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During the pre-production, preparations for motion capture were made. Every cut and motion was rehearsed according to the plans made previously. Motion capture data needed to be clean up before converting into Maya skeleton's animation format. This entire procedure took about a week and a half to finish.

After converting motion capture data into animation clips, they were placed into Maya to do the Character sets on skeletons. Using Trax Edit to sort out skeleton animation data (Rotation and Translation) and name by the file naming system. Before we stored these animation clips, we double checked every motion data to be smooth. If anything needed to be fixed, we could use Animation Graph Edit or set keyframe or Trax Edit to do so. At the time of final integration, these animation clips will be imported to each character or object's character set. Therefore, by using animatic elements and creating standardized skeleton data, we could immediately see the results of motion capture data.

We also designed a form to record the world axis of each character and object; every character and object's root node can easily be established by key in this number of world axis.

The facial animation group mainly defined the cluster of facial muscle. To do the job correctly, one must refer to the distribution and direction of a real human facial muscle, then establishes cluster and weight of the facial muscle. Every muscle's interactive intensity is different, therefore, paint cv weight is very important. There are 2 types of motion capture data for facial animation, one is Rotation, the other is Translation. All the setup and data are stored as animation clips and exported to be used during the final integration. Ultimately, the Animation team will integrate all the data from each animation group, coordinate with modeling and rendering teams, and supply animatic elements or final character's animation elements at different stages of the project.

The preparation for "Procedure & Nonlinear Integration" is rather complex. However, its advantages are the power to integrate, the convenience to communicate among teams, and the savings of production time. Furthermore, the quality control on modeling, rendering, and animation can be established from the very beginning of the project. Nevertheless, if the whole team does not have strong execution and cooperation, then the result could still be quite disappointing.






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