Britney's Dance Beat: Animation

IK Rigging and Skinning
The IK rigging and skinning was done by Chris Baranowski using Max's native bones and IK tools along with Max's native Skin modifier and Absolute Character Tools. I chose to use Max bones and a custom rig mainly because of the added animation controller flexibility that Chris's rigging provides over the limited controller set of Character Studio 3.0 . Chris was also able to rig a roll bone in the forearm for a more accurate arm rotation and deformation. To further refine the shoulder deformation Chris used Absolute Character Tools by Snowswell Design. I created the facial morphing rig using Morph-O-Matic to handle the interface and morph controls.
Motion Capture
Since all of the animated dance moves in the game were created using motion capture from House of Moves, we decided to intergrate that data with our own data for Britney's animation. Using Kayadara's Filmbox, the data from both sessions was blended into one set of animation by Andy Sinur.
Animation
Once we had the data ready to go, I applied the data to a dummy rig and roto-scoped Britney's rig to match the motion capture data. This allowed me to discard the motion capture rig with all its extra animation data, as well as retain the ability to more freely modify and re-time the animation to meet my needs.
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