")) { Debug.Log("Hello"); anim.SetTrigger("Crossfade"); } } My settings:
     

Animator.SetTrigger not working

I'm new to Unity. I'm trying to create a black screen transition when pressing a button using SetTrigger(). However it's not working. It doesn't even play at the start of the game. Can anyone help me?

Here is my code:

// Update is called once per frame
void Update()
{
    if (Input.GetKeyDown("x")) {
        Debug.Log("Hello");
        anim.SetTrigger("Crossfade");
} }

My settings:

enter image description here

enter image description here

enter image description here

  • ✇Boing Boing
  • Anime legend Gainax bankruptRob Beschizza
    Gainax, the famed production company behind Neon Genesis Evangelion and Nadia: The Secret of Blue Water, is headed to liquidation. It filed for bankruptcy in Tokyo last month, reports The Japan Times, and has posted a letter of apology to fans. — Read the rest The post Anime legend Gainax bankrupt appeared first on Boing Boing.
     

Anime legend Gainax bankrupt

10. Červen 2024 v 17:57
Gainax exhibition poster in Tokyo. kuremo / Shutterstock

Gainax, the famed production company behind Neon Genesis Evangelion and Nadia: The Secret of Blue Water, is headed to liquidation. It filed for bankruptcy in Tokyo last month, reports The Japan Times, and has posted a letter of apology to fans. — Read the rest

The post Anime legend Gainax bankrupt appeared first on Boing Boing.

  • ✇Recent Questions - Game Development Stack Exchange
  • RigidBody floating in th airmartin suchodol
    I added a death animation among some other things in case of death. But after playing it the player is airborne, so I might need to change the pivot. But I'm wondering if this can't be done with some code The player's death is then handled by this code: private void Die() { Debug.Log(gameObject.name + " died."); isDead = true; isRegenerating = false; //gameObject.SetActive(false); player.AnimController.SetDeathState(); WorldController.Instance.
     

RigidBody floating in th air

I added a death animation among some other things in case of death. But after playing it the player is airborne, so I might need to change the pivot. But I'm wondering if this can't be done with some code

The player's death is then handled by this code:

private void Die()
    {
        Debug.Log(gameObject.name + " died.");
        isDead = true;
        isRegenerating = false;
        //gameObject.SetActive(false);
        player.AnimController.SetDeathState();
        WorldController.Instance.isGameOver = true;
        if (WorldController.Instance.ghostModerEnabled)
        {
            WorldController.Instance.isGhostMode = true;
        }
        //Destroy(gameObject);
    }

enter image description here

I originally thought it might be enough to manipulate the collider on the player to lay down along with the animation so the player stays lying in the air, but that doesn't really work

Edit: 0

The collider in the event of death does not exactly match the position of the player's body. Overall, it looks like this.

The player's character is made up of an empty object containing the character model from the mixamo. All scripts and the capsule collider broadcast on the empty object presenting the player. I know the colliders should look different. But it's something I haven't addressed yet. In case of death, the capsule collider stays in its original position. I tried applying the collider to the character model as well, but the situation is basically the same.

enter image description here

enter image description here

enter image description here

enter image description here

  • ✇Recent Questions - Game Development Stack Exchange
  • How can I check if the rigidbody is movingmartin suchodol
    The problem is that rb.velocity probably returns too small values using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovementController : MonoBehaviour { public float moveSpeed = 5f; public float sprintSpeed = 10f; public float crouchSpeed = 2.5f; public float jumpForce = 2f; public float rotationSpeed = 200f; public float dashSpeed = 100f; public float dashCooldown = 12f; public bool isGrounded; public bool isJu
     

How can I check if the rigidbody is moving

The problem is that rb.velocity probably returns too small values

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovementController : MonoBehaviour
{
    public float moveSpeed = 5f;
    public float sprintSpeed = 10f;
    public float crouchSpeed = 2.5f;
    public float jumpForce = 2f;
    public float rotationSpeed = 200f;
    public float dashSpeed = 100f;
    public float dashCooldown = 12f;
    public bool isGrounded;
    public bool isJumpAllowed = false;
    public KeyCode dashKey = KeyCode.Q;
    public Transform groundCheck;
    public float groundDistance = 0.4f;
    public LayerMask groundMask;

    private Rigidbody rb;
    private Vector3 velocity;
    private bool isJumping = false;
    private bool isCrouching;
    private bool isSprinting;
    [SerializeField] private bool isDashing;
    [SerializeField] private float lastDashTime = 0f;
    
    private Player player = null;
    
    public void Init(Player pPlayer)
    {
        player = pPlayer;
    }
    
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
        lastDashTime = -dashCooldown;
    }

    // Update is called once per frame
    public void UpdatePMC()
    {
        if (Input.GetButtonDown("Jump") && isGrounded && isJumpAllowed)
        {
            rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.VelocityChange);
            isJumping = true;
        } else {
            isJumping = false;
        }
        
        if ((Input.GetKeyDown(dashKey) && isGrounded) && Time.time - lastDashTime >= dashCooldown)
        {
            isDashing = true;
            lastDashTime = Time.time;
        }
        
        playerAnim();
    }
    
    public void FixedUpdatePMC()
    {
        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 move = (transform.right * x + transform.forward * z).normalized;
        
        if (Input.GetKey(KeyCode.LeftShift))
        {
            rb.MovePosition(transform.position + move * sprintSpeed * Time.fixedDeltaTime);
            isSprinting = true;
        }
        else if (Input.GetKey(KeyCode.C))
        {
            rb.MovePosition(transform.position + move * crouchSpeed * Time.fixedDeltaTime);
            isCrouching = true;
        }
        else if (isDashing)
        {
            Vector3 dashDirection = transform.forward;
            RaycastHit dashHit;

          
            if (Physics.Raycast(transform.position, dashDirection, out dashHit, dashSpeed * Time.fixedDeltaTime))
            {
                rb.MovePosition(dashHit.point);
            }
            else
            {
                rb.MovePosition(transform.position + dashDirection + dashDirection * dashSpeed * Time.fixedDeltaTime);
                //rb.MovePosition(transform.position + move + dashDirection * dashSpeed * Time.fixedDeltaTime);
            }
           
            isDashing = false;
        } else if (isJumping)
        {
            
        }
        else
        {
            rb.MovePosition(transform.position + move * moveSpeed * Time.fixedDeltaTime);
            isSprinting = false;
            isCrouching = false;
        }

        
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        
        
        if (Physics.Raycast(ray, out hit, 100f, groundMask))
        {
            Vector3 targetPosition = hit.point;
            targetPosition.y = transform.position.y; 

            Vector3 direction = (targetPosition - transform.position).normalized;
            Quaternion lookRotation = Quaternion.LookRotation(direction);
            transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.fixedDeltaTime * rotationSpeed);
        }
    }

    private void playerAnim()
    {
        if (isGrounded)
        {
            Debug.Log("Player is moving: " + rb.velocity);
            if (rb.velocity != Vector3.zero)
            {
                if (isSprinting)
                {
                    player.AnimController.SetMovementState(MovingState.Running);
                } 
                else
                {
                    player.AnimController.SetMovementState(MovingState.Walking);
                }
            }
            else
            {
                player.AnimController.SetMovementState(MovingState.Idle);
            }
        }
        else
        {
            player.AnimController.SetMovementState(MovingState.Idle);
        }
    }
}

I also tried comparing with sqrMagnitude but the result is basically the same.

If I'm comparing velicity with vector. Sometimes the animation switches for a split second, because even if the player is not moving, there is still some movement.

How to put animation correctly from one character into another in Unreal Engine 5 using retargeting? Root problem

So I imported animation from Maximo into Unreal Engine 5 but my character is not moving properly in running slide animation. I used retarget Root option and now my character's animation is good but I had to retarget Root on character pelvis to make it work. Right now the problem is that when character is finished with slide animation he is going back to his root position while I want him to stay on the place where animation is over. Here are the pictures to make it easier for you:

The animation is good but root is staying

The animation is not good but root is following the animation and character

  • ✇Kotaku
  • Pickle Rick Is Leaking MultiVersus CharactersZack Zwiezen
    MultiVersus, WB’s free-to-play platform fighter, has only been out for two days and we already have two new characters in the game. But more are coming, as you might expect, and thanks to Pickle Rick (the alter-ego of the titular character from animated series Rick and Morty), we have a good idea of who some of the…Read more...
     

Pickle Rick Is Leaking MultiVersus Characters

30. Květen 2024 v 21:05

MultiVersus, WB’s free-to-play platform fighter, has only been out for two days and we already have two new characters in the game. But more are coming, as you might expect, and thanks to Pickle Rick (the alter-ego of the titular character from animated series Rick and Morty), we have a good idea of who some of the…

Read more...

  • ✇Kotaku
  • Persona 5 Royal Mod Lets You Finally Date The DudesKenneth Shepard
    Persona 5 doesn’t have any gay romances. Despite protagonist Joker’s relationships with his male friends and rival having what feels like some romantic tension in the eyes of its players, Persona 5 and its definitive Royal edition never let the player take that next step. Persona 5 Tactica let players express romantic…Read more...
     

Persona 5 Royal Mod Lets You Finally Date The Dudes

29. Květen 2024 v 20:15

Persona 5 doesn’t have any gay romances. Despite protagonist Joker’s relationships with his male friends and rival having what feels like some romantic tension in the eyes of its players, Persona 5 and its definitive Royal edition never let the player take that next step. Persona 5 Tactica let players express romantic…

Read more...

Only 1 out of 3 Animator components react to trigger event

I have a main menu in which I want buttons to play an animation when they are held pressed and only fire it's "OnClick()" event when the animation ends. (So it's reset if you do not hold it long enough)

enter image description here

I have 3 identical Animator components, 1 for each button :

enter image description here

Here you can see my animator controller:

enter image description here

When the button is pressed I change "NoTrigger" to "PressedTrigger". I checked if that works for every button individually while the game was running in editor - The triggers change properly. However, if it will be needed, here is my code of the button press (I use custom controller so there cannot be any Input system mumbo-jumbo):

        if (JStepData?.RightButton == 0 && JStepData?.LeftButton == 1 || Input.GetButtonDown(GameConstants.k_ButtonNameSubmit))
        {
            if (prevRightButton == 0)
            {
                return;
            }
            Animator anim = leftMenuButtons.GetChild(currentButtonSelected - 1).gameObject.GetComponent<Animator>();

            Button currentButton = leftMenuButtons.GetChild(currentButtonSelected - 1).gameObject.GetComponent<Button>();
            Debug.Log("Animator Normalized Time: " + anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
            if (!animationStarted)
            {
                //leftMenuButtons.GetChild(currentButtonSelected - 1).gameObject.GetComponent<Button>().
                anim.SetTrigger("PressedTrigger");
                anim.ResetTrigger("NoTrigger");
                animationStarted = true;
            }
            if (anim.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1)
            {
                Debug.Log("CLICK!");
                //Debug.Log("Animator Normalized Time: " + anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
                currentButton.onClick.Invoke();
            }
            prevRightButton = 0;
        }
        else
        {
            Animator anim = leftMenuButtons.GetChild(currentButtonSelected - 1).gameObject.GetComponent<Animator>();
            anim.ResetTrigger("PressedTrigger");
            anim.SetTrigger("NoTrigger");
            animationStarted = false;
        }

As for now the code works somewhat only for the first button. The animation starts at the start of the scene and cycles "Empty State" which makes normalized time surpass 1 even before I have a chance to press the button. (So that's the problem too, but it's not the main one.)

When I press any other button the animator only changes the trigger value, but the animator controller does not do anything. It does not even cycle "Empty State". If I play the animation raw in the animation tab in editor every animation seems to work properly. So it seems like the 2 other buttons just do not even start their controllers or something.
I'm also pretty sure I'm accessing proper animator components because their normalized time is 0.

I don't really know what is going on here and why this behavior occurs. I would appreciate any help.

  • ✇Boing Boing
  • Watch Andrea Love spray paint with wool in this cool animationPopkin
    Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting. The sound effects are great too. — Read the rest The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.
     

Watch Andrea Love spray paint with wool in this cool animation

Od: Popkin
11. Květen 2024 v 13:07
felt and needles

Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting.

The sound effects are great too. — Read the rest

The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.

  • ✇Boing Boing
  • 2 Tonne Duck: an awesome hand-drawn animation by Felix ColgravePopkin
    I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful. I want to watch hours of animation in this style. — Read the rest The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.
     

2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave

Od: Popkin
11. Květen 2024 v 10:07

I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful.

I want to watch hours of animation in this style. — Read the rest

The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.

  • ✇Boing Boing
  • Watch Andrea Love spray paint with wool in this cool animationPopkin
    Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting. The sound effects are great too. — Read the rest The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.
     

Watch Andrea Love spray paint with wool in this cool animation

Od: Popkin
11. Květen 2024 v 13:07
felt and needles

Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting.

The sound effects are great too. — Read the rest

The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.

  • ✇Boing Boing
  • 2 Tonne Duck: an awesome hand-drawn animation by Felix ColgravePopkin
    I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful. I want to watch hours of animation in this style. — Read the rest The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.
     

2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave

Od: Popkin
11. Květen 2024 v 10:07

I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful.

I want to watch hours of animation in this style. — Read the rest

The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.

  • ✇Boing Boing
  • Watch Andrea Love spray paint with wool in this cool animationPopkin
    Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting. The sound effects are great too. — Read the rest The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.
     

Watch Andrea Love spray paint with wool in this cool animation

Od: Popkin
11. Květen 2024 v 13:07
felt and needles

Watch Andrea Love "paint" with wool in this cool animation. Watching wool appearing to spray from little felted cans is a very satisfying experience. I love that this drawing is all done by felting.

The sound effects are great too. — Read the rest

The post Watch Andrea Love spray paint with wool in this cool animation appeared first on Boing Boing.

  • ✇Boing Boing
  • 2 Tonne Duck: an awesome hand-drawn animation by Felix ColgravePopkin
    I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful. I want to watch hours of animation in this style. — Read the rest The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.
     

2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave

Od: Popkin
11. Květen 2024 v 10:07

I loved watching 2 Tonne Duck, a mesmerizing, hand-drawn animation by artist Felix Colgrave.This looping scene of a little guy inside of a walking robot-like contraption is addicting to watch. The hand-drawn quality is wonderful.

I want to watch hours of animation in this style. — Read the rest

The post 2 Tonne Duck: an awesome hand-drawn animation by Felix Colgrave appeared first on Boing Boing.

  • ✇PC Archives - Siliconera
  • Jujutsu Kaisen Anime and Game Showcase AnnouncedDaniel Bueno
    Toho Animation announced the release of a new Jujutsu Kaisen special showcase focused on bringing new information about the anime series and the video games based on the show. The broadcast will air on the official Toho Animation YouTube Channel on May 19, 2024 at 8pm JST. Aside from talking about the Jujutsu Kaisen anime series, the other focus of the special showcase will be the recently released Jujutsu Kaisen: Cursed Clash fighting game, as well as the Jujutsu Kaisen: Phantom Parade mobi
     

Jujutsu Kaisen Anime and Game Showcase Announced

11. Květen 2024 v 16:30

Jujutsu Kaisen Anime and Game Showcase Announced

Toho Animation announced the release of a new Jujutsu Kaisen special showcase focused on bringing new information about the anime series and the video games based on the show. The broadcast will air on the official Toho Animation YouTube Channel on May 19, 2024 at 8pm JST.

Aside from talking about the Jujutsu Kaisen anime series, the other focus of the special showcase will be the recently released Jujutsu Kaisen: Cursed Clash fighting game, as well as the Jujutsu Kaisen: Phantom Parade mobile game, which also released on PC in April 2024. Cursed Clash Producer Misaki Kai will appear as one of the guests, alongside anime Season 2 and Phantom Parade producer Tatsuya Oomori.

Neki Matsuzawa will be the host of the broadcast, and Yuichi Nakamura and Takahiro Sakurai, the Japanese voice actors for Satoru Gojo and Suguru Geto respectively, will appear as part of the special program to talk about the second season of the Jujutsu Kaisen anime series as well as the aforementioned console and mobile video games.

The Jujutsu Kaisen special broadcast will only be available in Japanese, and you will be able to watch it here:

https://www.youtube.com/watch?v=kbzxfKH9PqE

As a reminder, the Guinness World Records recently revealed that the Jujutsu Kaisen anime is the most popular animation series in the world as of April 17, 2024.

The Jujutsu Kaisen anime series is readily available to stream on Crunchyroll. Viz Media handles the English localization and publishing of the manga. Jujutsu Kaisen: Cursed Clash is available for Switch, PS4, PS5, Xbox One, Xbox Series X, and PC. Jujutsu Kaisen: Phantom Parade is available on mobile devices and PC via DMM Games.

The post Jujutsu Kaisen Anime and Game Showcase Announced appeared first on Siliconera.

  • ✇Boing Boing
  • Watch as tiny characters perform a mysterious, looping dancePopkin
    Yohei Kisanuki created an animation that's a bit like those old-fashioned zoetropes, but added his own modern twist. Instead of using a standard setup, he took a pottery wheel, typically associated with making clay pots, and used it to draw tiny figures on a circular piece of paper. — Read the rest The post Watch as tiny characters perform a mysterious, looping dance appeared first on Boing Boing.
     

Watch as tiny characters perform a mysterious, looping dance

Od: Popkin
20. Únor 2024 v 23:57
Artist Transforms Pottery Wheel into a Mesmerizing Animation Tool

Yohei Kisanuki created an animation that's a bit like those old-fashioned zoetropes, but added his own modern twist. Instead of using a standard setup, he took a pottery wheel, typically associated with making clay pots, and used it to draw tiny figures on a circular piece of paper. — Read the rest

The post Watch as tiny characters perform a mysterious, looping dance appeared first on Boing Boing.

❌
❌