Phil Sullivan: Motion Capture & Previs Specialist
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Happy Feet Two (0:02 – 0:24)
This scene was built from a combination of motion capture, and mocapped traditional puppetry. I blended the motion from puppet to mocap, and then edited the tap performance to director and choreographer specifications. I then lensed the camera, and laid out the hero and hero crowd krill as directed. I also developed a python tool which allowed the dynamic movement of the krill's feelers to be plotted and passed down the pipeline.Software used: Motionbuilder, Python.
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Happy Feet Two (0:25 – 0:46)
In this scene I laid out and blended hero animation between takes as specified by the director. Ramon and the Chicka's animation was mirrored, retimed and edited. Later in Nuance I "bulk edited" the crowd penguins to add toe crimping, and prevent leg deformations and flipper intersections.Software used: Motionbuilder, Giant Nuance.
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LA Noire (0:47 – 1:19)
My responsibilities in this scene were to motion edit characters so that there were no ugly neck deformations, and ensure that all physical contacts with props and bodies had no geometry intersections. In addition to this, I also rigged and set the smoke effects from the cigars, lensed and set depth of field on the camera, and specified the idle face animation on all characters.Software used: Motionbuilder, PS3 Dev Tools.
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Mossessian (1:20 – 1:33)
All characters in this scene were rigged and animated by me. Motion was taken from a pool of existing mocap which I then blended as appropriate. Characters were constrained to splines to achieve the appropriate “fast forward” effect.Software used: 3DS Max.
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Heavenly Sword (1:34 – 1:56)
In this scene I was responsible for animating the cameras, and transferring the motion capture onto the appropriate rig of the hero characters. I was also responsible for the placement and motion editing of the secondary crowd warriors.Software used: Motionbuilder, Maya, PS3 Dev Tools.
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Happy Feet (1:57 – 2:22)
For this scene of Happy Feet I was responsible for the capture of the original dance and crowd motion as the console operator, the timing and placement of the dancers, and the placement of all foreground members of the crowd.Software used: Giant Realtime, Giant Story (3dl), Maya.
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