This Talk consisted of four smaller presentations. The first was titled “Computer-Assisted Animation of Line and Paint in Disney’s Paperman” and started with a clip from the short so attendees could see the look of the piece. Paperman is considered a 2D/3d hybrid and faced many challenges due to this fact. Several tools were developed to create the short, including a MotionBetween tool, to make things easier for the artists. Despite the fact that everything was created digitally, the movie was lauded as a handcrafted piece because the artists painted the scenes to give the short its distinctive look.
“Simulation Preview in Brave” was next and talked about the use of low resolution clothing to allow animators to preview what the shot would look like; the preview took the guesswork out of the animation process. “Stable, Art-Directable Skin and Flesh Using Biphasic Materials” started with a brief history on skin simulation before doing a breakdown of skin and flesh simulations. The talk ended with future related work which included such things as skin wrinkles and speeding up the simulation process.
The final presentation was “Character Design: Visual Complexity in Brave” and focused on the challenges of building the animals in the movie. The process of building the horse, Angus, began with research. This allowed the modeller to become familiar with the muscles in a horse and to pick and choose the most interesting and prominent of the muscles. In the case of the bears and Angus, there was some trial and error until they found what worked to give the animals a sense of realism in their movements.