there is another comercial i have finished at südlich-t OHG. this time there was a full 3D comercial which should imitate a computer game like those for the X-Box. so the look of this comercial was rather very reduced and we just took low poly characters and even just rigid binding of the skin instead of smooth binding. even for the main character (the fat guy who actually should represent ronaldinio in a fat shape
for the motion capturing we bought motion capturing clips from a studio in Frankfurt a. M. (currently i forgot the name of the studio, but as soon i find out i will replace this with a link).
So how was I involved in this spot...
In this spot i was responsible for the character setup of the players and the motion editing
of the characters as well as some extra animation where needed. e.g.
the modification of the MoCap data etc. I also Prepared the MoCap clips
so far that there where all walking in to Z+ direction, so it would be
later easier to blend them togeather in the Trax editor.
Yes the tool for motion editing was simply the trax editor of maya. we
all know, that the traxeditor is not a really ergonomic tool for that
(even if made for that) but for this application anyway sufficiant. sometimes
there was a little modification needed for the animation curves of the
MoCap data especially to get rid of the offset of the hands of the fat player when bracing on the knees when he is exhausted.this little offset also came by the reason, that the MoCap skeletton and the Bound Sceletton where a little different due to the topology of the caracter. So i used the MoCap sceletton to transfer the rotation attributes to the rigging sceletton. thus in such cases a 100% topology match was not given and had to be corrected. Maybe i shoukd have taken an extra IK-handle and switch ing to IK when the hands touched the knees - next time
Finally i animated the main characters and nir löwenberg animated the background players with the MoCap clips. Holger Arndt made the 3D Supervising and the audience animation.

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