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Release. Pressure. Animate.

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well as keeping order in the overall pipeline. This is made simple by a color coded system<br />

(for each part of the partline and progress) and the possibility to filter and order the<br />

database to your own needs. There are other commercial systems providing such<br />

assistance out there (Shotgun for example), but they chose for a proprietary custom<br />

made one because the others were lacking simplicity. Simplicity increases the speed and<br />

intuitivity of the usage and seems to be of the essence. And this is exactly what they‟ve<br />

reached with this system. Though Shotgun is, of course, also developed to provide speed<br />

and intuitivity but the amount of features in the program made it especially hard to<br />

introduce it towards less technical people at Motek Entertainment. The creation of their<br />

own tool was designed to introduce the simplicity and primarily focus on the functions<br />

that were requested by these people and were needed in the production.<br />

A small screenshot of Motek Entertainments proprietary software ShotTracker for increasing speed and<br />

efficiency with controlling and supervising the production.<br />

The projects directed by Hans Walther are not all projects done by Motek Entertainment.<br />

Jasper Brekelmans, their technical guy, explains how different projects fit differently in<br />

their pipeline. He mentions projects coming in with a full previz 9 and storyboard, where<br />

others just have a basic script. Some projects need real-time previsualization and others<br />

need it sparingly. Some use only the Motionbuilder pipeline and others add in Maya with<br />

simulation and effects. The projects they do at Motek Entertainment can differ from<br />

taking on the full pipeline or delivering just a part of it for a bigger production. This<br />

needs them to be flexible. Jasper says it often consists of separate building blocks, for<br />

9 Previz is short for previsualization and both are jargon in the 3D animation business for „an attempt at<br />

visualizing the scene before the actual production begins.‟<br />

2. The difference in Animation fields<br />

4<br />

6

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