things I need to learn more about as we start to interview people for the program
- modeling & animation, skin development
- mo cap, 3D compositing (blue screen)
- synthetic environments
- digital skeletons (internal rigging used for animation)
- deformable rigid bodies
- digital doubles (this was cool - making digital characters that look like the real actor and substitute for them on screen, could be for stunts or for when background totally digital
- controllable 3D fluids
- hair and cloth dynamics (based on mathematical models)
their creative process - start with design on paper, draw lots of versions, when approved then sculpted clay maquettes made to show skin folds and bony extrusions, then make computer 3D model with muscles and clothes and digital skeletons, takes a lot of research - anatomy, if not real creative then have to look for similar real creatures to see how they move
animate the walkcycle first, motion has to be consistent with he size and shape and personality of the character
team based projects - about 50-60 people, folks have subspecialties, they had a lot of architects, also people with science & math, music, acting as background
studios have classes to keep employees current with skills, may need to take post grad art classes, need a broad background first
ILM took work from lots of different studios for lots of projects - studios would send images and maquettes tothe modelrs at ILM, they had less creative freedom than the animators
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