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Are you an animator or researcher in animation or simulation of human motion?
Do you work in a film or visual communication company and feel the need for an update on the latest trends in character animation?
Or are you maybe a recruiter in the game or movieindustry?
If you want to network with some of the most talented DADIU students from the next generation in the game and film industry, then register immediately.
You will hear talks about new methods in character animation from both Danish and international companies and experts.
Among the speakers are:
In addition our own computer graphics specialists will talk about the latest research and its implications:
|08:30 – 09.00||Breakfast and registration|
|09:00 – 09.15||Welcome|
|09.15 – 10.15||
Intuitive motion capture tools for indies and people on a budget
Motion capture tools used to be very expensive, static and hard to use. In Rokoko we want to change that, so everybody involved in creative processes would be able to utilize the power of realistic animation created with motion capture for 3D games and/or animation content. In this talk, we will walk through how two of our tools, The Smartsuit Pro, and Motion Library work, and demonstrate how they can be used to create a rapid result for creatives and developers on a budget. Moreover, we will tell about our journey leading us to create the two products.
Niels Christian Konrad Nielsen and Matias Søndergaard, Rokoko
|10.15 – 11.00||
Identifying the challenges of tomorrow's film and game production tools
Predicting the future is a hard task. Using those predictions to pave the way for companies to stay on top of the technological developments is even harder.
Morten Pol Engell-Nørregård, Alexandra Instituttet
|11.00 – 11.15||Coffee break|
|11.15 – 12.15||
State of the art animation and rigging tools for VFX and Feature animation
Quality and complexity in film productions are constantly increasing, demanding more from artists and the technology supporting them. Quick turnarounds have become a normal workflow for modern productions, making real time a critical feature for any production tool. Games technology presents a great source to learn from and will definitely play a big role in the evolution of film workflows. In this talk I would like to present the state of the art in technology for rigging and animation, which strategies are being used in big studios to improve their animation workflows, and the path the industry might be following in the coming years.
Chus Rodriguez Nieto, Double Negative
|12.15 – 13.30||Lunch|
|13.30 – 14.30||
First Steps in Building an Animation Runtime and Pipeline
Since 2012 all Hitman games have been running using a modified version of Morpheme, the animation middleware. Unfortunately NaturalMotion stopped licensing their technology last year, leaving us on a dead end track. Luckily new approaches to runtime animation have emerged and matured recently. These techniques achieve better visual results than blend trees and state machines, while at the same time reducing the complexity and the amount of manual work to setup the animation graphs used in games. Pushed by the circumstances and armed with a strong belief in these new techniques we've started a journey to build from the ground up a new runtime and pipeline for animation to be used for all our future games. This talk details our efforts and learning so far and discusses practical aspects of building the foundation of an animation system.
Maurizio De Pascale, IO Interactive
|14.30 – 15.00||Coffee break|
|15.00 – 16.00||
High Quality Real-Time Motion Synthesis and Character Control
In order to create high-quality character animation conventional animation systems require a large amount of individual animation clips to get organized into hand-crafted blend-trees and state-machines.
We will also describe the character control system in detail which allows the motion synthesizer to generate the corresponding poses. Usually gameplay code is required to explicitly send state changes and update blend weights in order to synchronize the gameplay state machine with the animation graph. In contrast to this approach our control system describes the desired movement of the character as part of the gameplay logic while the underlying synthesizer provides the appropriate poses on a frame-by-frame basis.
|16.00 – 16.30||Closing|
The conference will be held in English.
DADIU and the Alexandra Institute in collaboration with Univate and KU PLUS – Søndre Campus’ Innovation Hub
The Alexandra Institute has entered into a commercial co-operation agreement with DADIU, where our graphics and computer game experts, Magnus Koch and Morten Pol Engell-Nørregård, coach and supervise the next generation of game developers in order to use the latest techniques in computer-driven character animation.
It is a task they solve in close co-operation with the Department of Computer Science, University of Copenhagen, and drawing on the knowledge that the Alexandra Institute has built for a number of years in co-operation with Danish companies and with funding from the Innovation Fund.