Although both techniques are now industry standards, muscle models as a basis for good creature work and VR previs with mocap’d cameras were a hard sell when I implemented them at Weta in LOTR R&D.
With VFX producer Charlie McClellan, I established the facility’s department structure and core pipelines, set up the shot database and vfx breakdowns for the trilogy, and selected and supervised key staff (like Bay Raitt and Jason Schleifer who led the groundbreaking work behind Gollum).