![]() “It depends on how close they stand to each other, because when the stand really close together all the camera in the motion capture studio can confuse all of the dots with each other, between different people. The camera system allowed for multiple actors to be captured at once – up to 6 or 7 actors. The audio that was captured on stage is the final audio used in the film. video reference – and it with everything else was time coded.Normally only first person ‘players’ are on the motion capture stage. Key workflows had to be worked out to handle the vast amount of animation required. In total there are about 15 primary characters, and NPC there are three factions – the healthy people of the island, the down trodden islanders, and the pirates. Actors were cast based on having the correct facial structure for motion capture and later retargeting. Actors were cast based on having a similar fundamental facial structure, which is based on a combination of jaw, check bone, eye, and nose positions/ratios. ![]() The team used Motion Builder from Autodesk with the extensive motion capture. “There was actually a big cast of characters,” Kieran O’Sullivan, Technical Art Director on the project, told fxguide. For Far Cry 3 more than 10,000 animations were required as the show had a very high animation count. To support the story line, motion capture was recorded extensively, lead by actor Michael Mando who plays Vass. The characters also benefited from the engine update, by the new addition of a new renderer, which was rewritten about a year ago. This new engine provides volumetic lighting, improved fire, much larger image maps, improved non-scripted AI, better water, and a new animation system. The engine was originally from Crytek.Īctually the game was originally developed by Crytek which sold the game to Ubisoft thereby gaining its financial independence and allowing it to move to Crysis and other titles. The game uses the new Dunia 2 game engine with Havol Physics. Far Cry 3 is an in-depth first person shooter with Open World Gaming, that allows the gamer to explore a world rather than just move around a narrower ‘corridor first person shooter’ area.
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