FX generation for a stop-motion feature animation film.
I joined the ‘Sandmann’ team at scopas medien AG quite late. I supervised the creation of the extension of the character Habumar and some additional FX shots both created digitally.
As a TD I did the R & D, rigging, scripting and particle FX part.
Watch the trailer:
The original particle simulation of Habumars tail FX was created in 3D Studio Max and transferred to Maya via geometry caches. In Maya the animation rig was driving these caches. This approach was limited and technically challenging but quite efficient in terms of matching the visual style required by the production.
- Virtual Vertex