This is a great read and something you should share with everyone and anyone at your studio that has to work with or is thinking about working with Motion Capture.
| Session Name: | Animation Bootcamp: From Stage to Screen: How to Get the Most From Your Performance Capture |
| Speaker(s): | Simon Unger |
| Company Name(s): | Independent |
| Track / Format: | Visual Arts |
| Overview: | As commonplace in game development as overtime, motion capture is often one of the largest, most inefficient expenses on a production.The goal of this talk is to give attendees better tools and practices to squeeze more performance and value out of their mocap. We will cover all the stages; from initial planning and casting to final implementation in game. We’ll also have a look at some not-so-common uses of this often misunderstood tool. 10-10:15am – Intro – Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am – Making an Audience Believe – Jalil Sadool (Dreamworks) 11:15am-12:15pm – It’s Alive! Developing Animal/Creature Movement – Amy Drobeck (WB Games) 12:15-1:30pm – Lunch 1:30-2:30pm – How to Get the Most Out of Your Mocap – Simon Unger (Independent) 2:30-3:30pm – Animating the 3rd Assassin – Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm – Giving Purpose to 1st Person Animation – Ryan Duffin (EA/Danger Close) 4:30-4:45pm – Break 4:45-5:45pm – Designing A Performance – Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm – Q & A Roundtable – Tim Borrelli (5th Cell) |
