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Features | |
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Last Airbender |
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Grey's Anatomy Promo VFX |
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Interview with Bobby Chiu |
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License to dream |
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Focus : Gears Of War 3 |
News Headlines | |
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Dragon Age 2 |
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Bioshock Infinite |
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Time travellers Comic |
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Envirometer |
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Thelma and Louise Remake |
Studio Profile : Motus Digital - Part 3

...Since it was an internal project, we played around with it on and off for about six weeks. In actual man-hours, we could have probably completed it within a week. More often than not, a very time consuming part of a project can be the creative aspect of it; getting those final creative choices from a client so you can march forward with the animation to completion can be extremely time consuming. As an aside, we were our own client on this one, so we took our time!
IA . What was the most important part you focused on during this production? Why?
B.K.B:: Well, the answer depends on whom you ask. As the animation supervisor and TD, Crispin's obsession was the motion being spot on perfect; from him "breaking free" all the way down to his fingers and every swipe of the pole. Everyone's final focus was that the setting and render were to look as absolutely believable as possible for the time we spent on it. As they say, "no CG project is ever done,” you just stop working on it at some point and have to deliver it. There are many little things we would have loved to have done "that much" better, but we think it turned out pretty cool as is.
IA. Have you developed some special scripts or techniques for this short?
B.K.B:: In this case, no special scripts, but for the first time, we did use our virtual camera rig (we developed) on a publicized internal project. Other than that, many years of experience and gathering techniques in motion capture and animation to make things look really good; in association with the experience and skills of everyone here. Crispin used a secret technique revealed to him by Bruno Roy, an animator and friend, to animate the ninja waking up. Don't ask, he was sworn to secrecy! (smile)

IA: Was it different work from the previous cinematic projects you've done for Microsoft, BCFx - The Doug Williams Edition?
B.K.B:: Very different, in that BCFx was a very tight deadline with so many more assets, technical challenges and artists working on it; and we did it in about four weeks (two weeks less than Ninja Toy!) It was hectic and stressful at times, but overall a fun month. Ninja Toy was a relaxed stroll in the park by comparison. (smile)

B.Keith Brock and Mocap Athletes
I.A. You've been involved in many projects since Motus Digital was created, can you give us your vision of the evolution of the CG market?
B.K.B.: Technology, technology, technology; it is more important than ever that artists improve their technical acumen. The number of software packages and hardware components that target content creators and enable them to create computer-generated imagery is daunting to say the least. With that said, the advancements within the next two to four years will make the current arsenal of hardware and software look anemic.















