Role: CG Lead
I worked throughout production to develop and animate the piece along with a small team of talented individuals at Charlex. Along with overseeing the production, I spent time solving and animating various challenges that came up during production. Below are a few areas of development.
Shattering Effects were done by developing tools to shatter the modeled creatures into realistic shards of obsidian rock. I shattered many pieces by hand (as opposed to automatic shatter scripts) to ensure the best shapes and visual compositions. Normally shattered pieces form back to a static object such as a building or glass, but shapeshifter required the pieces to coalese back into creatures that were lunging, jumping, and flying. Without using slight-of-hand or flashing tricks, I wanted you to see them forming in slow motion into the creatures. In the end a somewhat complex system was developed to rig and animated the shattered pieces the exact same way as the solid creature rigs.
Tree and Land growth was handled through custom paint effects tools that allowed for automatic joint placement on branching structures that could then be animated and offset. In the underwater scenes, sea anemone and tube worms were created and animated via custom l-systems along with traditional rigs and object instancing.