If by production you mean animation/pre-rendered: Yes, you'll need to model in a way that things don't slide around much. This means much more evenly gridded meshes, less lowpoly. If games ever take the step towards realtime sub-d, we'll all need to learn what animation artists have been doing all along, as UV…
Added the Extractor, the Backplate and modeled the inside of the slide, so there are no longer holes and the slide is now one closed mesh. The inside walls will steals uv space but maybe i will shrink the density of them down. Or maybe bake the slide seperatly.
Michael Abrash has posted his slide set from his talk on virtual reality at the Valve Dev Days event at his blog. As he notes, it also includes all the text of his talk as well. Joe Ludwig’s slides, he also discussed VR, are also linked at his blog.
Planted keys are for sticking the foot position in place (sticks to the position on the previous keyframe). Planted keys will stick to the last sliding key if I remember rightly. So sliding keys are for sliding the position of the plant. If you set a planted key after a sliding key and then change the sliding key, the…
(We used mocap for the majority of the film apart from this shot.) (14/02/24) Here's my rough blockout of the slide-jump shot - Emily https://youtu.be/QJuoE7ibQkU (13/03/24): Here's a quick update on the slide jump animation WIP, mostly focused on trying to get the roll looking better. - Emily https://youtu.be/0NnnkXCv3Cg