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PART 4: FX AND LIGHTING AT ANIMAL LOGIC
3D World UK
|Christmas 2020
In the fourth instalment of our journey behind the scenes of Animal Logic, we look at the FX and lighting pipelines at the studio
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In recent years, Animal Logic has been called on to produce visual effects and animation ranging from things as diverse as brick-based LEGO characters and environments to furry photoreal rabbits – and many elements in between.
Just about anything might be needed for the studio’s projects, which is why Animal Logic has invested significant time and resources in its visual effects and animation pipeline. This includes FX and lighting, two very critical areas that have undergone lengthy development over the past few projects.
In 3D World’s newest breakdown of how Animal Logic works, we talk to members of the studio’s team from lighting and FX to see how characters and other assets go through simulation, and how lighting is carried out. Some of the central projects in this latest case study are The LEGO Ninjago Movie and Peter Rabbit, which both featured their own set of very particular challenges.
THE INS AND OUTS OF FX
Most people might associate FX in visual effects and animation as elements such as destruction, fire and water. At Animal Logic, those are certainly aspects dealt with by the FX department, but the group also covers several other areas, as FX department supervisor Miles Green, who is currently based in the Vancouver studio, details.
“We are perhaps a little unique at Animal Logic. There’s pure effects like destruction, fire, smoke, magic and ethereal things but we also take care of crowds and character FX. Character FX includes producing elements such as hair, cloth and skin, which we do post-animation. Essentially we look after anything that is simulated or can be procedurally created.”
This story is from the Christmas 2020 edition of 3D World UK.
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