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Cinematic Workflow and Pipeline of 'FINAL FANTASY XVI'
Good workflow and pipeline are essential in the development of AAA titles. This session explains the steps to design the workflow and pipeline for FINAL FANTASY XVI. Eitaro Iwabuchi, Lead Technical Artist at Square Enix Co., Ltd., details the method of transferring data from MotionBuilder to Maya and the tools utilized to support their workflow. The workflow is designed with a combination of tools that have been used internally for other projects and tools that were developed from scratch exclusively for this project. Other specialized tools used for the making of cut scenes, systems for voice placement, and tools for cameras creation will be coveredand concludes with the data flow and their progress management method with a customized ShotGrid API.
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