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3DA
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What troubles you found when working with the fur and the feathers of Buckbeak?

David - Our main concerns was with the sheer volume of geometry generated by the fur and feathers. We developed extensive culling and sorting techniques to reduce the dataset and help the renderer deal with the volume. We were always up at the upper limit of memory where we were constantly trading off render time to memory footprint.

The process of the feather generation is a necessarliy complex one which meant that only limited feedback could be given to the animators. We had to tune our pipeline very precisely to close the gap between animation and fully feathered render. Feathers are also very susceptable to what the underlying skin is doing. Any inadvertant creasing in the skin would be amplified by the feathers where they would 'flick' out of place.

3DA - We see Buckbeak in diurnal and nocturnal shots. Was that a problem? How it influenced when working with the character?

David - We knew from the start that we would see Buckbeack in all conceivable lighting conditions. In fact as part of final pre-production sign-off we supplied a day and a night turnatble to Production.

The IBL lighting models that Framestore-CFC have developed previous to this project and the extensions we made on this project meant that there was no significant difference in the setups.

 

 

 


3DA
- What could you explain to us on the character setup?

David - The major challenge for character setup for Buckbeak was the wing. We decided from the outset that we would only have one setup for all shots.
This meant that the wing had to be able to fully open and close. In some shots this is visible. The anatomy of a fully open wing and that of a fully closed wing is significantly different.

One challenge is to achieve the correct packing of primary and secondary feathers. We achieved this using a combination of traditional Maya rigging techniques together with proprietary software. A large part of the rig was a complete muscle system. This again was developed in-house. This almost completely drove the skin and so the feathers.

3DA - To animate a character of these characteristics must be complicated. Was used motion capture? How you animated any shot?

David - No motion capture was used. Extensive study of bird and horse footage was made.

Buckbeak had to display an intriguing balance of both bird and horse like behaviour which motion capture could never have supplied. We went through several distinct behavioural characteristics with the Director before the final Buckbeak was hit upon.

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