22 November 2025

Because the character interact’s with a pair of glasses and the steering wheel I’ve made subtle adjustments to the mo-cap so that the character actually makes contact with these items instead of just missing them. Take a look at the example below of the original and after’s - the second example has had animation layers added in maya which allow you to adjust the rotation of an arm for example without destroying the overall movement from the original motion-capture. The character now makes contact with the glasses and steering wheel as expected. I think once I’ve got used to doing this again the process will speed up.

18th November 2025

So the Ryder character is in the car (Shot 2) with a good lighting set up. However Mo-cap typically needs some adjustment depending on what the character is doing - in this case the character grabs a pair of glasses and then eventually the wheel and there will naturally be some mis-alignment. What I’ll doing next is add a layer where needed so that I can subtly adjust the postion of an arm for example. Also need to add a radio he will be holding - then repeat steps for the second character. Once I’ve been through the process a few times I’ll be able to turn scenes around more quickly.

9th November 2025

Spent the last 4 or so days trouble-shooting why the hand motion-capture data was broken when translated onto the hands of my low-poly characters. The orientation of the hands is important in that it should line up with the motion-capture data. With my characters the palms were facing outwards, by rotating the hands 90 Degrees it now match’s same layout as the motion capture data and therefor no longer broken (see screenshot below). It’s amazing how painful it was trying to figure this out but I learned something.)) - (The character rigging process in 3D can be a complicated process)

28th October 2025

Eric and his crew complete the motion-capture from the shot list for Supercops part II. I’m now starting the process of getting the FBX data into maya and working with the low-poly characters. It’s going to take some time (months) as there are many shots and backgrounds to build detail into, but - exciting times!

16th October 2025

Early key-framed previs and rendered shot in Maya. This is going to be a lot of work, especially with an alternative edit featuring a Ferrari-like vehicle.

17th Sept 2025

Various work-in-prog updates on the second part of Supercops on my You-tube channel ‘16-BIT MOVIES.’ I’ll post various updates of this spare-time project as and when. I hope some of it is of interest. Cheers.