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Release. Pressure. Animate.

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scalability and bendiness in all of the body parts. The setup created contained many<br />

controls (like most rigs nowadays.) Back than I thought that developing tools for the<br />

character handling process would be the best starting point for development since this<br />

seemed to become the most overwhelming task at that stage. Thus I chose to develop<br />

tools for the selection of the character, the actual posing of the character and managing<br />

its data. We needed speed and simplicity while the rig contained an extensive amount of<br />

complex features. As already explained this makes it even more important to have tools<br />

that help with posing and the management of the characters. This was my initial thought<br />

and this was the main reason why I focused on developing character handling tools for<br />

Mac „n‟ Cheese.<br />

With a small introduction into our pipeline and file/folder conventions for Mac „n‟<br />

Cheese I‟ll introduce our initial planned overall workflow. We had set strict file naming<br />

conventions and folder structures. Furthest down it looked something like this:<br />

- Work><br />

- History><br />

o Shot6.mb<br />

� Shot6_01.mb<br />

� Shot6_02.mb<br />

� Shot6_03.mb<br />

� Shot6_04.mb<br />

This was our file/folder structure for a single shot. We thought that by separating<br />

revisions we could always easily find back the file we needed. The same principles were<br />

used for playblasts of the animation. We also divided global tasks, like Gijs van Kooten<br />

was head of story, Tom Hankins was art director, Guido Puijk was our main assistant and<br />

I took the tasks of lead (supervising) animator and technical director. Since we had<br />

designed our file/folder conventions and global pipeline beforehand I focused even more<br />

on the character handling with my tool development, because we felt that the strict<br />

conventions we had discussed for file naming and folder structure would take away most<br />

of the management trouble often associated with production.<br />

From this focus I started focusing on the development of already presented ideas and<br />

tools focused on the character handling. But as more and more of the concepts actually<br />

came from the production process of Mac „n‟ Cheese it was hard to incorporate even all of<br />

the presented tools within only the character handling session in our team‟s workflow.<br />

Nevertheless, I‟ve tried to create working proof of concepts of the ideas and tools<br />

presented which I felt that at that moment in production was still useful to invest<br />

development time in. From start to end in the production I‟ve focused on the creation of<br />

5. Stress testing the toolset<br />

1<br />

3<br />

4

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