Head of Crowd Simulation @ Prime Focus Film (now DNEG)
Hercules provided a welcome challenge as it consisted of a large scale battle sequence with fighting crowds, advanced behaviour and choreography.
A small team comprised of four crowd TD's, two motion editors and myself had a hefty task of bringing to life this battle at the beginning of Hercules. I directed a motion capture shoot at Centroid which gave us a vast library of believable animations, which we ingested into Massive. Complex behavioural trees were created to allow agents to fight but also be fully directable.
I expanded on my Massive datatype library written in Python and added functionality to import simulated crowds into Houdini for rendering, FX interaction and the creation of "dead body" terrain.