Presentation
Autodesk Vision Series | Creating the Horde: Wētā FX’s Work on The Last of Us Season 2, Episode 2
DescriptionIn this talk with Claudio Gonzalez, Lead Creatures Technical Director at Wētā FX, you’ll hear about the exciting challenges, creative solutions, and astounding details that went into creating the ‘the horde’ in Autodesk Maya for Season 2, Episode 2 of The Last of Us.
Gonzales will share details on the dynamic wardrobe refitting system, a process that enabled Wētā FX artists to efficiently swap and share wardrobe pieces across a range of body shapes during the costume assembly phase.
Next, he’ll focus on the Loki Solver’s role in achieving seamless integration between cloth and hair simulations. This naturally leads into a technique developed to enhance motion in these simulations—by leveraging root motion to drive the solver, Wētā FX was able to amplify the dynamic response of both hair and cloth.
The talk will also spotlight the canine creatures featured in the attack sequence, including a breakdown of the unique challenges we faced and the creative solutions we implemented.
Finally, Claudio will highlight how Wētā FX’s bodyOpt system allowed the team to quickly and effectively update multiple characters late in production, resulting in more defined and readable arm silhouettes with minimal turnaround time.
Gonzales will share details on the dynamic wardrobe refitting system, a process that enabled Wētā FX artists to efficiently swap and share wardrobe pieces across a range of body shapes during the costume assembly phase.
Next, he’ll focus on the Loki Solver’s role in achieving seamless integration between cloth and hair simulations. This naturally leads into a technique developed to enhance motion in these simulations—by leveraging root motion to drive the solver, Wētā FX was able to amplify the dynamic response of both hair and cloth.
The talk will also spotlight the canine creatures featured in the attack sequence, including a breakdown of the unique challenges we faced and the creative solutions we implemented.
Finally, Claudio will highlight how Wētā FX’s bodyOpt system allowed the team to quickly and effectively update multiple characters late in production, resulting in more defined and readable arm silhouettes with minimal turnaround time.
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Presenter
Event Type
Industry Session
TimeTuesday, 12 August 202511:00am - 11:45am PDT
LocationWest Building, Room 219
Production & Animation
Animation
Full Conference
Experience
Exhibits Only
Tuesday
