Having the flexibility to do capture sessions on short notice is essential to a robust and fluid animation pipeline. On previous projects where I have worked with out-of-house mocap studios, I've had to wait for weeks to get data, and then sometimes much longer before we could actually see the animations in-game. This is a huge competitive advantage for us versus development environments that need to work with out-of-house mocap studios. Once we have a move-list designed and laid out for a character, it is not uncommon to see new animations in the game within 24 hours. Midway Chicago has an internal capture studio, so we are able to go quickly from concept to completion. For us, this has meant a strong reliance on motion-capture technology. We have been really going for top quality motion with an emphasis on realism in our animations. Jason Kaehler, Animation Lead Psi-Ops presents a unique challenge from an animation standpoint.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |