Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Play Time

Play Time

Wednesday, 8 August 2:00 PM - 3:30 PM | Los Angeles Convention Center, Room 408A
Session Chair: Ken Museth, DreamWorks Animation

Making Tracks: Footprints in the "Ice Age" Movies

The efficient, user-friendly, footprint-simulation workflow used in the movie "Ice Age: Continental Drift".

Hugo M. Ayala
Blue Sky Studios, Inc.

Michael K. Reed
Blue Sky Studios, Inc.

Ilan Gabai
Blue Sky Studios, Inc.

Building the Snow Footprint Pipeline on "Brave"

Pixar's approach to and challenges in developing a believable snow-interaction pipeline designed to allow a small team of artists to complete a large number of shots within budget.

Keith Klohn
Pixar Animation Studios

Michael O'Brien
Pixar Animation Studios

Tim Speltz
Pixar Animation Studios

Tom Wichitsripornkul
Pixar Animation Studios

A Guided Synthesizer for Blendshape Characters

An interactive editing system that helps users create new characters based on a limited number of training blendshape characters. The new characters are derived from a convex linear combination of the original characters that maintains proximity to the user-desired shape.

Wan-Chun Ma
Weta Digital

J.P. Lewis
Weta Digital

dRig: An Artist-Friendly, Object-Oriented Approach to Rig Building

dRig is Disney Animation's novel approach to rigging that allows for efficient reuse and extension of assets, fast authoring of per-element variations, and accessibility of rig code through a proprietary language and user interface.

Gregory Smith
Walt Disney Animation Studios

Evan Goldberg
Walt Disney Animation Studios

Mark McLaughlin
Walt Disney Animation Studios

Chung-An Lin
Walt Disney Animation Studios

Frank Hanner
Walt Disney Animation Studios