ABSTRACT
DreamWorks Animation’s The Boss Baby : Family Business has a strong design language. Clothing is an essential part of characterization we needed to maintain strong graphic silhouettes on garments. The characters love changing clothes pretty frequently. Additional Challenges included dream sequences, animated scaling and downsizing of characters, with an extensive catalog and large crowds wearing multiple layered winter clothes. This talk illustrates various techniques used to tackle those and the use of animation-driven physics based garment simulation to emphasize the art of dressing an animated feature.
Recommendations
An art-directed wrinkle system for CG character clothing and skin
We present a kinematic system for creating art-directed clothing and skin wrinkles on CG characters used in the production of computer-animated feature films. This system employs a curve-based method for generating wrinkles on reference poses, which are ...
Art-directed costumes at pixar: design, tailoring, and simulation in production
SA '18: SIGGRAPH Asia 2018 CoursesCostumes are an important part of character design, acting, storytelling, and visual appeal in animation. However, it is challenging to achieve art-directed natural-looking motion and detail in CG animated clothing, due to technology, workflow, and ...
DreamWorks Art-Driven Shot Sculpting Toolset
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksThis talk presents DreamWorks’ art-driven shot sculpting toolset used by the Character Effects (CFX) Department to efficiently and logically sculpt shapes of character skin, clothing, hair/fur, and props in shots. The ability to visualize an Animator’s ...





Comments