Richard Lico Shares Streamlines Animation Workflow
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Latest comments
by Duacan
5 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
1 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

Richard Lico Shares Streamlines Animation Workflow
16 August, 2018

If you’re lucky enough to be in Canada this week at Siggraph, be sure to check out the amazing talk by awesome person and a great animator Richard Lico. The cool thing about this particular approach is that he created an absolutely unique workflow, which allowed him to build very cool Disney’like animations for a VR-game Moss, without any mocaps or a huge team of developers. Be at East Building, Ballroom BC on Thursday, 16 August 2018 at 9 AM!


Animation in games and real-time applications presents a frontier of technical challenges as we advance toward higher fidelity and more believable performances and interactivity. Real-time rendered graphics are achieving photoreal and precise artistic results, while character animation continues to encounter many hurdles in the climb out of the uncanny valley. In this area of computer graphics, we continue to see new breakthroughs in real-time algorithms as well as the tools and features to empower artists to efficiently craft the highest quality animation content.

Animation Director, Richard Lico (Polyarc) will showcase the unique technical animation workflow that enabled him to create all of the motion content for Polyarc’s VR game, Moss without a team of people, and without mocap. Technical Artist, David Hunt (Unity Technologies) will present details for recording production-quality motion capture using a personal mocap solution, accompanied by demonstration of tools for editing mocap and animation authoring in-engine. We will hear interviews with professional mocap talent about how to make memorable character performances. Principal Research Engineer, Michael Butner (Unity Technologies) will present a novel high-quality real-time motion synthesizer and a new concept for character control that allows precise specification of the character movement, constraints and goals.”

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