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About
four years ago, Jarrod Phillips worked with hOuse of mOves co-founders
Tom Tolles and Brett Gassaway at Viewpoint Digital in Utah. Soon, Tom
and Brett spun off and created HOM, while Jarrod went to work with BioVision.
About a year later, Brett and Tom made him an offer he couldn't refuse
and Jarrod joined the HOM team as Vice President of Sales and Marketing.
In his first year, Jarrod tripled revenues and, to say the least, they've
never looked back.
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click on image
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Jarrod
Phillips
(center)
with
Disney chairman Michael Eisner (left) and actor Dick Van Dyke (right).
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DM:
What is hOuse of mOves about?
JP: hOuse of mOves is the world's largest independent motion
capture service bureau. We digitize real-world performances for 3D computer
animation. We have provided motion capture services for many commercials,
films, and countless video games. Our main 50'x70'x24' studio is headquartered
in Los Angeles, although HOM frequently goes on-location to meet the needs
of specific projects. We proudly feature the Vicon 8 motion capture system
that holds up to 24 cameras capturing at 120 frames per second. We have
the capability to capture up to five characters simultaneously and the
capacity to use a practically unlimited number of markers (including more
than 60 markers/character for Digital Domain's digital characters in the
Academy Award-winning feature film Titanic).
We have also provided hand and
facial capture services for a number of different projects (including
facial capture of Bruce Willis for Apocalypse). Our staff specializes
in finding solutions to help you get the most out of your motion capture
session and data. With more than 15 motion capture experts, animators,
programmers, and engineers on staff, hOuse of mOves is ready to meet the
demands of your next character animation project.
DM: Can you
explain the technical aspects of motion capture?
JP: Motion capture uses multiple high-speed digital cameras
which capture motion at a rate of up to 240 frames per second to "digitize"
performances. The data that is collected from live performers (human or
otherwise) is then edited, processed, and delivered to 3D animators who
add the motion to 3D computer models of their characters. This allows
animators to have realistic animation data very quickly.
DM: What projects
are you working on?
JP: We are currently working on a number of interactive
game titles including major name sports franchises, sci-fi and fantasy
games. We have also been doing development on technical pipelines for
several feature films that are now in production. In addition, we have
been putting the finishing touches on our proprietary software as we prepare
to release our first commercial products.
DM: What is
your five-year plan?
JP: Me personally or the company? I'd have to kill you!
DM: Insert shameless
plugs here!
JP: We're definitely the best there is.
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The
Credits
Click
here to see selected projects with images, screen captures and
movies.
Click here to see extensive
credir list.
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The
Website
http://www.Moves.com |
The
Equipment
While HOM doesn't have an allegiance with one specific
PC company, they use mostly PII 450s with a supporting network that
consists of one PIII 600MHz and two PIII 733 MHz machines. They have
close to 300 GB of disk space, and a custom Access database built
from the ground up expressly to track every title of data.
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The
Software
HOM techies utilize 3DS MAX, Maya, Mirai, LightWave, Softimage, Vicon
Workstation, and Vicon Bodybuilder, not to mention a whole lot of
proprietary HOM software. For their mocap gear, they have a 12-camera
Vicon8 mocap system, equipped with Vicon software and, again, their
own proprietary software.
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