SIGGRAPH 2014 News: Today's Recap
DreamWorks' Premo Animation
A SIGGRAPH session today entitled “Got Crowds?” had its own as 3D artists and animators discussed a variety of topics on generating crowd dynamics. The presentations ranged from a famous fight sequence in 47 Ronin to new innovations in CG crowd control showcased in Edge of Tomorrow.
The Tengu Monk Fight Sequence
Framestore’s own FX director, Andy Hayes, discussed the Tengu Monk fight sequence in the film 47 Ronin, which was one of the most visually complex sequences within the film. The sequence attempts to portray a battle in which Tengu Monks move so quickly that they leave a cloud-like trail of time. The sequence’s conception was inspired by Italian painter Umberto Boccioni whose style (a dynamism of form and deconstruction of solid masses) help inspire the artistic vision of the monks’ movements. Initially, Hayes and company took several photos of an actual monk jumping and blended them together. Out of this came a concept painting that rendered the artistic look the team was going for.
CrAM: Artist-Friendly Crowds on Edge of Tomorrow
John Hood of Sony Picutures introduced the company’s in-house Crowd Asset Manager (CrAM). The software was used by Sony for the first time in Hotel Transylvania. The software’s developers wanted animators to be able to design and re-use animations with minimal effort. CrAM requires no custom rigs nor is its AI limited to any terrain. It is an in-Maya tool built by Sony and contains a “Sketch Plane Tool” that is similar to Maya’s paint geometry tool, allowing you to draw curves, spawn characters, and randomize rotation and timing offsets. Read full article…
Advancements in Kinect Based Motion Capture: presenters from USC Institute for Creative Technologies, Miximo, Inc. And Vancouver Institute of Media Arts gave in-depth presentations for new technologies in motion capture that will reduce the cost and ultimately speed up the process for game developers. Through the use of in-home motion capture hardware like Microsoft’s Kinect they’re able to create 3D models that are automatically rigged and skinned as well as use the Kinect for markerless facial motion capture for high quality facial animation for video game productions. Read the full article…