“Coco AnimSim: Increasing Quality and Efficiency”

  • ©Jacob Brooks, Emron Grover, Kristopher Campbell, and Bret Parker

  • ©Jacob Brooks, Emron Grover, Kristopher Campbell, and Bret Parker

  • ©Jacob Brooks, Emron Grover, Kristopher Campbell, and Bret Parker

  • ©Jacob Brooks, Emron Grover, Kristopher Campbell, and Bret Parker

Conference:


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Entry Number: 07

Title:

    Coco AnimSim: Increasing Quality and Efficiency

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Abstract:


    Coco’s clothing design and story presented challenges for the Simulation and Animation departments, requiring a new approach to create appealing clothed silhouettes and believable motion on characters. Many of the characters are skeletons, whose silhouettes are significantly altered by clothing, increasing the influence of simulated elements on acting. The main living character in the film, Miguel, uses clothing to disguise himself, so seeing interaction with his cloth was also essential for acting. To achieve these requirements we created a new process, AnimSim, consisting of fast, stable clothing simulations, simple cloth interaction tools, and a refined partnership between the simulation artists and character animators. Our collaboration increased quality and efficiency for both departments by providing animators with context early in the process and cleaner animation for simulation artists.

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Acknowledgements:


    The authors would like to thank – Christine Waggoner, David Eberle, Hayley Iben, Dan McGarry, David Ryu, Coco Tailoring, Sim ulation, and Animation teams, tools-sim, and t


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