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|Session Name:||Animation Summit: The Facial Animation Pipeline of 'Marvel's Guardians of The Galaxy'|
|Company Name(s):||Eidos Montreal|
|Track / Format:||Animation Summit|
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|Overview:||In its early days, the team behind "Marvel's Guardians of The Galaxy" knew it would be a performance-driven narrative video game with an ensemble cast of 5 well-known characters. Performances needed to be realistic and depict a wide range of believable emotions. The goal was to deliver both quantity and quality. In this talk, Simon Habib, Lead Technical Animator at Eidos Montreal, presents the innovations that were implemented to accomplish this.nnFrom simultaneously capturing the actors' performances on an in-house mocap stage to delivering final polished facial animations, their pipeline offers quantity without sacrificing quality. Batch processing with Faceware allows them to generate hours of facial animations for both in-game dialogue and cinematics. Furthermore, scanning real-life models in their photogrammetry room ensures that the characters' expressions remain believable and anatomically correct.|