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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