The Motion Capture Pipeline of The Last of Us
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by milesmsith Smith
2 hours ago

Thank you so much for this. I was into this https://akinator.ooo/ issue and tired to tinker around to check if its possible but couldnt get it done. Now that i have seen the way you did it, thanks guys with regards

by Charlotte Delannoy
18 hours ago

Thanks a lot ! Did you give some masterclass of something ?

by Hun Young Ha
20 hours ago

How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles

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.

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