Delta Airlines – Safety Video Game

Client : Mi, Manchester
Project : Delta Safety Video Game

The project was for the latest in-flight video from Delta Airlines which is due to go onto all of their planes very shortly, the project also includes a HTML5 game! We were approached by MI in Manchester to do 6 facial rigs from scan data, 2 main hero rigs, the flight attendant and captain, plus 4 secondary rigs for the Chelsea footballers in the sequence. The flight attendant and the captain were scanned in LA, whilst we directed the facial scan sessions in London for the Chelsea players.

From the scan data we provided the facial models and the performance rig setup under huge time constraints but it was a blast!
Thanks to Mi and to Delta for their support!

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Red9 Pro : Animation Format Part2 : TIMECODE:

This one is a huge deal for anybody doing performance capture and managing cutscenes. We embed timecode into the Maya rig allowing us to reload and re-build scenes from multiple r9Anim files by referencing a timecode pointer. This will even allow us to sync animation data based on the internal timecode of a piece of audio.

Red9 Pro : Animation Format Part 1

We’ve spent a huge amount of time in developing a new animation format that does what ATOM should have done in the first place and that is to make animation data easily transferable between rigs, flexible and powerful enough to integrate into other systems.

Red9 Pro : Animation Re-Director

We did this first video a little while ago but never added it to the blog. The re-director is a lossless animation re-direction setup allowing you to dynamically re-path animation data in Maya. This make NO connections ot your rig at all, it’s all done by caching the anim data and re-applying it rather than making any constraints etc.

Red9 ProPack – Animation Systems updates now available to Clients

It’s been a while since we posted on the blog and we thought it about time we did a few new updates to show what’s now available in the Red9 ProPack to Clients taking Red9 Support.

Firstly don’t worry, StudioPack continues to get a lot of back-end updates and if you go grab latest from GitHub you’ll see we’ve recently added all the ProPack codebase to the API docs so you can see just how much we’ve extended the pipelines for Pro.

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Homefront: The Revolution

Info: Work was done whilst working for Dambuster Studios.

Proud to have been part of this epic game development, Homefront The Revolution, a project that started as Crytek and ended up as a DeepSilver title after the studio was bought out. These cutscenes are the result of nearly 3 years hard graft, researching and designing new pipelines for facial systems and CryEngine. As Technical Lead Mark created both the systems for the cutscenes and all the lipsyncing / secondary systems for the persistent universe, a task that would involve automating the batching of over 20,000 lines of dialog in 6 languages on a nightly basis as new audio was submitted to Perforce.  This was a huge task but a great one to have been involved in. Some excellent work by the cutscene crew on these sequences!!

 

Toyota Vellfire Commercial

Client : AltVfx Australia
Project : Toyota Vellfire Commercials

This was one of the first outings of our Red9 Facial Rigging setup, working closely with AltVfx in Australia we created 2 fully articulated facial rigs for the Gorilla’s used in 5 Japanese TV commercials for the Toyota Vellfire.

Red9 Production – First outing of our new rigging systems

Client : Baraboomstudios
Project : Dinosaurus Huevos

Over the last 6 months Red9 Consultancy has been gearing up and in the process getting some really nice gigs. These are the first TV commercial to use our new modular rigging systems, lots of squash, stretch and full quadruped rigging to produce a group of dinosaurs for 3 sequences. This was in conjunction with Baraboomstudios in LA and was a really great project to be involved with.