Blur Studio Testimonial

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"Gentleman’s Duel was a challenging and difficult project. As every effect was directly impacted by character animation, we could not rely on key framing each effect. ThinkingParticles rule based nature was a life saver! We were able to create the system, then have its activation driven by the actual animation, freeing us from the meticulous task of reanimating every time the cut changed, leaving us more time to improve the quality of the work."
-Sam Khorshid, Blur Studio

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"The Hellgate demon disintegration effect consists of millions of particles being emitted from a full resolution animated character mesh over a span of about 30-50 frames depending on the shot. The particle emission points are activated by a color key on an animated noise material that clamps down to black as the mesh "fades" out. Since that effect had to be duplicated in several shots, it saved us a lot of time to be able to emit particles directly from the high-res point cached mesh, and I was even able to scrub through the timeline reasonable well. I wouldn't want to have to do that effect without ThinkingParticles."
-Kirby Miller Senior Effects Supervisor Blur Studio
Below:
Sequence from Hellgate 2006 Game

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Below:
Sequence from Hellgate 2006 Game

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Below:
Sequence from The Matrix Path of Neo Game

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Below:
Sequence from Hellgate 2005 Game

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BELOW:
Current R&D work were Blur Studio uses ThinkingParticles to get a sand explosion look right.

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