One of the things that sets animatronic editing apart from CG animation editing is the thing the animator is analyzing is not on the screen. The animator has to view the figure, scene and attraction the way the Guest will, and adjust movement (bigger, smaller, faster, slower... different) based on what Guests will actually see, making the UI workflow relationships notably different from what is common for film and game production. Hopefully the digital design effort will have maintained the performance to be fairly close and the adjustments will be minor, but I can tell you from first-hand experience, it's not heathly to bank on that. Things change, and other things just don't come out the way they were expected to, from figure finishing and skin tears/wrinkles to sightline, ride, lighting, FX surprises, to decisions that some functions have to be disabled and locked off. The final push to deliver a show demands skill, flexibility and efficiency.
One of the first tasks I had when with WDI in the early 90's was to update the UI for the editing software/hardware in conjunction with others in the group. Over the following 5 years I and the other animators and show programmers worked with those tools daily and came to understand its strenghts and weaknesses. In the mid-90's we had the chance to re-design and upgrade the entire system and implemented features to address deficiencies, such as including curve editor-based keyframe animation. I've now had roughly the same professional time spent with Maya editing and those proprietary real-time tools, and see value in integrating both editing environments for pipelines I help build in the future.
- Pre-vis Editing & Digital Design: Performance editing done prior to assembly of the figure.
- File Transfer Figure Editing: Converting data generated on a CG rig into a format that can be imported into the figure control system. This process implies that changes made will only have visual feedback from the CG rig. Notes from animatronic playback figure have to be video'd or otherwise observed without a direct editing loop. Any significant differences that exist between the CG and animatronic playback will result in a very iterative, slow and painstaking process.
- Real-time Playback Linked to Editing: 'Real-time' is not a great term, as it means different things in different contexts, particularly when used in relation to control system design. The biggest efficiency, most needed by the animator, is to be able to play a specific segment of a performance (not necessarily from beginning to end) quickly and easily. Then, just as quickly and easily, edit the performance data and immediately replay it. The faster this basic editing loop is, the more efficient the animator will be, as they are likely to do thousands of edits in any given session, many of which will be undone or written over as solutions to problems are experimented with, thrown away, or pursued. If the animator can achieve and maintain deep-focus for long periods of time, with an efficient workflow, high production speeds are possible.
- Real-time Input Editing: This might be a waldo replicating an arm & hand, and/or a few rotary knobs/sliders and/or some for of mocap wearable for generating and capturing compound motion on multiple axis. There are many ways to approach this class of editing, but the salient criteria for me is that it permit the animator to work with a more performance-based workflow, generating organic motion with their own body rather than through mouse drags. Having worked with Henson's Muppet team I recognize the qualitative value of solving performance problems with less deconstruction and more spontaniety. The trick is to make that available without slowing down the rest of the animation process - it has to be quick and easy to accomplish and something the animator can do alone.
- Figure Setup and the Show Environment: The editing won't be of any use if the response of the figure, or speed of the vehicles, or placement of set pieces or lighting changes dramatically. And the more those elements deviate from pre-vis expectation, the more work there will be to do. As a consequence, the animator also often ends up being part coordinator to ensure that all of the pieces are in place so the work they do makes progress toward turnover.