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TZID:America/Los_Angeles
X-LIC-LOCATION:America/Los_Angeles
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TZOFFSETFROM:-0800
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TZNAME:PDT
DTSTART:19700308T020000
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BEGIN:VEVENT
DTSTAMP:20260417T190158Z
LOCATION:West Building\, Room 219
DTSTART;TZID=America/Los_Angeles:20250812T110000
DTEND;TZID=America/Los_Angeles:20250812T114500
UID:siggraph_SIGGRAPH 2025_sess470_ind_118@linklings.com
SUMMARY:Autodesk Vision Series | Creating the Horde: Wētā FX’s Work on The
  Last of Us Season 2, Episode 2
DESCRIPTION:In this talk with Claudio Gonzalez, Lead Creatures Technical D
 irector at Wētā FX, you’ll hear about the exciting challenges, creative so
 lutions, and astounding details that went into creating the ‘the horde’ in
  Autodesk Maya for Season 2, Episode 2 of The Last of Us. \n\nGonzales wil
 l share details on the dynamic wardrobe refitting system, a process that e
 nabled Wētā FX artists to efficiently swap and share wardrobe pieces acros
 s a range of body shapes during the costume assembly phase. \n\nNext, he’l
 l focus on the Loki Solver’s role in achieving seamless integration betwee
 n cloth and hair simulations. This naturally leads into a technique develo
 ped to enhance motion in these simulations—by leveraging root motion to dr
 ive the solver, Wētā FX was able to amplify the dynamic response of both h
 air and cloth. \n\nThe talk will also spotlight the canine creatures featu
 red in the attack sequence, including a breakdown of the unique challenges
  we faced and the creative solutions we implemented. \n\nFinally, Claudio 
 will highlight how Wētā FX’s bodyOpt system allowed the team to quickly an
 d effectively update multiple characters late in production, resulting in 
 more defined and readable arm silhouettes with minimal turnaround time.\n\
 nInterest Area: Production & Animation\n\nKeyword: Animation\n\nRegistrati
 on Category: Full Conference, Experience, Exhibits Only, Tuesday\n\n
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