Hey all!
My name is Garrett Stevens, and I’m studying Game Art and Design at Ringling College. I’m brand new to the forums, and Tech Art in general, so please, be as hard on me (and the ideas and solutions that I propose) as possible, so that I can learn as fast as possible!
Our curriculum at Ringling mirrors the industry in many ways, and it was designed to do just that. Focused on content creation, our class work resembles a pipeline in many ways. This has also lead to the inefficiencies and choke points that arise from any pipeline.
Many of you may be familiar with SFXRogue, and his awesome progress on a perforce system for our school.
In a similar vein, I’ll be attempting to identify, define, and solve a serious problem in our major’s curriculum.
The Game Art major here at Ringling is heavily focused on Environment and storytelling, with some focus on character. We spend very little time on animation, however, which serves to heavily handicap our character options on various projects.
My Project is to set up a cheap, reliable, easy to use motion capture solution for our program.
Within that project, these are my main goals and constraints:
Budget- well under $1000.00
Must dramatically automate the data cleanup process
Must be usable by artists with little to no technical aptitude (students)
Must output data that can be used on bipedal rigs of various proportions
Must be elegant
Must be scalable
Must output high quality animation
These are my constraints and goals for the next year and a half. I’m extremely open to any ideas, suggestions, critique, or insults that anyone may have. I do ask you to keep in mind that I’m learning, so please be as hard as possible on me, so that I learn faster!
I’ll be updating with research, ideas, progress, and eventually, some video, though that may be a while off. Thanks for reading!
Best Regards,
Garrett