3D Process

March 9th, 2010

This is a great resource for explaining the animation process to clients. After all, it never hurts to have one more arrow in your quiver.

I don’t know why the process is so difficult to wrap your head around at first, but when I think back to where I was when I started it, I had no idea how things flowed from one part to the next. Maybe because its all in the computer, its not intuitive. For instance, on a live action film, its easy to understand casting, location scouting, lighting, shooting, editing, etc. because they’re all real-world activities or have some real world equivalent (i.e. editing on a flatbed). In CG, the idea that you can’t animate a character before you rig it is very abstract for most people, especially if you don’t understand what rigging or animation is. Its all just computer-y stuff.

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Elk Hair Caddis

March 4th, 2010

I saw this today on Victor Navone’s blog and had to share…

Elk Hair Caddis from peter smith on Vimeo.

I’m always on the lookout for cool and different styles. After all, few would argue that my personal style tends to be pretty mainstream, but I still love to see stuff that’s outside of that paradigm. This reminds me a little bit of Meindbender, but not in a copying sort of way, just the general aesthetic. I love their use of real/miniature BG elements and that cool silhouette character design.

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Back in the USSR… wait no… just the US

March 3rd, 2010

If you’ve been wondering about all the catch-up posts lately, its because I recently got back from the Clermont-Ferrand film festival in France. Unfortunately, my girlfriend and I were both a bit sick while we were there, so we weren’t able to do as much of the festival as we had hoped, but it was a fantastic time nevertheless and I have to give a huge thanks to Clement Mallard and his family for hosting us during the festival.

One of the things that really impressed me about the festival was its attention to detail, especially because of the heavy filmmaker/distributor/buyer attendance. First off, they took your picture when you arrived and put it on a huge board in the filmmaker lounge. That meant if there was someone you were hoping to meet, you could see what they look like and keep an eye out for them. Very simple but incredibly useful.

They also gave everyone a “pigeon-hole” which was essentially a small mailbox. If we got invited to a festival, we just put a DVD in their pigeon-hole and that way we didn’t have to carry a huge stack around on the off-chance we bumped into someone. Actually, because of the efficiency of the pigeon-holes and the number of people using the festival to conduct business, we ended up having to buy a spindle of blank DVD-R’s. That’s the only time I’ve ever been to a festival and wished I had brought more with me.

The Jean-Cocteau theater in Clermont-Ferrand

"Le Place De La Victoire," in Clermont-Ferrand, right next door to where we stayed.

One of the most notable features of Clermont-Ferrand is a replica of Notre Dame made of black volcanic stone. This is the backside of it as seen through the bathroom window. The cool hazy effect is steam from the shower.

A pigeon perched on the roof of our host-family’s apartment.

Jacqueline and Clement showed us their wine cellar, which goes about 40 feet underground and has a wall built during the Roman Empire. Might not be too exciting but its hard to find anything in the US that's more than 100 years old so it impressed us.

Didier proudly displays his most recent culinary acquisition. Mmm... venison...

"Roosting with the pigeons of Notre Dame"

I figured that while I was in Paris, I would propose to my girlfriend of 5+ years. Her sister would have killed me if I came home without giving her a ring. :) This was the romantic spot, just outside the Abbesses metro stop in Montmartre.

Yeah... she made me put my knee "dans la merde du chien"

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FXPHD Classes In The Vault

March 2nd, 2010

FXPHD has just made the two XSI classes I taught available through their vault. So, if you sign up for the current term (January 2010), you can purchase those classes separately. Both of the classes have re-run once already, so this is probably the last chance to get access to them. The vault isn’t available or visible until you register, so I’ve pasted the class descriptions below…

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XSI201 Lighting in XSI

This production-centric course will explore a variety of lighting techniques, and how to get the most out of XSI’s lighting tools. The first half of the course will focus primarily on the technical skills required to light a shot, while the second half will apply these skills to real world scenarios and explore ways to enhance storytelling through lighting. The class will be taught by Lucas Martell, a freelance visual effects artist best known for his video podcast about the making of his animated short film “Pigeon: Impossible.”

Class 1: Lighting Techniques: Lighting a basic scene with 3 different techniques: a traditional setup, global illumination, and HDR. Special attention will be paid to the strengths and weaknesses of each technique and their place in modern production pipelines.

Class 2: Multipass Lighting: This class covers the basics of passes, partitions and overrides. It follows the process of lighting a simple shot from scratch using a multi-pass approach, compositing with XSI FXTree, and then tweaking settings to improve the look of the shot. We also cover basic mental ray settings, establishing a light-rig for texturing purposes, and tips for dealing with XSI’s pass editor.

Class 3: This class covers more advanced pass setups and how to override specific parameters for better interaction between objects. It continues where class02 left off and completes the setup and final comp for the pigeon shot. We also cover depth passes and the more advanced visibility parameters for rendering purposes.

Class 4: This class covers a variety of tips to help render large scenes. We discuss optimizing materials, reflection passes, merging materials, referenced models, .map files, breaking scenes into z-slices, geometry approximation, and combining multiple scenes.

Class 5: This class covers additional ways to speed up your renders including occlusion optimization, rendermaps, splitting up expensive raytracing techniques by using multiple passes, and 2D motion blur. We also cover how even a scripting novice can harness the power of the event logger to dramatically increase their productivity.

Class 6: This week’s class focuses on some techniques for lighting CG elements to be incorporated into visual effects. We cover topics ranging from final gather to linear workflows, and a cool trick to create environment maps using a variation of the “shiny ball” trick often used on set to capture lighting setups.

Class 7: Class 7 is back to Pigeon: Impossible, but focuses on lighting the interior of the briefcase using an all-in-the-render approach. We balance quality with render times, show how you can use photographs of lights to create more realistic renders, and explore several of the more creative aspects of CG lighting.

Class 8: This class addresses several questions from the forums and also introduces geometry deformers and the math that goes into them.

Class 9: Class 9 covers some techniques to add mood to a scene, as well as a further discussion of composition and how to lead the viewer’s eye with lighting. We also discuss color and light direction through three different setups for a product shot of a scooter; the classic “white void” setup, a heroic setup, and a scary setup.

Class 10: Class 10 continues with the scooter product shots from the previous week. We cover a few aesthetic issues as well as some ways to make the volumetric light look more realistic. We also discuss some tips on interacting with clients as well as an exploration of lighting setups for different times of day.

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XSI202 – Production with XSI

Lucas Martell returns with his second course, this time covering production concepts using XSI. The primary objective of the class is to introduce some of the more technical aspects in a way that artists can immediately and confidently take advantage of. The course begins by discussing rigging, but in a way that’s designed to ease post-grads into scripting, expressions, and eventually lead into the second half of the term which applies the same concepts to the visual programming nature of ICE. Along the way we’ll also discuss pipeline considerations, including custom tools to help speed up production, as well as some useful tips for taking control of simulations. The class is aimed at a wide range of people, from younger students who generally have not dealt with some of these higher-level issues, to experienced artists who could benefit from a more intricate knowledge of Softimage’s inner workings.

Lucas Martell is a freelance animator who recently completed the 5-year production cycle on his short film “Pigeon: Impossible.” In addition to his own projects, he has taught through the training site: fxphd and is widely known for his weekly podcast that chronicles the techniques and obstacles he’s faced throughout the course of producing his films.

Class 1: Expressions This class covers expressions from basic construction, to more advanced scenarios with nested functions and condition statements. Several examples are shown including IK feedback and a rig for horizontal window blinds.

Class 2: Synoptic Editor This class begins with an intro to some fundamental scripting issues, and moves onto some basic scripts that are tied together into a control panel using the synoptic editor.

Class 3: Autorigging This class creates a vehicle rig using some more advanced expressions, then builds an autorigging script that can assemble the rig on the fly from a guide model.

Class 4: Building a pipeline An in-depth look at the data pipeline for PI, some useful tools, and best-practices.

Class 5: This class picks up several things we couldn’t fit into the first 4 classes. We discuss some additional rigging and pipeline tips, as well as some very cool uses for scripted operators.

Class 6: ICE particles This class discusses several tips and tricks with ICE particles. We create our own custom force compound and introduce state machines. We also cover some handy tricks to keep in mind when rendering ICE particles.

Class 7: This class addresses several questions from the forums including getting data in and out of ICE, shading smoke and fire, and using ICE kinematics to create custom constraints.

Class 8: ICE deformers Creating your own custom deformers using ICE.

Class 9: Simulation Case Studies Several tips and tricks for getting the most out of simulations. We cover loopable cloth simulations, blending simulations, and several Rigid Body techniques.

Class 10: In this final class we address several questions from the forums including selective particle trails, changing particle colors based on a texture map, a very cool dominoes simulation with ICE and some final scripting tricks for creating folders within XSI.

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Your Mom Says: “Watch More Shorts”

March 2nd, 2010

I’m really excited that PI has become part of Spike and Mike’s touring festival. The lineup changes, but a few friends were at the Sick and Twisted screening at the Alamo Drafthouse this weekend and said that Pigeon: Impossible opened the show, almost as if it were a short film before the “Sick and Twisted” feature presentation. So cool!!!

Ever since Animwatch disappeared I’ve been wanting to start an archive of animated shorts, but I just came across Steve Bondi’s site. Needless to say his list is pretty thorough and very up-to-date which is always the hardest part. I was thrilled that PI made it into his top picks, although I’ve got personal favorites scattered all over the list. Note that the icon will let you watch the short online if its available.

On a strangely related note, Jo Hunter posted an awesome pic of his cats watching PI rather intently. I don’t know about you, but I think the hollywood execs have missed a major opportunity by only marketing to humans.

And last but not least, I finally got a chance to upload a highlight reel of Pigeon: Impossible winning the Mopti Award at KLIK! Hopefully the video explains it well enough. This is hands down one of the coolest awards a film could get and such an honor that PI has crossed continents, cultures, and language barriers and still found an audience…

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Blog issues

February 28th, 2010

I’ve been having some issues with wordpress (which is why I haven’t posted anything in several weeks.) I’m currently updating everything so if you see something weird, please let me know.

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Learning 3D Animation

January 26th, 2010

Everyone has been waiting for it… the golden nugget… the one little thing that makes everything click… so here it is at last: The secret to learning animation is that there is no secret.

I know… how Kung Fu of me.

Seriously though, I’ve received a lot of “learning 3D” questions and I never quite have time to respond to properly, so I figured I’d just do one big post and link to it rather than give a half baked answer via email, facebook, twitter, or any other web 2.0 site we’re using. This post also functions as a bit of a catch-all/FAQ for getting started with 3D. I’ll update the post occasionally and put the link in the top right of the main blog page.

Question #1: What software should I use?
This is number 1 for a very good reason. It is hands down the most asked question, and also completely irrelevant. People are so preoccupied with the tools, that they forget that 3D is a skillset. Sure there are some benefits to the higher-end software, but if you don’t know how to drive a car, how are you going to handle a 757? In fact, I’d probably recommend that you start out with something simple. Hell, Google SketchUp is free and extremely easy to use. Sure you won’t be able to make a multi-million dollar film with it, but you can make some cool models and learn the basics without having to deal with inverted normals on a non-manifold polymesh.

Question #2: But don’t I need to know about inverted normals on a non-manhole polymer?
Eventually, yes. But not when you’re just starting out. There is no “right” way to do things so just start playing around and when you run into a problem, see if you can figure out how to solve it. That’s how humans learn. First we scoot, then crawl, then stand, then walk, then run. Show me a baby that can run before he crawls and I’ll show you one screwed up kid.

Question #3: Let me rephrase that… what software do you use?
ARGH!!! You know what, I’m not even going to tell you. Sorry for being so touchy, but this is the one and only question that rubs me the wrong way. Its basically like asking someone “What expensive doo-dad can I buy that will make my work good?” It discounts all of the years (and often decades) that someone has devoted to learning their craft and is akin to saying that you could be better than Leonardo if he would only loan you his paintbrushes. At the risk of beating a dead horse, there’s one more story that makes my point. When I was 9, I wanted to play the saxophone. My parents looked all over for a horn that we could afford and finally found an old Conn. (Basic, cheap, student model horn) I played that thing for 8 years, until I finally started to get to a point where I just couldn’t get the sound I wanted out of it. Before I went to college, we went to the music store and I played every Selmer, Yamaha, and King model that they had. After playing the student-level Conn for years, the pro-level horns were like butter. Excellent range, very little resistance, much more in tune… the difference was HUGE. I finally settled on a Selmer because the Yamaha sounded a bit brittle, and the King wasn’t versatile enough for more symphonic styles like I’d have to play in college. My point is, you’re not going to be able to decide between those subtle nuances between tools when you’re starting out, so just use whatever is available and affordable. Eventually, you’ll hit the limits of what it can do and by then you’ll be able to appreciate the differences between the software packages. (And you’ll be able to take one look at my screen captures and know that I use —edited for content—)

Question #4: Do I need to go to school to learn 3D?
School is not necessary, but it doesn’t hurt. If you learn better in a classroom setting, then it might be worth it. The important thing to remember is that school is like hiring a guide. They can show you where to go, but you’re still going to have to walk there on your own two legs. Personally, I like to go out and wander around on my own. Sure it might take a little longer to get there and I might even get lost, but I also get to see parts of the city that most tourists don’t even know exists. You find the back alley shortcuts that shave 10 minutes off of your commute, and you meet the mafia boss who can save your butt when a big project is due tomorrow and the renders keep crashing. (I’d better stop before this metaphor gets even more off track)

Question #5: What should I focus on when I’m starting out?
In case you haven’t noticed yet, I adopt a very laissez faire attitude towards the educational process. So once again, my answer is that “it doesn’t matter.” Its a great idea to have a goal. Maybe a picture you want to create, or a film you want to make. By attempting to do those projects (and probably failing at first) you’ll do research that teaches you the basics and the different parts of the process. You’ll also find yourself gravitating towards certain things. For instance, I love rigging and when I started out, I didn’t even know what rigging was. It was only by doing a project that I got to try out all of the different parts of 3D and see what I enjoy most.

This is one of my favorite videos that really sums up my thoughts better than I can myself. Be warned that its PG-13 (but hilarious.)
On a related note, Joaquin Baldwin recorded a quick chat with me about how we got started in animation. (Sorry for the audio, we just grabbed his camera and recorded this before heading to the airport.)

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The Third & The Seventh

January 7th, 2010

Wow. This is a Herculean effort by Alex Roman. Twelve and a half minutes… entirely CG except for a couple of very small composited elements. A lot of people have commented on the obvious awesomeness of the textures and lighting, but the thing I love most is his restraint with the camera. A lot of people get a nice looking CG set and their first instinct is to spin the camera all over it without regards to real-world photography. In this, every shot feels real because he’s using a virtual track/dolly/jib. He even uses the crane’s shadow as an artistic element in a couple of shots.

Plus, he really went the extra mile to imitate the way light strikes a piece of film. In the breakdown you can see the subtle glares and vignette’s he added, the DOF follows real-world lenses, but that little touch of awesomeness that makes it look organic is that he actually used separate colored vignettes to simulate the way light gets diffused as it passes through the three emulsion layers on a piece of older color film. Its sometimes those little details that can breathe life into an image.

VIEW IT IN HD!

The Third & The Seventh from Alex Roman on Vimeo.

VIEW IT IN HD!

Compositing Breakdown (T&S) from Alex Roman on Vimeo.

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Merry Christmahanukwan

December 25th, 2009

I hope everyone had a lovely Christmas/Hanukah/Ashura/Kwanzaa. If anyone still feels left out, let me know and I’ll add your holiday of choice to the list, or make one up for you!

In the spirit of giving, we released the full 1080p version of Pigeon: Impossible through FrostClick. If you use the program, you can reach the download page here.

Or for a much faster download that works in any BitTorrent client, there’s a torrent HERE. I’d definitely recommend the bit-torrent as its a high-bitrate QuickTime (885 MB) and they also included a few presskit things which you can simply delete once its downloaded.

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Con Alma

December 18th, 2009

One of the coolest things about finishing an animated short, is that there’s really not a whole lot of animators on the festival circuit. Sometimes it feels like we’re all parents of kids on the same football team. We meet up at a festival halfway around the world, hang out for a few days, and then head home until the next “away game.” Before you know it, we’ve seen each other’s films almost as many times as we’ve seen our own.

So, its always exciting when one of us releases a film online and we can finally show it to the people who might not have been able to catch it at a festival. The most recent one is Rodrigo Blass’ beautiful CG short “Alma.” Everything about this is just plain awesome. The story, animation, lighting, tone, pacing, sound… it’s no wonder he’s picked up so many awards and every time I see it I find something new to love about it. According to his website, he’s just releasing this for a short time so don’t wait to pass it along.

http://almashortfilm.com/

Alma from Rodrigo Blaas on Vimeo.

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