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Topic: Visual Arts
Vault Recording: TBD
Audience Level: All
Developing a game featuring both Mario and the Rabbids forced the Ubisoft team to face many challenges, such as merging two important IPs in a believable way, running on an engine born for 'The Division' and targeting the Nintendo Switch, a console that was completely unknown back when their production started. This talk will cover how Ubisoft's team improved their animation pipeline to overcome those challenges, from the tools they implemented in order to manage their assets to the features built into their character rigs that allowed the animators to reach the extreme poses and deformations required by the artistic direction.
Learn how to set up a solid animation pipeline, that can handle a huge amount of keyframe data. At the same time, provide a set of useful tools that artists can leverage to enhance productivity, both in terms of quality and speed.
The intended audience for this talk consists of animators and animation technical directors. Although no prerequisite knowledge is strictly necessary a general understanding of animation pipelines and process would definitely be helpful.