Creature Feature

Tuesday, 12 August 9:00 AM - 10:30 AM | Vancouver Convention Centre, West Building, Rooms 211-214 Session Chair: Nafees Bin Zafar, Dream Works Animation

RepTile: How To Skin A Dinosaur

Animal Logic developed a highly controllable procedural system, RepTile, to efficiently realize scales for "Walking With Dinosaurs 3D". Creating repetitive geometric features such as scales is difficult and tedious to perform manually, particularly for seamless 3D surfaces. However, procedural approaches rarely provide the fine-grained control required for motion-picture production.

Daniel Heckenberg
Animal Logic

Joseph Hegarty
Animal Logic

Comanches vs. Cavalry: Artistically Directable In-Crowd Ragdoll Simulation

For the comanches vs. cavalry sequence in Disney′s "The Lone Ranger", MPC was tasked with complex horse and rider simulations. To achieve this, MPC had to extend its proprietary crowd system, ALICE, to allow for highly artistically directable ragdoll simulations blended with motion captured and animated clips.

Jo Plaete

Adam Davis

Alan Stanzione

Procedural Tentacle Bundles in "Edge of Tomorrow"

For Edge of Tomorrow, Sony Pictures Imageworks needed to build an alien creature that consisted of organic bundles of tentacles that could grow and retract, pointing to a procedural design for both the geometry and the animation.

Daniel Sheerin
Sony Pictures Imageworks

Grooming a Lion for "Hercules"

The film "Hercules", with its photorealistic furry creatures, really put Double Negative's creature pipeline to the test and required development of brand-new software, "Furball", which combines the computing power of the latest GPU technology with a flexible and procedural workflow.

Francesco Giordana
Double Negative Visual Effects

Sarah Macdonald
Double Negative Visual Effects

Gianluca Vatinno
Double Negative Visual Effects