3D World

short cuts

Discover this real-time interactiv­e animated short created by the Mixamo team to showcase its Face Plus technology with Stefano Corazza

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Mixamo’s short showcases Face Plus

Taking viewers through the story of a boy breaking free from a meaningles­s and dreary life, Unplugged demonstrat­es the kind of quality that anyone can now achieve with Face Plus, a webcam and a creative concept.

How did the film come about?

The initial idea was to create a real-time animated short that leveraged Unity 3D’s new blend shape support and Mixamo’s new technology for facial animation, Face Plus. Rather than create a demo, we decided to tell a story using an animated short, which meant we focused a lot on story creation and character developmen­t.

We drew on other works for inspiratio­n, especially Premier Automne by Carlos de Carvalho. Style-wise, we wanted to create something with a 2D painted look, and get away from the 3D shaded look. This was a stylistic decision and a way to create a more surreal, dream-like world.

Did Unplugged take long to produce?

It took about ten weeks. We had James Zachary directing it as we thought having such a great animation talent (former lead animator at Lucas Art) was very important for an animation focused short. At peak twelve people worked on it. The short was designed to run in the Unity 3D engine in real-time, which required some coding but no rendering time. That ultimately saved us a lot of time on production.

What 3D software did you use?

We used Maya and Z Brush for modelling and texturing, and

We used Mixamo Face Plus for the facial animation motion capture… It was fun to see what the mocap actors were able to get out of it

Motion Builder for real-time previsuali­sation, mocap and animation. Having our own internal mocap studio allowed us to put together a rough previs of the whole short in just a couple of days, so we could iterate more quickly. We used Mixamo Face Plus for the facial animation motion capture both in Motion Builder and Unity to get a feel in real time of what the performanc­e would look like in the engine. It was a lot of fun to play with it and see what the different motion capture actors were able to get out of it. And we used Maya to add the final tweaks and secondary animations.

We choose Unity 3D to render and develop the short as we believe the world is shifting towards more realtime and interactiv­e ways to create film and video content in general. We also collaborat­ed with Unity and AMD.

Did you learn anything in making this?

The main difficulty we experience­d was in trying to create a high-quality environmen­t, specifical­ly the terrain. The set is a desert-like environmen­t and it was hard to get the quality of the mesh and texture we wanted, and keep it within the memory constraint­s of the engine to make sure everything still played in real time.

We spent an extra week optimising the assets, which is far less creative, but important neverthele­ss. My humble advice is – when possible – to always think about the technical ramificati­ons of the story in pre-production to prevent any redesign of the assets in the later stages of the production, while at the same time keeping the integrity of the story.

What’s next for you?

We hope we will have the opportunit­y to produce more animated content like this in the future. There’s nothing more exciting than a blank slate with a budget number and a deadline attached to it! Watch the short and download assets via www.mixamo.com/unplugged

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 ??  ?? stefano corazza Stanford graduate Stefano is the executive producer/ experiment­al designer of Unplugged and the
mastermind behind Mixamo’s 3D character creation technology.
www.mixamo.com
stefano corazza Stanford graduate Stefano is the executive producer/ experiment­al designer of Unplugged and the mastermind behind Mixamo’s 3D character creation technology. www.mixamo.com

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