“Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data” by Anderson, Haniszewski, Hill, Lima and Pagoria

  • ©Brian Anderson, Christian Haniszewski, Todd Hill, Daniel Lima, and Chris Pagoria

  • ©Brian Anderson, Christian Haniszewski, Todd Hill, Daniel Lima, and Chris Pagoria

  • ©Brian Anderson, Christian Haniszewski, Todd Hill, Daniel Lima, and Chris Pagoria

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Entry Number: 32

Title:

    Reinventing a Character Creation Pipeline Using Landmarking, Simulation, and Shared Character Data

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Abstract:


    Reinventing the humanoid character build pipeline at Blue Sky Studios presented several opportunities to create synergy between different processes, all centering around the concept of creating and maintaining a standardized Universal Mesh. The automation of rig argument placement, the building of rigging tools that use aspects of character geometry as inputs, the separation of character data from assets, and the creation of a stylized simulation-based approach to deform animated characters were all influenced by this base Universal Mesh. Ultimately, this approach offered new ways to get the most out of our character pipeline.

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