Additionally, I had to purchase a decent set of tools for editing and re-targeting the mocap data for my characters. ![]() Before using mocap in my own projects, I spent countless hours experimenting and practicing performance capture, figuring out how to overcome the system's limitations, and learning from experienced professional mocap users in this forum and elsewhere. But getting the system operational wasn't easy. That's when having a setup like iPi Mocap Studio paid off because I was able to set up in my living room or garage in minutes and knock some complex motions out very quickly, so I could get back to focusing on other things like design, modeling, lighting and vfx. For this team, the scope of these commercials were unusually 'epic', and we no longer viewed mocap as a crutch but essential tool!Īs some users here know, I've also dabbled with mocap for small personal projects, and a few b-movies back when I was freelancing from home. It was going to be hard enough building out all the assets (characters, European villages and cities, specific military ordnance and vehicles, etc., ) and creating all the visual effects for those commercials. As animators, we were kind lukewarm to the idea of using mocap after we began working out the nuts and bolts of the projects, we became true believers. ![]() ![]() ![]() There was absolutely no way we could animate all that by hand and have it look like anything. I've mentioned this before but many years ago, I worked on a small team of artists (around 10 people, maybe fewer) on a series of Call Of Duty commercials which required hundreds of animated soldiers. Click to expand.I agree, mocap is really only financially worthwhile when it can actually save time and/or money, and that depends on the scope and nature of the project.
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