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Saturday, March 23, 2013

making of spiderman 3 the movie ( 3d side )


This was the video that paired with an ACM Siggraph talk I published on the deformation system and set of algorithms that I wrote at Sony for musculoskeletal pose space shape skinning. The core of the system used procedurally generated nurbs muscle primitives that were user controllable, had dynamic animation abilities, and input to deform geometry which was then layered with a non-linear blend-skinning algorithm that included coupling with radial basis function based pose space deformations, skin relaxation, and skin and fat jiggle. The system was used on Beowulf, Ghost Rider, Spiderman 3 and other productions. **Note: This software was written almost entirely in C++ using Maya as a framework and was written before "Maya Muscle" existed -- in fact, I made several feature recommendations to Alias that they should implement muscle/skin prior to their acquisition of Comet Muscle. Regardless, this deformation suite accomplishes several features that Maya muscle still comes nowhere close to, primarily it's tight coupling with pose space deformations, we also filed a patent while

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