b&a: I wanted to make sure I gave a shout out to the artists behind the roto/matchmove/tracking work, because you obviously needed to separate all those characters out to make this happen, and then track these shields on. Here, Image Engine visual effects supervisor Robin Hackl breaks down the VFX prep work–including roto, matchmoving and tracking–to make the assassin fight possible. 95% of the time, they were holding a ‘pike’, as their weaponry and we were able to object track that pike, stick a piece of geometry that represented the area of that electrical charge, and that would create a cycle that was always on.
With several assassins and the two heroes to deal with, Image Engine had to come up with a dedicated approach to adding in the shields and weaponry in an efficient way.….