Rigging the Game
Thursday, 3 August
8:30 - 10:15 am
Room 210
Session Chair: Daniel Maskit, Digital Domain
8:30 - 10:15 am
Room 210
Session Chair: Daniel Maskit, Digital Domain
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Progressive Skinning for Video Game Character Animations A level-of-detail character animation system for video games that can be used in conjunction with existing data on current gaming systems. Simon James Pilgrim University College London/UK Studio, Electronic Arts Inc. Alberto Aguado Kenny Mitchell UK Studio, Electronic Arts Inc. Anthony Steed University College London |
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BlockParty: Modular Rigging Encoded in a Geometric Volume An innovative approach in which creature rigging and deformations are encoded in a geometric volume. The rigs are broken into logical, interconnected units that are easily interchangeable. Jeff White Jason Smith Industrial Light & Magic j2white1 (at) yahoo.com |
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Smart Cars: Driving the Characters in "Cars" In Pixar's "Cars," even the most basic methods of character movement and gesture needed to be re-thought. This sketch focuses on two technologies created to solve these problems. Tim Milliron Fareed Behmaram-Mosavat Pixar Animation Studios tm (at) pixar.com |
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Davy Jones' Beard: Rigid Tentacle Simulation The techniques and tools developed for rigid simulation of the CG character Davy Jones from the feature film "Pirates of the Caribbean 2: Dead Man's Chest." Brice Criswell Karin Derlich Don Hatch Industrial Light & Magic brice (at) ilm.com |
