New platform surpasses other cameras by 10MP, features water and dustproof housing, providing ideal portability and excellent resolution.
Tagged With: Mo-Cap
Cameron stands by film’s December 2021 release schedule as live-action pickups for his ‘Avatar’ sequels have resumed in New Zealand.
CG supervisor Han Yang has transitioned his game cinematic and trailer production efforts to a work from home studio, allowing him to continue delivering high-level content on a host of projects.
Quickly retooling their production in the face of COVID-19, executive producers R.J. Fried and Tim Luecke continue bringing us a sorely needed daily animated dose of hilarious political satire.
Visual artists can now access thousands of mocap assets through plugins or directly on the studio website.
VFX supervisor Pablo Helman discusses the sophisticated digital de-aging process, sans markers, used to depict Robert De Niro, Joe Pesci and Al Pacino over a four-decade span.
With support from Cubic Motion’s Persona, Riot Games’ real-time animated ‘Rogue Assassin’ performs and answers questions at Pro League Regional Finals in Shanghai.
New case study explains how pioneering VFX studio showcased their latest real-time rendered, game engine-driven digital double technology onstage during a live presentation.
Studio looking for animation talent proficient in Motion Builder and Faceware pipeline procedures for immediate project work at their Marina Del Rey facility.
New ‘Performer’ markerless facial animation software provides facial tracking trained directly from scans as well as a direct solve onto a Maya rig.
Profile Studios’ Matt Madden shares how virtually integrating Mark Ruffalo and Josh Brolin with CG assets, live, on set, gave ‘Endgame’ and ‘Infinity War’ filmmakers the immediate viewing access they needed to continually adjust and refine the film’s key digital character performances.
Veteran actor, known for performance capture innovation in roles such as the digital characters Gollum and Caesar, is chosen to direct Sony Pictures’ upcoming ‘Venom’ sequel, set for October 2020 release.
The studio revisits and revamps Hulk, Marvel’s smash-‘em-up, fan-favorite digital character they first brought to the screen back in 2003.
With a 'snap,' Weta Digital helps brings closure to both Josh Brolin’s seemingly unstoppable villain and the foundational storyline from the MCU’s first 10 years.
New system, formerly known as CrazyTalk Animator, provides fast and versatile tools to help novices and professionals easily and expertly design and animate.
Starting at just $99 per year, new subscription pricing offers lower-cost of entry and end-to-end warranties; academic pricing starts at $50 per year.
Mill Mascot combines real-time game engine technology with motion sensors so characters can be puppeteered through hand and facial gestures to enable live, broadcast-quality CG character performances.
Featuring large-scale Jenga sets, the real-time location-based VR demo will track 130 objects simultaneously.
Mind-bending series entering production on its third season combines live-action and CG animation using iPi’s markerless motion capture software.
Creative studio’s advanced motion-capture technology and new pipeline for integrating live-action with CG dolls help director visualize true story of photographer Mark Hogancamp’s recovery from a vicious hate crime.
VFX supervisors Dan DeLeeuw and Kelly Port discuss the challenges of capturing the nuanced performance of Josh Brolin as the philosophical antagonist in ‘Avengers: Infinity War.’
Vicon motion capture system helps add life to crowd scenes, ice skating sequences and attacking Polichinelle clowns in Disney’s new live-action fantasy feature.
Program is the first in the country to include widely used Perception Neuron, Maker Bot, Formlab and Houdini 3D software technologies in its curriculum.