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A character comes together in Character Creator.ī&a: How did you use ActorCore and other tools for the animation/mocap process? How did this help inform the final approach? All of this then linked into Unreal Engine seamlessly.Īndrea also used Substance Painter for additional texturing of the characters which he then finished off in Character Creator before exporting into Unreal Engine. So we looked at Reallusion pipeline from Character Creator for the characters (designed, built, shaded and rigged) to iClone for animation, facial animation and lipsync. The team is small and everyone is pretty much generalists.Īndrea Tedeschi, my long time collaborator and CG Supervisor, wanted to streamline the process of the characters due to the fact that we had various iterations of the same characters due to the plot of the film being about the multiverse / alternate realities.

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Hasraf Dulull: As a hands-on director I am responsible for all shot creations, and working closely with the team to create the key components for me to slot it all together to create the shot on my end. The creative team behind ‘RIFT’.ī&a: What drove you and your collaborators’ decision to use Reallusion tools to help craft the different versions of the characters for RIFT? What specific tools and techniques did you use to model/build the characters? Hasraf Dulull: We set out to produce a full length animated feature film which would be rendered out entirely in Unreal Engine as final pixels which was stylistically inspired by anime. B&a: What did you set out to achieve with RIFT?













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