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Marc Beaudoin and Martin Poirier - Cross-platform Animation Pipeline at Behaviour Interactive Studios

In this MasterClass, we will explain how we did optimize our animation pipeline for the production of Wet2 using Motionbuilder 2011, Maya 2011 and Human IK. We will talk about our production constraints, question marks, bottle necks and how the flexibility and the interoperability of the Autodesk products helped us out. In more details, the MasterClass will demonstrate how Motionbuilder took care of the motion capture data and how easily we transferred the resulting animations to Maya in batch mode, how we did edit and retarget these animations to our in-house Maya rig, using HumanIK features, how we used MEL and Python to speed up and customize our processes, how we were able to transfer the characterization and the retargeting parameters over to our in-house game engine using HumanIK API and much more.

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