ABSTRACT

Chapter 4 is a detailed look at real-time animation story workflow, covering the creative story process, performance and motion capture, virtual camera, and director’s layout and creative editorial. Flow charts, visuals, and project-specific examples. There is great information about motion capture and the many ways it can be used in animation (hint, it is not just for performance capture). Game-engine-driven virtual production for animation turns the traditional linear methods of production on its head, as editorial can happen during layout and production, and assets created for previs can be used throughout the production.