This is the first mo-cap I've seen in a game that I couldn't immediately tell was mo-cap. Usually it's pretty easy to pick out, something about how twitchy it is. You guys either had some really good actors, or did an amazing job cleaning it up. Is it also a higher frame rate than on most previous gen consoles? I know for UDK, we did 30 fps. Because I could see that being a huge help in smoothing out the animations.
Well, we had amazing actors, but also an amazing data. But of course you need to puzzle things together, because 1 execution took me like 2-3 hours just to retime them, make hold certain beats, adjust reactions/hits, etc. It´s like a small puzzle for itself, you should not just take for granted whatever was recorded. Then i applied better poses at certain key moments, fixed penetrations, etc. Later polish in Maya
I was working as much as possible in motionbuilder, because it´s always realtime and our maya rigs were awesome but slow, also storymode and other features are really powerful in the early stage. You also want to work careful, because it´s easy to mess up the data. So i tried to get the animaiton like 90% in mb, transfer to maya, fix issues in maya, animate 4 cameras and then polish as much as time allowed me.
btw., 2-3 hours motionuilder work if it was complex, like 3 stuntmen with a lot of actions, with less complexity less time(work), if the performance was right. With every shot you need to think how to make the most of it
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Well, we had amazing actors, but also an amazing data. But of course you need to puzzle things together, because 1 execution took me like 2-3 hours just to retime them, make hold certain beats, adjust reactions/hits, etc. It´s like a small puzzle for itself, you should not just take for granted whatever was recorded. Then i applied better poses at certain key moments, fixed penetrations, etc. Later polish in Maya