“Mesh-Driven Generation and Animation of Groomed Feathers”

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

  • ©Rasmus Haapaoja and Christoph Genzwürker

Conference:


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Entry Number: 61

Title:

    Mesh-Driven Generation and Animation of Groomed Feathers

Presenter(s)/Author(s):



Abstract:


    MPC’s proprietary grooming software – Furtility – has been used to create all hair, fur and feathers on our characters with great success for over a decade. However, the creation of feather grooms has always been a time consuming and technically challenging task for our Groom department, often keeping a senior artist occupied for months. Due to narrower deadlines and a constant push for higher quality, we recently extended our feather tool set, which has allowed our artists to significantly streamline their feather workflow. After adopting our new geometry-based feather system in production, our Groom artists have been able to reduce the time frame for finalizing a hero character from months to weeks.

References:


    Curtis Andrus. 2018. Layering Changes in a Procedural Grooming Pipeline. In Pro ceedings of the 8th Annual Digital Production Symposium (DigiPro ’18). ACM, New York, NY, USA, Article 4, 3 pages. https://doi.org/10.1145/3233085.3233094

Keyword(s):



Acknowledgements:


    The authors would like to thank Ben Jones for the initial concept and ideas, along with the London Groom department, especially David Mayhew, Gabriel Arnold, Fabio Messina and Michael Cauchi for providing invaluable feedback during the testing phase and for quickly adopting the tool in production.


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