The Motion Capture Pipeline of The Last of Us
Events
Subscribe:  iCal  |  Google Calendar
20, Jan — 16, Mar
21, Feb — 23, Feb
Barcelona ES   25, Feb — 1, Mar
Dubai AE   5, Mar — 7, Mar
7, Mar — 1, Jun
Latest comments
by Marc Che
12 hours ago

Long life to Embark studio and its fabulous procedural artists dream team !

truly excellent and inspiring to read. Would have loved to read some on the texturing since that is top-notch.

great environment with a lovely serene sense. Thanks for the write-up!

The Motion Capture Pipeline of The Last of Us
23 December, 2016
News
Gamasutra shared a wonderful recording of Damon Shelton talking about the Uncharted series and the creation of animation in The Last Of Us. Naughty Dog has a very interesting story with the adoption of motion cap technologies. Initially (back in the Uncharted 1 days) animators thought this solution will get them all fired, but later it became an essential part of the company’s workflow.

So during GDC 2015, Damon actually talked about the way the studio uses mocap and how the whole pipeline was designed. He talked a little about the tools Naughty Dog used to create high-quality motion capture data. It’s a nice technical talk, which shows how much stuff has to be done to create a good looking duo of characters.

Damon Shelton worked on a bunch of different projects in games and film. He’s currently working as a Technical Animation Craft Director at DICE. His main field is not surprisingly scanning, rigging and animation.

If you’re interested in character animation in The Last of Us, check out this video from Autodesk and Judd Simantov. In his presentation he showed some techniques he used in modeling and rigging of the main characters. He also covered the special ways to maximize realism and evoke an emotional response from players. Great stuff.

Check the full version of the talk at GDC Vault.

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz