11 (November)
Transcription
11 (November)
Contents Zoom In Zoom Out For navigation instructions please click here Search Issue Next Page T H E M A G A Z I N E F O R D I G I TA L C O N T E N T C R E AT I O N A N D P R O D U C T I O N November 2006 Ice Pack Artists tap around modeling and animation issues to make penguins dance Movers and Shakers Studios continue to push motion-capture technology forward Watermark A VFX crew navigates rough seas for The Guardian $4.95 USA Contents Zoom In Zoom Out For navigation instructions please click here Search Issue $6.50 Canada Next Page Fo rc le an pr in tin g, co nt ac tn ot em ar t@ gm ai l.c o m Mail to [email protected] for any further request. CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F m Karen Moltenbrey ai l.c o Chief Editor KAREN MOLTENBREY: Chief Editor Following the Law [email protected] _______ 36 East Nashua Road Windham, NH 03087 (603) 432-7568 Change usually is a good thing, particularly in the computer graphics CONTRIBUTING EDITORS: industry. For the most part, “change” here means technological advance- Courtney Howard, Jenny Donelan, gm editor’snote Mail to [email protected] for any further request. ments. And, as this month’s issue of Computer Graphics World demonstrates, Audrey Doyle, Evan Marc Hirsch, George Maestri, Martin McEachern, the CG arena continues to “change.” Stephen Porter, Barbara Robertson In 1965, Intel co-founder Gordon Moore made a prediction: the number of nal statement entailed an 18-month, rather than 24-month, time frame). Known as Moore’s Law, his observation has been the rallying cry in a technological revolution. Initially meant [email protected] __________ (818) 291-1113 CHRIS SALCIDO: Account Representative ar to be an observation and a forecast, his comment soon became an accepted timeline for the KATH CUNNINGHAM: Production Director t@ transistors on a chip will double every two years (though some sources contend his origi- [email protected] _________ (818) 291-1144 semiconductor manufacturers and the computer industry in general. The effect of Moore’s m Law on the computer graphics industry has been substantial. The reality of more processing power for less money has resulted in a visual evolution for all types of digital imagery. COMPUTER GRAPHICS WORLD Editorial Office: 620 West Elk Avenue Glendale, CA 91204 While the computer industry may gauge the incremental changes of Moore’s Law using te (800) 280-6446, x1105 numbers and acronyms, in the graphics industry, the changes are visible. It was only a few SALES before-seen water effects for Warner Bros.’ summer blockbuster The Perfect Storm, for which TIM MATTESON: Publisher/West Coast Sales no years ago when animators untapped the power of computer processors to generate never- [email protected] ________ ILM crafted a raging digital ocean using a fluid-flow simulation. Soon thereafter, creating (310) 836-4064 realistic digital water became a little easier to accomplish. For the remake of Warner Bros.’ LA Sales Office: Poseidon earlier this year, ILM and director Wolfgang Petersen ct 620 West Elk Avenue not only made even bigger CG waves, but also increased the Glendale, CA 91204 industry may gauge realism of the physically accurate simulation. Just recently, (800) 280-6446 ta The computer Flash Film Works devised a new method for creating digital change by numbers ocean storms that were the focal points in The Guardian (see “High Seas,” pg. 30). This time, the team opted against a pro- co n and acronyms, while cedural method, which saved processing time and gave the in the graphics industry, the changes are visual. director more control over the water. On the animation front, this year we’ve seen digital crea- WILLIAM R. RITTWAGE President and Chief Executive Officer g, tures (along with vehicles and structures) of all sizes and shapes that can run, hop, skip, jump, and more. This month Computer Graphics World Magazine is published by Computer Graphics World, a we will watch penguins dance in Happy Feet, an animated musical (see “Happy Feat,” tin pg. 12). To make photoreal penguins dance, however, was extremely difficult, foremost because of the birds’ anatomy. But once the penguins were modeled and rigged, Animal COP Communications company. Computer Graphics World does not verify any claims or other information appearing in any of the advertisements contained in the publication, and cannot take any responsibility for any losses or other damages incurred Logic used state-of-the-art motion capture to give the birds their fancy footwork. by readers in reliance on such content. in In fact, motion-capture technology as a whole has been evolving by leaps and bounds Computer Graphics World cannot be held responsible for of late. Two years ago, the general public was introduced to the terms “motion capture” and pr “performance capture,” thanks in large part to the publicity surrounding the digital magic the safekeeping or return of unsolicited articles, manuscripts, photographs, illustrations or other materials. Address all subscription correspondence to: Computer used in The Polar Express. This year, those terms again were used to describe the tech- Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296. niques behind Monster House, Pirates of the Caribbean: Dead Man’s Chest, and Happy Feet. within the United States. Non-qualified subscription rates: As explained in “Big Moves” on pg. 18, mocap has evolved as a technology as well as a pro- subscriptions —$75 for 1 year and $104 for 2 years; an Subscriptions are available free to qualified individuals cess within a film’s production. Not long ago, animators dreamed of the day when motion USA—$55 for 1 year, $90 for 2 years; Canadian all other countries—$115 for 1 year and $160 for 2 years. Digital subscriptions are available for $27 per year. capture could be integrated into principal photography; now that dream is a reality. Subscribers can also contact customer service by calling 847- rc le Some evolutionary steps in computer graphics take longer than 18 months to occur, while others require less time; the important thing is for the technology to continue 559-7310 or sending an email to [email protected]. _______ Change of address can be made online at http://www.omeda. com/cgw/ and click on customer service assistance. moving forward. What technical innovation in computer graphics will be waiting for Fo CW Postmaster: Send Address Changes to Computer Graphics World, P.O. Box 3296, us 18 months from now? I can only imagine. Northbrook, IL 60065-3296 w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 1 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. November 2006 • Volume 29 • Number 11 I N N O VAT I O N S I N V I S U A L C O M P U T I N G F O R T H E G L O B A L D C C C O M M U N I T Y Computer Also see www.cgw.com for computer graphics news, m special surveys and reports, and the online gallery. ai l.c o WORLD gm Fea t u re s Cover story ar Departmen ts Editor’s Note 1 m Following the Law By Barbara Robertson 12 Progress in the semiconductor industry is ruled by Moore’s Law, but in the computer graphics industry, innovation is often measured by what we see. te Big Moves t@ 12 MODELING/ANIMATION | To give the lovable penguins in Happy Feet their fancy footwork required Animal Logic to dance around some complicated modeling issues before motion-captured moves could be applied to the character models. 18 MOTION CAPTURE | Ever since animators discovered the benefits of using mocap technology, they have been pushing the state of the art forward, and recently, studios and VFX facilities have made quantum leaps in integrating mocap into their productions. Spotlight 4 Products ct E frontier’s Poser 7 no Happy Feat Eyeon’s Fusion 5.1 ta NextComputing’s NextDimension line Caligari’s TrueSpace 7.5 By Barbara Robertson co n Artists re-create the traditional flipbook effect for a television commercial using 3D and 2D line drawings. Tools of the Trade 27 MOTION CAPTURE | On the commercial side of the motion-capture front, vendors are continually adding innovative features and functionality in their offerings. By Karen Moltenbrey 27 g, Viewpoint: Animation 8 Bridging the 2D and CG Gap CG animation may be the current craze, but can traditional animators exist in this digital world? And, can the 3D artists learn some valuable lessons from those on the 2D side? tin High Seas 30 pr in FLUID SIMULATION | Devising a surface-manipulation technique, Flash Film Works brews some amazing digital ocean storms for The Guardian. Portfolio 38 Art Animation Products 40 an By Karen Moltenbrey 18 User Focus On the cover: rc le Penguins show they’ve got rhythm, as well as lots of moves, as they groove in Fo the CG musical Happy Feet. Pg. 12. 2 | Computer Graphics World CW NOVEMBER 2006 30 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Fo rc le an pr in tin g, co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. CW _________________ _________________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F ai l.c o spotlight m Mail to [email protected] for any further request. Your resource for products, user applications, news, and market research gm E frontier Announces Poser 7 E frontier is poised to release Poser 7, the company’s 3D figure 7 will have a combination of new content, features, and design and animation software first introduced in 1995. The improvements that modernizes its foundation. As a result, t@ PRODUCTS MODELING/ANIMATION release of Poser 7 introduces two new realis- both the Poser professional and the casual tic 3D Poser figures, Sydney and Simon. Poser ar enthusiast will have more robust and power- 7 Special Edition, available for a limited period ful 3D figure design and animation software until mid-month, will feature exclusive content m available to them. of high-fashion formal clothing for the new fig- Poser 7 Special Edition for Windows and ures, a complete casino scene with props, a te Macintosh versions are available direct from sports car, and many extras that are essential E frontier’s online stores during the limited for secret agents working a casino. pre-order promotional period only. Upgrades no According to Uli Klumpp, director of product development at E frontier, this release is 7 (including Special Edition) will cost $129.99. New users may order Poser 7 for $249.99. ta ct the most significant Poser one to date. Poser from previous versions of the software to Poser co n Eyeon Readies Fusion 5.1 Eyeon Software is set to unveil Fusion which offers a plethora of updates. For greatly speeding up the workflow. It 5.1, an upgrade to its Fusion 5.0 com- instance, whereas Fusion 5.0 has the will take into account transformation positing software, which the company option of importing MotionBuilder applied to the connected object down- rolled out a year ago. The upgrade is FBX geometry, all the elements in a stream from the initial location. free of charge to Version 5.0 users. scene were imported as a single object. Fusion 5.1 also provides artists SIGGRAPH 2006 attendees were However, Fusion 5.1 adds the abil- with two projection modes: a stand- provided their first glimpse at 5.1, ity to export separate objects, so the alone projector tool and a projection rc le an pr in tin g, PRODUCTS COMPOSITING CW mode for cameras. A projected image up the model can be wraps around the geometry and can be addressed individually, used to apply textures to objects or to making it easier for the create pseudo-3D moves with perspec- compositor to isolate tive from 2D photographs—an essen- elements and generate tial technique for creating digital sets passes. Enhancements and environments. In addition, Fusion were also made to the 5.1 adds a new per-pixel lighting path locator for OpenGL. Previously, Fusion used a tool, which passes scene per-vertex model, which would gener- data and provides a ate chunky and inaccurate lighting in new input on the flow, OpenGL displays and renders. now | Computer Graphics World Fo 4 components that make NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. NextComputing, creator of the first geometry engines, 16 pixel-shader pro- The FlexTop computer, has announced the cessors, and a 512-bit ring bus memo- allows users requiring the highest per- availability of ATI’s FireGL V5200 and ry controller, ATI FireGL V7200 is well formance graphics to replace desktops with a smaller form factor, as well as briefcase-sized FlexTop ai l.c o small, FireGL V7200 graphics boards on its suited to animators, engineers, and oth- NextDimension portable graphics engi- ers requiring high-performance 3D visu- enables them to pack up the entire sys- neering computer. The NextDimension alization capabilities. tem and bring their work anywhere they Opteron processors with open-standards nology is a mid-range graphics accelera- architecture and advanced storage capa- tor that provides two dual-link outputs, bilities to optimize graphical rendering full Shader Model 3.0 support, and a when utilizing any PCI Express card. scalable ultra-threaded architecture with true 128-bit floating-point precision. The NextDimension from NextCom- erator for the most demanding worksta- puting, with 64-bit support for multiple tion users running OpenGL and DirectX- operating systems and the power to run based applications. Featuring full Shader industry-leading OpenGL- and DirectX- Pricing is determined by the system configuration. m ar Technology is a high-end graphics accel- need to have access. gm ATI’s FireGL V5200 with Avivo Tech- t@ incorporates single- or dual-core AMD ATI’s FireGL V7200 with Avivo compliant animation and digital cre- threaded architecture with true 128-bit ation applications, is a portable option floating-point precision, eight parallel for complex DCC and CAD applications. te Model 3.0 support and a scalable ultra- ct 3D MODELING/ANIMATION ta TrueSpace Offers Real-Time Collaborative Tools Caligari has announced Version 7.5 of TrueSpace, reportedly procedural- and physics-based clips to help easily create typi- the industry’s first 3D software application to feature real-time cally demanding realistic animations. collaborative authoring technology. co n PRODUCTS m NextDimension Supports FireGL V5200, V7200 no PRODUCTS WORKSTATION The new release, which will become available this quarter, will boast several enhancements, including new character animation, modeling, rendering, and collaborative tools, as well as a New modeling capabilities will include a new set of polygon modeling tools in the Player, including a new Material Editor, UV Editor, and a Draw panel with curves. Version 7.5 will also include a redesigned PolyDraw, which revamped,simplifiedUI.According g, can draw on SDS surfaces, advanced snapping and constraints, shrink wrap, only 3D authoring product on the and unwrap. True displacement tools will market to offer all aspects of real- allow users to paint new geometry on the time design, modeling, animation, and rendering within a virtual 3D existing surfaces using image brushes. New rendering features will space shared by remote partici- include much-anticipated hair and fur in tin to Caligari, TrueSpace7.5 is the shaders. Other new V-Ray features will pr pants over broadband Internet. Version 7.5 will feature a new include solid animation support, such as character animation subsystem, high-quality motion blur, depth of field, post-processing, anisotropic reflections, an which takes advantage of the true displacement mapping, and more. new TrueSpace architecture and the latest advances in animation research. The inverse kine- One of the unique aspects of TrueSpace is a complete set of collaborative tools, including private user-shared spaces and styles to make character manipulation more natural, while new integrated communications tools. rc le matics is style-based, using empirical databases of motion providing users access to every keyframable parameter. Users Fo will also be able to blend traditional keyframed clips with new CW TrueSpace 7.5 will ship for $595. Free upgrade options will be available. w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 5 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. m spotlight ai l.c o Bookworm A recent television commercial for Visa incorporates a unique digital process to create what appears to be a gm USER FOCUS ANIMATION simplistic animation...and one with a surprising twist. The spot, called “Worm/Re- t@ cycling,” starts off quite unexpectedly, with white-line hand-drawn images of a retro-style boom box ar and a worm popping out of a hole. With the camera’s close framing, it’s unclear where this scene is taking m top and middle of the screen and the For a unique TV commercial, CG artists re-created the traditional flipbook effect, albeit using digital tools and techniques. te place, though the lines through the checkbook, which was filmed on set, and modeled it in 3D using Autodesk’s Maya 7. Then the group imported the moves to the ’80s electronica that plays in the scene…until 2D line art, which was sketched and animated by Patrick a stork arrives and ends the fun. Smith of Blend Films. Next, the team projected the content no gray-weave background suggest something vaguely familiar. Soon the worm begins to do the “pop and lock” dance onto the 3D-generated checkbook. Finally, the Brickyard the scene is the product of a guy flipping through sketches crew lit the new digital checkbook, tracked it into the live ct About the same time, the camera pulls out, revealing that action using 2d3’s Boujou, and composited it with shadow over tells us that with Visa’s online bill-paying method and passes and contact surfaces using Adobe’s After Effects ta he has made on his unused checks, flipbook style. The voice- and Autodesk’s Discreet Flame so that it blended seam- check card, “You may never write a check again.” “Everyone has doodled on a napkin or in the margins of co n their address book, so we just took that concept a bit further lessly into the scene. Finally, they used Pixar’s RenderMan to render the 3D imagery. by having a person multi-purposing the empty pages of his According to Jay Lichtman, executive producer at checkbook as a virtual sketch pad,” says Brickyard VFX’s Brickyard, the goal from the very beginning was to achieve Robert Sethi, co-lead on the project along with Yafei Wu. photoreality throughout the spot. “Obviously the line animation is a leap of faith for the viewers,” he says. “But after g, To bring the effect to life, the artists referenced an actual receiving the elements from the animator, our 3D artists treated it as a pen-on-paper effect tin and used it to texture the 3D checkbook pages, and rendered elements for seamless integration within the live-action plates.” in The initial challenge, notes Sethi, was tracking the live-action plate so the 3D checkbook pr would lock into the scene and look believable in the actor’s hand. The other challenge, he says, was to develop the flipping action of the an checkbook pages at a pace that shows the flipbook effect of the animation without strobing or losing valuable information. rc le “It’s not often that your project involves a To generate the effect, the group at Brickyard VFX first referenced and then modeled a checkbook in Maya, and later imported 2D line art. | Computer Graphics World Fo 6 CW NOVEMBER 2006 break-dancing worm,” says Sethi. —Karen Moltenbrey w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. co n ta "Þ iV ÝÌÀii >à - >` >>} ViVÌà >` - vÀ Þ fxt tin g, / i iÜ iV ÝÌÀii vi>ÌÕÀià LÌ - >` >>} É" ViVÌÃ Ì >Ì ÃÌ>ÌÞ ÃÜÌV LiÌÜii >` -° 1Ãi ÜÌ Ì i >ÌiÃÌ * Ý«ÀiÃà >V >` 7`Üà V«ÕÌiÀà vÀ Ì i ÜÀ`½Ã } iÃÌ µÕ>ÌÞ i`Ì}] ivviVÌà >` LÀ>`V>ÃÌ «>Ì ÃÕÌ° 7À`½Ã } iÃÌ +Õ>ÌÞ iV ÝÌÀii ÜÀà >ÌÛiÞ £ä LÌ {\Ó\Ó >` vi>ÌÕÀiÃ Ì i `ÕÃÌÀÞ½Ã Þ ÌÀÕi £{ LÌ >>} VÛiÀà ÜÌ ÕV«ÀiÃÃi` Û`i V>«ÌÕÀiÉ«>ÞL>V° 7Ì ÕV«ÀiÃÃi` £ä LÌ V>«ÌÕÀi >` «>ÞL>V] ÞÕ½ >Ü>Þà ÀiÌ> Ì >Ì «ÀÃÌi w ° «>ÌLi ÜÌ *«Õ>À 6`i -vÌÜ>Ài iV ÝÌÀii ÃÕ««ÀÌà ÃÌ>`>À` >` } `iwÌ - {\Ó\Ó >` >>} 916] >à Üi >à /- É* >` -6`i >` ÕÌ° iV ÝÌÀii >à vi>ÌÕÀiÃ Ó V >i - >Õ` >` «ÀviÃÃ> >>} ÃÌiÀi 8, >Õ` >` ÕÌ° ,-{ÓÓ «ÀÌ Ã VÕ`i` vÀ VÌÀ} LÀ>`V>ÃÌ `iVà >` > }iVÉ ÌÀÃÞV «ÕÌ vÀ ViVÌ} Ì >À}i LÀ>`V>ÃÌ ÃÞÃÌið iV ÝÌÀii }Ûià ÞÕ Ì i vÀii` Ì Ûi LiÌÜii «>ÌvÀà ÜÌ `ÀÛiÀà vÀ * Ý«ÀiÃà ««i >V "- 8 Ò >` VÀÃvÌ 7`ÜÃÒ ÃÞÃÌið 1Ãi ÞÕÀ v>ÛÀÌi Û`i ÃvÌÜ>Ài ÃÕV >à > ÕÌ *ÀÒ] *ÀiiÀi *ÀÒ] vÌiÀ vviVÌÃÒ] * Ìà «Ò] - >iÒ] LÕÃÌÒ >` >Þ Ài° an pr in iVÌ Ì >Þ iV] >iÀ> À ÌÀ } iwÌ >` -Ì>`>À` iwÌ Fo rc le v ÞÕ½Ài Û} LiÌÜii - >` ] iV ÝÌÀii½Ã - >` >>} V«iÌ 916 ViVÌÃ Ü ÃÜÌV ÃÌ>`>À`à ÃÌ>ÌÞ° 7À ÜÌ Ì i Ü`iÃÌ À>}i v iµÕ«iÌ] ÃÕV >à iÌ>V> -*] ÃiÌ Ì« LÝiÃ] 6 V>iÀ>Ã] }Ì> iÌ>V>] ] x] -, {\Ó\Ó >` Ài° CW iV ÝÌÀii 1-fx i>À Ài Ì`>Þ >Ì ÜÜÜ°L>V>}V`iÃ}°V _______________________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F By Angie Jones and Jamie Oliff gm Bridging the 2D and CG Gap ai l.c o m Animation viewpoint Mail to [email protected] for any further request. Animation has been through its evolution into computer-generated feature films—think Steamboat Willie and its some major changes during the progression to The Incredibles. It is important for an animator to recognize trends in fi lmmaking, storytelling, past 10 years, and some of them and technology in order to increase his or her chances of continued employment. were there, but resistance to Trends and history reveal how evolution of an art form occurs. Paying close attention t@ blindsided artists. The signs to the trends and growth of any field helps predict the future of that industry. Three change, fear of the machine, and major shifts are responsible for the progression from pencil to mouse in feature ani- ists from seeing what was on the horizon. mation: aesthetic, audience, and storytelling. ar the concept of denial prevented many art- m As in many other fields, the computer Changes in Aesthetic Appeal impact on our art form. Think of the car The first shift in animation was fueled by the increased popularity of visual effects te has made what is known as a disruptive movies in the 1990s. Visual effects-driven movies brought audiences to their feet Angie Jones has lular phone and the pay with higher levels of entertainment and reality than ever before. Movies such as over 12 years experience in computer animation and worked on a number of productions, including phone, computer-gener- Independence Day, Twister, Titanic, and Men in Black were bringing hundreds of ated animation and tra- thousands of people into theaters to see these new visual effects. Remember, we are ditional 2D animation. not talking about story yet, but rather sheer aesthetic appeal. ct animation’s demise. The audience began to view CG features as visually richer and computer has changed more exciting based solely on the aesthetic they portrayed. Video games and music been, until recently, a videos also had a hand in shaping this new interest in CG eye candy, especially among pen-and-paper medium. young viewers. The richness of 3D and its ability to move the camera around in this Every animated fea- new world made traditional animation suddenly seem, quite literally, flat. ture film from the early 1900s to the late 1980s was a traditionally handdrawn or stop-motion ta an art form that had co n is a classical animator with over 25 years experience whose work includes Mulan and Hercules, and whose CG work includes Kangaroo Jack and National Treasure. Together, they authored the book Thinking Animation. This change in the audience’s taste was just one of the contributors to traditional The introduction of the Broadening the Audience The second factor involved broadening the audience for feature animation. Before visual effects movies became popular, there was a great divide between content for a g, Stuart Little 2, Oddworld: Abe’s Exodus, X2: X-Men United, and National Treasure. Jamie Oliff no and the horse, the cel- animated film. The tools used to make those films did not significantly for making years. animated film animation has been tin The tools change in almost 80 in The art of classical relatively to raise the bar visu- ally through storytelling since the first crude attempts at putting mov- rc le the same early days. Artists and the studios have strived an films stayed pr ever-evolving since its ing images on the screen. for 80 years. We are talking about Fo classical animation and 8 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. m kid’s movie and that for mainstream movies. In the 1990s, both parents and kids went to see movies such as Titanic, Men in Black, and Jurassic Park. Here was ai l.c o content that appealed to audience members both young and old alike. What made these effects-driven films more appealing was the computer’s ability to create photorealistic creatures and effects that wowed audiences because of their unprecedented believability. In addition, these effects were seamlessly integrated into the films, heightening the experience. gm Unappealing Storytelling The third shift in the animation evolution resulted from what many see as traditional animation’s changing approach in terms of story. The box-office returns in tradieffects-driven movies. In turn, traditional studios tried to broaden their audience through more adult story themes, such as those in Pocahontas, The Prince of Egypt, and The Quest for Camelot. Instead of writing stories that would appeal to the kid in all of Three Major Shifts that Caused the Animation Evolution: • A changed aesthetic of the audience by visual effects-driven movies. • A broadening of the audience for CG through visual effects-driven movies. • Poor stories in traditional animated feature films. ar us, the new screenwriters created stories for adults and hoped kids would like them, too. t@ tional features began to suffer in direct proportion to the rising popularity of visual In addition, traditional features felt that in order to be a success, they had to fol- m low The Lion King formula and be epic in scope. Every studio tried to follow The Lion King mold and make large-scale, epic musicals. Studios were chasing both visual te effects dollars…and The Lion King box-office profits. As animation became a profitable business, stories were overworked by the myriad “creative executives” in their efforts to create a blockbuster. In turn, the traditional movies made after The Lion no King found a smaller audience. Suddenly it seemed that every animated fi lm had to have a giant herd of animals racing down a slope. With improvements in animation came demands for richer backgrounds, more ct complex camera moves, and an ever-increasing level of believability. This increasing to open the door for future characterdriven movies, from Casper to The Lord of the Rings franchise. These movies combine animated characters with live action in what is now one of the staples ta need for more impressive visuals also pushed the budgets of these pictures higher and higher. Walt Disney paved the way for most animated features in the beginning by always striving to find new ways to push the technology and artistry in order to make a richer and more appealing animated film. With rising costs came the inevi- of Hollywood blockbusters. After the release and success of Who Framed Roger Rabbit, the 1990s exploded get the message to the screen. The huge success of visual effects-based films played with a stream of hugely successful ani- a big role in how traditional studios viewed what the audience wanted to see. Visual mated films. This new period for tradi- effects-driven movies had mass appeal for all ages. tional animation brought the movies The co n table call to streamline production and establish more economical ways in which to g, As 2D animation went through a spell of weak stories and even weaker attempts Little Mermaid (which made $84 million domestically), Beauty and the Beast old formula of making great stories for kids, with a wink at adults. Now the same kid ($145 million domestically), Aladdin who saw Men in Black looked at a film like Quest for Camelot in a completely differ- ($217 million domestically), and The ent light, and didn’t like what he or she saw. Obviously, there will be failures in the Lion King ($328 million domestically). tin at trying to get a piece of the VFX market, CG-animated movies continued with the Studio executives got whiplash watching rytelling. CG is not the silver bullet that will cover up a weak story line or make up these numbers climb. in CG realm as studios seek to generate profits at the expense of good old-fashioned sto- Visual effects-driven films also con- for uninteresting characters. But it is a hot, new toy. pr tinued to generate more revenue at the Roger Rabbit Pushes 2D and CG Forward box office and create more realistic-looking animation. However, traditional animation still held the upper hand when it an Moving through the 1980s, visual effects gained momentum with E.T. the ExtraTerrestrial and the Star Wars trilogy. 2D animated movies fell into a slump until a came to caricaturing reality at this time. So, what has transpired to create the and 2D characters convincingly, Roger Rabbit busted that envelope wide open. current environment in which 3D reigns rc le crazy rabbit came into the picture. Who Framed Roger Rabbit was the channel for 2D, CG, and visual effects to push the envelope in animation. By combining live action Roger Rabbit was a rarity for traditionally animated fi lms in the 1980s because it supreme and traditional features have all but vanished? And, will traditional ani- mainstream hit in the US. Animators didn’t know it yet, but the rabbit was helping mation make a comeback? Fo was an original animated film that appealed to both children and adults, and was a CW w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 9 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. industry had come full circle. The foundation of classical animation, created by the past masters including Disney’s Nine Old Men, was beginning to have an impact on computer- m Rise of the Digital Artist We talk about the history of the medium generated animation. Digital artists in the 1990s had to have a good knowledge of the traditional principles of animation as well as an understanding of the computer tools. ai l.c o to encourage artists to pay attention and be aware of the trends and shifts in their chosen field of work. This evolution The introduction of more 2D animators in CG continued to push the boundaries of from 2D to CG did not happen overnight, what computer animation was capable of and what animators demanded of the tools. but many 2D and CG artists (not to men- Animation artists began to force programmers to develop tools that would enable them to realize their visions. Everything moved to a higher level because traditional changes that were coming. animation stars began to enter CG. By now, the public and the industry had much gm tion studios) were unprepared for the Reluctant at first to pick up the new higher expectations. Understanding the basics and the fundamentals of the profes- tools, many masters of hand-drawn ani- sion is now equally as important as mastery of a specific software. mation were understandably wary of By 2001, the 2D boom was in the past, and the success of Shrek was central to changing the face of animation. Shrek, Toy Story, and other CG films proved that edu- decades, at which to become proficient. cating oneself equally in the arts and in the computer sciences was the key to staying t@ giving up a craft that took years, if not At the same time, many CG artists employed in the 1990s. This new perspective was devastating to many computer animators. CG animators who had spent years honing their skills on the computer and the quality of their animation was con- felt they were approaching their own version of The Lion King boom suddenly had cerned. Many of these artists were not doors shut in their face. Traditional animators were being hired in place of those who even trained in animation. The term had been animating on a computer for years. m ar were expected to raise the bar as far as Many animators whom we have spoken with say they would never want to go as recently as 20 years ago. The phe- back to traditional hand-drawn cartoons after discovering the advantages of CG; just nomenal growth of the CG industry, think of the power of the Undo button alone. There are a few, however, for which the due in part to the massive increases in computer holds little appeal. Unwilling or unable to make the transition, they have no te “digital artist” was almost non-existent decided to stay with the art form that has provided them with a great deal of artis- puter-based talent, contrasts markedly tic satisfaction for many years. We truly hope there is room for both mediums, and to the snail’s pace of growth in 2D from use Spirited Away as a great example. It should be encouraging, in light of the over- ct technology and the rapid influx of com- whelming popularity of CG, that a traditionally animated tin g, co n ta Visual Effects Boom at the Box Office • The Star Wars first trilogy franchise made approximately $2 billion. • The Batman franchise made more than $1 billion. • The Jurassic Park franchise made almost $8 million. • The Back to the Future franchise made almost $4 million. • E.T. the Extra-Terrestrial made almost $4 million. • The Terminator franchise made almost $3 million. • The Superman franchise made approximately $3 million. *In domestic sales film with a fantastic story can win the Academy Award for Best Animated Picture in the new millennium. In 2003, Disney made the decision to abandon the handdrawn traditional approach for the new, popular CG medium. Today, in light of the Disney/Pixar merger, rumors have begun to surface of the reformation of a 2D unit at the House of Mouse. Looking at the interesting turn of events in animation, many questions come to mind. What makes for a smooth transition? What has helped those who have made the jump? How much of the 2D art form is applicable to the digital realm? What have we gained and lost in the rise of CG? What is the impact of more 2D animators entering the CG industry? Without drawing as a craft threshold, is there room for a new set of animation heroes in CG with a sig- caught many off guard. nature style like, say, Ward Kimball’s (of Disney’s Nine Old Men fame)? This is a rela- in the days of Steamboat Willie (1928) to The Lion King (1994); this quick growth In the late 1990s, CG tools became tively new art in the broader sense of the word, and we are all learning as we go. pr easier for non-programmers to use. The Angie Jones and Jamie Oliff came to computer-generated animation from very 20th century are particularly meaningful different backgrounds. Oliff is a classically trained animator who had to make a major because they represent the largest single career shift after investing 25 years in the medium of traditional animation. Jones is an change in the art of animation since its animator trained in fine art and computers who, after 12 years in the industry, won- an years encompassing the last decade of the dered if it would be necessary to start over and learn traditional animation to survive ogy made a more radical impact on the shifts in the industry. In the end, both found a way to coexist and learn from each other way we animate. More selective hiring in a medium that is ever-changing. And that is how their Thinking Animation book rc le earliest days. Never before has a technol- came to be. Thinking Animation (www.thinkinganimation.com) provides a connection between 2D and CG, so we can learn from our past and build upon our future. Fo criteria for digital artists began in these years at visual effects and CG studios. The 10 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F an pr in tin g, co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. Fo rc le _________________________________________ CW ________________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents F land and causing fish to disappear. When m Mail to [email protected] for any further request. their toes and have no real shoulders.” they banish Mumble, he waddles away All that had to change, but without los- and begins an epic journey through ing the birds’ “penguin-ness.” Mumble Antarctica to prove them wrong. and his friends tap their heels on the ice Animal Logic’s epic journey began four ai l.c o Character Modeling/Animation B and have fake shoulders but no sternum and a half years ago. At that time, around 60 plate. As for their legs, even though the employees crafted commercials and visual film features Emperor, Adélie, and effects for such features as The Matrix, The other penguin varieties, all are based Lord of the Rings: The Fellowship of the Ring, on the anatomy of a King penguin. gm .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS Moulin Rouge!, and the two Babe films. “The King penguin is more athletic,” says Gray. “It gave us more free- imately 500 people for Happy Feet and its dom in terms of the leg length and shinbone and thighbone ongoing digital effects work. Digital supervisor Brett Feeney led Oh, t@ At peak, the studio expanded to approx- ratios. We wanted to avoid having the penguins look like peo- ar the Animal Logic teams that designed ple with their pants around for Happy Feet. “Obviously, the dancing their ankles.” m those irresistible penguins! the pipeline, the processes, and the tools crowds of penguins were a challenge we For creating the danc- fle, toboggan, swim, fall, tumble, huddle had to meet,” he says. “And the surfacing ing penguins and their envi- together, and waddle across the ice, the of the penguins, wow. We never had to ronment, adults all dressed up in their jazzy tuxe- do that many hairy, feathered creatures used Autodesk’s Maya and te They can’t help but charm as they shuf- Animal Logic before. But of all the challenges, being Softimage’s XSI for modeling, able to get the environments looking real XSI for rigging and animation, do. Penguins can’t dance. took the longest time.” Maya for effects and light- no dos and the children as fuzzy as a stuffed toy. But there’s one thing penguins can’t ing, Pixar’s PR RenderMan Penguin Anatomy 101 for rendering, and the stu- Because Miller wanted Happy Feet to Animal Logic, making digital penguins be photoreal even though the penguins RIB files from Maya into dance became a four-year obsession. And would burst into dance, Animal Logic the RenderMan pipeline. In dancing was but one tangle the studio had had to tiptoe around penguin anatomy. to rumble through to create Warner Bros.’ “The director wanted to portray the charmusical-adventure-comedy Happy Feet. acters in a natural state,” says Damien addition, the motion-capture Gray, supervising character technical director. “We huddled them together like g, tion directed by Australian filmmaker co n The CG feature is the first anima- ta lem, but for the Sydney, Australia-based animation and visual effects studio ct In the penguin world, this isn’t a prob- you’d see in any documentary. We had to of Eastwick and wrote and directed three include a high level of realism and still Mad Max films and Babe: Pig in the City. cater to their dance behavior as well.” tin George Miller, who directed The Witches dio’s own MayaMan to move Ha Although audiences seeing Happy Feet ing-of-age story with an epic adventure. might think it reminds them of the 2005 The star of the film, a fuzzy young pen- documentary March of the Penguins, the guin named Mumble (Elijah Wood), can’t character team began its work years earlier. crew used software and a system from sing, which is a problem because penguins For inspiration, they referenced the BBC television series Life in the Freezer. They Giant Studios. choose their soul mates with a “heart song.” What Mumble can do, though, is also looked at various types of penguins Penguin Moves dance, and that he does, to hip-hop, salsa, to find those most amenable to dancing. To help animators perform a chorus of an pr in Happy Feet blends a song-and-dance com- jazz, pop, rock—to any music he hears. Mumble’s mother (Nicole Kidman) “Penguins aren’t built in nature to dance dancing penguins as well as Mumble’s at all,” says Gray. “Their skeleton is quite fancy steps, Animal Logic relied on motion squatted. They have a small thigh-to-shin- capture and, for the dancing crowds, the bone ratio. They have a massive sternum studio’s own system, called Horde. “We blame poor little Mumble for disturbing plate. They’re designed to form a torpedo used Massive for some crowd shots, but the natural order of Emperor Penguin shape underwater. On land, they walk on for the dancing, we thought it was easier Fo rc le is sympathetic, but not his father (Hugh Jackman) or the village elders, who 12 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Character Modeling/Animation .... co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. an Images courtesy Warner Bros. Pictures. pr in tin g, ppy Feat rc le D igit al effe cts studio Animal L o g i c ch o re o g r a p h s a n e w p i p e l i n e Fo t o creat e its first anima ted CG f e a t u re CW w w w. c gw. c om ___________ By Barbara Robertson NOVEMBER 2006 Computer Graphics World | 13 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents Character Modeling/Animation B F Mail to [email protected] for any further request. to build our own system than to divide the dance steps into tiny the final mesh. Other rigs helped speed the animation process. m .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS bits and put them into brains,” says Feeney. Instead, they cap- “We cobbled together components of various rigs into ‘Frankenrigs,’” says character supervisor, Aidan Sarsfield. “For facial ani- the dance steps, which they multiplied onto half a million pen- mation, we used a high-resolution face and low-res body. For looked more natural than a simple offset,” he says. At left, Mumble (Elijah Wood) steps out using mocap data topped with keyframe animation. At right, dark shadows dramatize a shot with Lovelace (Robin Williams). m guins. “We could mess with the timing enough so it ar t@ gm ai l.c o tured as many as 15 dancers at a time and 45 individual takes of crowd animation, we had the opposite, a Frankenfaceless, which was a body rig without any face.” In addition, three variations of tures, the dancers attended ornithologist Dr. Gary Miller’s “pen- the motion-capture rig accommodated various file formats. Even guin school.” Once onstage, however, Miller directed the action. so, Sarsfield claims that motion transferred through all the various what the penguins looked like while the humans were performing,” says Feeney. “The system was ahead of everything else at the To give the penguins facial expressions, the riggers had to dance a special jig. Penguin beaks don’t lend themselves to lip sync, and their eyes are on the sides of their heads. Thus, rather than flapping ct time.” Thus, when a dancer bent forward, for example, the direc- rigs ended up aligned, within pixels, in the final render. no “The beauty of the Giant system was that George [Miller] could see te The studio also captured dancers for the dramatic scenes and some action shots. To learn basic penguin behavior and pos- the beaks like clamshells, the animators tuned the corners of the birds’ mouths using rotations and translations. “To make an ‘oooo’ ta tor could determine whether the movement matched the penguin’s natural behavior closely enough. sound, the corners come forward in a circular formation on the the data, the bits and pieces that Miller selected. “We’d take a bit beak,” says Sarsfield. “For an ‘eeee,’ the corners travel back.” For the eyes, the riggers worked with eye and brow shapes to out of this take and that take, and blend them together in the same overcome the perception that the eyes were looking in different co n It took 12 months to motion-capture all the designated scenes in the film. During that time, Animal Logic used Softimage XSI to edit way you would if you were editing sound or video on an Avid [sys- directions. “Mumble probably has the most forward-facing eyes tem],” says Feeney. The edited takes traveled to the layout depart- because it was important for the audience to engage with him,” says g, ment for camera moves, then to editorial and on to motion edit Gray. “We did a lot of work sculpting the brows to achieve the classic for cleanup, before being handed to the animators. “Even though Elijah Wood empathetic look. But the biggest things were eye darts. we captured an astounding amount of data, the motion-edit group We labored to create the high-frequency flicker that eyes tend to do.” One of the trickiest parts of the rig, though, was the knee. “We tin only cleaned up the bits that were necessary,” he says. Jazzy Rigs had pivots for the knees, shins, ankles, and hips,” says Gray. “But when it came to deformation, we often cheated the bulge of the knee. We dropped it a bit lower than where the pivot point was.” performances, and enhanced 85 percent of the motion-captured The rig catered to both the motion derived from the joint and in Animators keyframed all the facial animation and some of the the offset for the bulge. Because the skin wasn’t bound to the knee, the knee could move further than the surface, and because versions of their rig; Mumble easily had 50 different versions. We the renderer didn’t render the bones, the result was a subtle skin also rigged anything the characters interacted with or touched.” deformation. That meant a penguin could do a high kick without an pr data. In addition, they animated props, vehicles, and icebergs. “We rigged 425 individual assets,” says Gray. “Some characters had 10 Each character started with a lightweight motion-capture rig driven by the mocap performance. A second rig for animation distorting the mesh so much it wasn’t believable, or an extreme knee crunch that caused the bones to poke out of the surface. rc le included controls for facial animation and for adjusting the motionFeathers and Fuzz swimming and other action rigs. A deformation rig, which included Although Mumble hadn’t yet molted into adulthood for most of a muscle system that preserved the penguin’s round shape, created the film, and the crew could fluff his surface with RenderMan Fo captured performance. In addition, many of the characters had 14 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Character Modeling/Animation others. Photogrammetry was also useless because there’s not the same system to do feathers and fluff, although the feathers had much contrast range in ice. We even thought of dying bits of geometry,” explains Feeney. m RiCurves, a majority of the penguins are feathered birds. “We used .... was quicker to have 10 or 12 artists set up the feathers so they ai l.c o ice with food coloring.” They ended up relying on the power of That proprietary, rule-based system worked within Maya. “It modelers who could shape the world as directed and on matte painters who could extend it. couldn’t collide with each other than to write a dynamics sys- “When we started, we had the idea that we’d make nine or 10 tem and run simulations,” Feeney adds. “With the penguins, if environments and we’d have the movie done,” says Feeney. “Instead, the feathers intersected a bit, it didn’t matter.” we had 12 different locations, and each could have up to 30 different stages.” Matte paintings projected onto 3D geometry with Maya gm Basically, the feathers followed this rule: The tip of a feather that was anchored to the body had to be a particular distance camera projection surrounded the modeled and surfaced areas. off the body. So, when all the feathers followed the rule, none A custom layering system for shaders, called Freezer, that interpenetrated. For the angry, seagull-like skua birds, however, Animal Logic built inside Maya helped the crew create the surfaces. t@ the team added collision avoidance. “They had bigger, more vis- “Most of the artists knew Photoshop back to front, so we created a system that let them layer their displacements and color textures as ible feathers,” Feeney says. In addition, for the “Amigos,” a group of the Adélie penguins if they were painting a map in Photoshop,” notes Feeney. To make the ice translucent, the technical team began look- head feathers. Additional controls allowed the animators to ing for subsurface scattering cheats. They ended up biting the flare chest and tail feathers on all the birds. bullet, as Feeney describes it, and working through the tech- Baked Birds with a reasonably unique system to do subsurface scattering To make life easier for the animators, the surfacing crew, and the with high detail on vast environments,” says Feeney. Once lighters, Animal Logic created a special file format, a shape ani- again, it was back to the oven for a solution: They ran subsur- mation cache file format they named “bobject.” face scattering on a few kilometers of terrain and baked it out. m ar that Mumble meets on his journey, animators keyframed the no “Chris Bone [head of R&D] and I came up with the idea because he had done a project where he had baked out OBJ one package to another, but it was unwieldy with many files. ta ct files per frame,” says Feeney. “It was a good way to go from So, we made smaller, binary object [bobject] files. We’d te niques in Henrik Jensen’s technical papers. “We did come up select mesh parts and bake them out as bobjects.” Both Maya and XSI could read and write the shape per frame format. So, co n for example, when animators finished a performance, it was loaded onto the muscle rig and translated into a bobject. The surfacing and lighting crew accessed only the frames they needed from the bobject cache. g, With scenes packed with hundreds of feathered CG creatures, such streamlined processes became critical. “At the end of the day, we had characters with three million indi- tin vidual feathers,” says Sarsfield. “So, for any given character, we’d get the performance and then bake out the ‘hair’ for that performance. We’d also strip out the animation con- in trols, fur animation controls, and guide hairs, anything that A skua bird grabs Mumble’s fish over water created by deformers pushing the surface up. Particle-based splashes and drips were separate elements. would weigh it down.” Lighting TDs could work with as many as 40 of these stripped-down, render-only characters. ber of machines and give each a piece,” Feeney says. When fin- pr Ice Pack “If we had 100 machines, we’d divide the landscape by the numished, a custom stitching program put it all back together as a giant texture map. “We also baked in some ambient occlusion,” Feeney says. “It world was a much larger challenge than surfacing the penguins. made it a bit easier, although we couldn’t do that when something “Once we established the look of the penguins, we dedicated moved—when there was a landslide, for example.” The lighting an The feathers presented a prickly problem, but surfacing the rc le ourselves to the environments,” says Feeney. department then added key lights and so forth to the baked sur- At first, they thought they might scan glaciers to create land- face with the subsurface scattering and ambient occlusion. Lighting supervisor Ben Gunsberger estimates that the lighters used between 20 and 30 base lighting setups. Every scene and Fo scapes. “We took a Lidar scanner to the South Island of New Zealand,” he says. “It worked in some cases but was useless in CW w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 15 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... Character Modeling/Animation A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. m shot was lit individually and often included a story arc. For example, a scene in which ai l.c o Mumble comes back to the community starts off upbeat and sunny. But when the situation turns sour, clouds move in and the sky darkens. Clouds, it turns out, were useful in many ways. The first fully rendered icy envi- gm ronments with fully surfaced characters slid out of the rendering pipeline in March 2004—a scene in which a remedial teacher is training Mumble how to Rory McGuinness, who had filmed in the t@ sing. “We were all quietly unhappy with it,” Feeney recalls. Cinematographer Modelers working in Maya shaped the icy landscape, surface artists textured it with a custom shader-layering system, and matte painters extended it using projections on 3D geometry. faces, eyes, mouths, beaks, tongues, and so forth—the lighters looked at it and said, ‘It’s the blacks. You have nothing dark in could preserve and enhance the animators’ performances. ar Antarctic, helped them see what was wrong. Feeney says, “He Thus, the crew began to look for ways to add such elements m the scenes other than the penguins.’” Back in the Huddle Toward the end of production, the studio decided to outsource ground, so we used moving cloud shadows to provide contrast four action sequences to Giant Killer Robots and Rhythm & and interest in the shots,” says Gunsberger. To create the clouds, Hues. “George [Miller] picked the scenes with lots of motion blur and particles spraying ice and water so that if they weren’t no the studio used photographs taken in Tasmania and Fiji of 360- te as clouds. “We couldn’t play with shape and contrast on a flat reproduced exactly, it wouldn’t show,” says Feeney. “But the degree panoramas blended, painted, and color-graded. “We had a small team that prepared the sky elements using scenes look great.” Rhythm & Hues handled a scene in which Orca whales chase penguins, and another in which Mumble ct a method similar to that used by matte painters, except they chases a boat. Giant Killer Robots handled a bobsled run and a Gunsberger began working on the film in 2003, he had a core scene in which Mumble sees signs of “aliens.” ta were working with moving elements,” says Gunsberger. When The film was a huge undertaking for what had been a small topped 70. Lighters at Animal Logic composited the shots they lit; digital effects studio, but like the penguins, Animal Logic stead- the studio output each light and every component separately. fastly handled the journey, step by step. “We just took it day by co n team of five artists and TDs. By the end of the film, his crew day,” says Gray. “Toward the end, we could turn things around bodies,” says Gunsberger. “We worked hard to get expressions, in a couple hours that would have taken days at the beginning; particularly in some of the black-faced characters. If we had too we could make large changes and propagate them through the much diffuse light, the black faces looked dull and gray. By con- entire pipeline efficiently.” g, “The penguins’ faces and heads are small in proportion to their trolling each part of the character with separate mattes—the Feeney is especially proud of the work the team did on the pipeline. “This was a new toy for George [Miller],” tin he says. “And many people had never worked on a CG feature before. We knew there would be changes. Yoga classes couldn’t make you as in flexible as our pipe at the moment.” One of those new to CG features was pr Sarsfield, who had worked on The Matrix films and Moulin Rouge!. “If I’d known what I was getting into three years ago, I would have been an very scared,” he says. “Now that we’ve done it, I’d do it again in a heartbeat.” rc le Barbara Robertson is an award-winning writer and a contributing editor for Computer Fo Mumble, Lovelace, and the Amigos meet the elephant seals under a cloudy sky created from a blend of painted and color-graded photographs. 16 | Computer Graphics World CW NOVEMBER 2006 Graphics World. She can be reached at [email protected]. _______________ w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. 8x(x2 Opteron )=16x64Bit! ai l.c o m TM gm Left is the Xi7 MTowerTM 2P64 workstation equipped with NVIDIA7nForce 74 Professional Chipset with HyperTransportTM,dual PCIeTM& SLITMcapable.. Above is the Xi BladeRAIDerTM64, 1U blade cluster, 2/4way Scalable, for render farm and parallel computing. Right is the Xi NetRAIDerTM 64, classic pedestal server with up to 5 Terabyte of RAID, hot swap cached disk space. All are equipped with the 64Bit AMD Athlon & OpteronTM Processors. 7 ar t@ AMD Dual Core to 16 Processors! no te m @Xi 7 Computer we lead the technological revolution of 64Bit Workstations, Servers and Clusters based on the 64Bit AMD Athlon™ and Opteron™Processors. 32-Bit Compatible, 64-bit ready. Available now in Single Core and Dual Core flavor with the fastest NVIDIA7 dual PCI-Express™ and SLI™ for maximum performance HPC/CAD/CAE/VIDEO apps.. On the multiprocessor workstation & server front we now offer up to 8x64bit (x1,x2) CPU, 64GB of 16 channels ECC RAM and over 5 Tera-Bytes of RAID Data Storage to satisfy the most demanding computational models and the most pressing and critical real time requirements of our scientific, research and (gamers:) users. Get yours @Xi Computer! TM TM TM TM - 2xAMD Opteron (x2)Processors - 2xPCI-E Nvidia7nForce7Pro SLITM - 2GB DDR400 ECC to 16GB - NVIDIA Quadro7 Fx1500 PCI-E - 160GB 7.2K SATA2 8MB cache - 20.1" Viewsonic7 VP201B LCD - Xi MTower 550wPS 52xCD-RW - MS Window7 XP-Pro or Linux7 ta TM co n - AMD Athlon™ 64 x2 Processor - 2xPCI-E Nvidia7nForce74 SLI - 1GB DDR400MHz to 4GB - NVIDIA EVGA7 7900GT 256MB - 160GB 7.2K SATA2 8MB cache - 19" LCD 1280x1024NR 8ms. - Xi MTower 500wPS 52xCD-RW - MS Window7 XP or LINUX7 RH ct Xi MTower 64 Xi MTower 2P64 NetRAIDer 64 tin g, Xi MTower 64 x2 3800+ $1,999 Xi MTower 2P64 2x248 $3,799 Xi MTower 64 x2 4800+ $2,699 Xi MTower 2P64 2x285 $6,399 - 2/4xAMD Opteron x2 Processors - 2xPCI-E Nvidia7nForce7Pro - 4GB DDR400 ECC to 16/32GB - 8 Ch. SATA2 CACHE RAID Ctr. - 1.20TeraB Hswap RAID Mode5 - 2x 1GB Ethernet (10/100/1000) - Xi 21Bays or 4U w/Dual HS PS - RedHat7Linux7/MS7XP-PRO64 TM TM Xi NetRAIDer 64 2x270 $5,499 Xi NetRAIDer 64 4x885 $16,999 ---Ready--- in Dual & Quad monitor video upgrades: NVIDIA 7 Quadro7 5500 1GB & 7900 512mb! TM an pr Xi Certifiedf or AutoCAD72 007, 3DS tudio7M ax/Viz, Softimage,7 Solidworks7& P ro/E.7Wec ustomc onfiguree ach Xi system from 100+options to match your application and your budget. Business Lease from $ 59/month. rc le Intl:(949)498-0858 Fax:(949)498-0257 _____________________________________________________ www.xicomputer.com _________________ 1-800-432-0486 Fo AMD, the AMD Arrow logo, AMD Opteron, HyperTrasnport, and combinations thereof are trademarks of Advanced MicroDevices, Inc.. nForce 3, Quadro, NVIDIA are trademarks of Nvidia Corp. MS, Windows and Windows NT, are registered trade mark of Microsoft Corporation. @Xi and the @Xi logo are registered trade marks & MTower, NTower, NetRAIDer, BladeRAIDer are trade marks of @Xi Computer Corp.. Prices do not include shipping and are subject to change without notice. For more details about Xi warranty and service call or write to @Xi Computer Corp. 980 Negocio, San Clemente, CA 92673, USA.. Not responsible for typos. Copyright (c) 2003 @Xi Computer Corp. All rights reserved. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture m By Barbara Robertson ai l.c o V i sual eff ects a nd motioncapt ure st u dios pus h the s tat e of t he a rt for moc a p g, co n ta ct no te m ar t@ gm te c hnology an d te chnique s That Holy Grail is filmmakers and game developers is easy tantalizingly close. For tin The ideal motion-capture system for such and accurate. as The Polar Express and in to describe. It’s invisible, interactive, animated films Monster House, Imageworks’ in-house performer, face, and body, on set without ImageMotion system worked with Vicon pr “A Holy Grail is to be able to capture a cameras to capture audio, face, and body out an additional setup,” says Debbie Denise, performances from multiple actors, but on executive vice president of production infra- a carefully calibrated stage. For the live- an infringing on principal photography, with- action film Pirates of the Caribbean: Dead Man’s Chest, Industrial Light & Magic employ the best actors they can; they don’t moved motion capture outside the box and want to have to worry about who is playing A low-cost motion-capture system from PhaseSpace uses active LEDs, which help identify each marker more precisely. rc le structure and executive producer at Sony Pictures Imageworks. “Directors want to that character. And, they don’t want to be Fo encumbered by the needs of visual effects.” 18 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. m CyberGlove® II Wireless Data Glove ai l.c o The standard for high-performance hand motion capture gm WATCH THE VIDEO co n ta ct no te m ar t@ See CyberGlove II in action at www.immersion.com/ms/cyberglove2.php or contact us for complete information. g, Captures hand and finger movements in motion capture, animation, C simulation/training, virtual reality, digital prototyping, and s biomechanics applications b tin • Freedom to move – Up to a 30 ft. wire-free range from the PC via Class 1 Bluetooth technology • Flexible and comfortable – Extremely thin sensors and lightweight elastic glove • VirtualHand® software compatible – Complete SDK and plug-ins available for many in applications rc le an pr • High accuracy and high resolution – Up to 22 high-accuracy joint angle measurements at 0.5 degree resolution for: - Up to 15 flexion sensors - 4 abduction sensors - 1 palm-arch sensor - Wrist flexion and abduction Immersion Corporation 801 Fox Lane, San Jose, CA 95131 USA T: +1 408.467.1900 | F: +1 408.467.1901 | Email: [email protected] __________________ | www.immersion.com/3d Fo © 2006 Immersion Corporation. All rights reserved. Immersion, the Immersion logo, CyberGlove, and VirtualHand are trademarks of Immersion Corporation in the United States and other countries. The Bluetooth word mark and logos are owned by the Bluetooth SIG, Inc. and any use of such marks by Immersion is under license. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F ai l.c o Images ©2006 Sony Pictures Imageworks. m Mail to [email protected] for any further request. Monster House director Gil Kenan could guide the performance of actors playing gm into principal photography on location (see “Yo Ho Ho!,” CG characters (at right) by using Imageworks’ performance-capture system, July 2006, pg. 16). That studio’s I-Mocap system uses off- which acquires face, body, and audio information (at left). the-shelf video cameras to capture multiple actors anywhere, in any conditions, albeit only body motion, not faces. “They’re all different ways of looking at the same problem.” Indeed, even real-time motion capture itself isn’t new. ILM other ways, as well. “We have two main goals,” says Matt Madden, used a real-time system for the 2001 film The Mummy Returns. t@ Studios are advancing the state of the motion-capture art in During postproduction, ILM applied motion data captured from Arnold Vosloo in real time to a CG creature in matchmoved ar director of R&D at motion-capture facility Giant Studios. “One is to shoot in any condition quickly, without interrupting the flow of plates shot earlier, all of which helped the director frame a tricky shot. Now, thanks to fast hardware, HD cameras, and and King Kong, and did on-location mocap for The Chronicles of efficient software, motion capture is becoming part of prepro- Narnia: The Lion, the Witch and the Wardrobe. m principal photography. The other is interactivity.” Giant handled motion capture for Weta Digital on The Lord of the Rings trilogy te duction and production, rather than only postproduction. And, Traditionally, studios have used motion-captured data to help it’s even helping speed postproduction. animators perform CG creatures that resemble humans or animals, doubles. For the most part, data acquisition happened on motioncapture stages during postproduction, with dancers, stunt peo- For example, Vicon’s mocap service studio, House of Moves, recently brought a small MX motion-capture system onto a set and incorporated the film camera for principal photography into ct ple, and, occasionally, animals acting the part of digital doubles Moving On Up no for motion cycles used in crowd simulations, and to create digital the motion-capture process. The goal was to apply an actor’s motion in a close-up shot to a photorealistic CG human that didn’t These days, that’s only part of the story. ta or CG characters. Sometimes the director would be involved in the motion-capture sessions, but usually not. match the actor’s face. On set, the House of Moves team captured the head and on how studios are integrating “motion capture” into the film- torso of a live principal actor and also tracked them in 3D. “The making process and vice versa. In visual effects studios and tracking markers were positioned differently on each shot so co n Some of the biggest innovations in data acquisition center they weren’t evident in the film camera,” says Gary Roberts, tracking, matchmoving, and virtual sets. “It’s all about figuring vice president of production for Vicon’s House of Moves, “but out how things are moving in 3D,” says Seth Rosenthal, CEO of our cameras could see them.” g, service bureaus, motion capture is now a synthesis of camera Tweak Films and former head of the motion-capture unit at ILM. survey was in the same coordinate space, the mocap data lined up with the survey and the tracked camera. “We could lock the mocap data to the principal film camera,” Roberts says. “It sounds in Image ©2005 Disney Enterprises, Inc. and Walden Media, LLC. tin ter company, 2d3. Because the mocap team made certain the 3D simple, but it saves a huge amount of time otherwise spent track- pr ing the head and the camera in post. That’s got everyone excited.” Facial capture for that project, which can’t yet be unveiled, happened later at House of Moves with two systems capturing data an simultaneously: Vicon’s MX optical mocap system and Mova’s new Contour, an image processing-based capture system; the two systems were genlocked together. “So for every take, we acquired rc le motion from our system, motion from Contour, and motion from Fo Giant Studios’ mocap helped VFX studios replace human legs with animal legs for such creatures as the faun Mr. Tumnus (James McAvoy) in Narnia. For the big battle, Giant moved mocap outside. 20 | Computer Graphics World CW To set up the shot, House of Moves first tracked the camera in footage provided by its client, using Boujou from Vicon’s sis- NOVEMBER 2006 the reference cameras,” Roberts says. At Giant Studios, a motion-capture project for a film that combines CG characters and live action is also pushing the state of the art. w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Fo rc le an pr in tin g, co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Motion Capture “All of that is available now to be time,” says Madden. “Characters, the manipulated interactively,” says environment, the camera, everything Madden. “It demands more work m “Everything has to be available in real ai l.c o .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS has to be presented at a high level—not up front to set up the characters just the data capture, but the real-time and scenes properly, but it pays graphic performance, as well.” off on the back end.” To help make that possible, the Similarly, at House of Moves, production company’s art department a game client created a cinematic optimized scenes for real-time dis- gm using real-time motion capture play. In real time, the captured per- with camera tracking. “It’s the formances streamed to Autodesk’s first time I’ve seen a game client MotionBuilder and powered CG char- hire an independent director to acters that performed in environments t@ help direct cinematics,” says Jon which were textured and lit to approx- Darmush, Vicon general manager. imate the final render. “Here’s the dif- For the cinematic, House of Moves ference it makes,” Madden explains. ar created the fuselage of an aircraft “Say you’re shooting on a set with built to within 1mm of the actual props, a crew, and reference cameras. m aircraft. The CG version needed You have a huge vehicle that a person te has to jump off and then grab a rope. The rope may be attached to something that’s flying. You can see all that no At top shows a motion-capture session with real-time in real time. You can put a character previews using Vicon’s MX40+ system. At bottom shows an on a vehicle, make the vehicle move, actor prepped for a performance-capture session. and put the camera anywhere you want. And, you can see different scales simultaneously.” to line up perfectly with the prop so that CG characters driven by data captured from actors would interact with the environment even though they had different proportions. “Everything lined up perfectly— ct the actors interacted with the environment and the CG characters interacted in the CG world,” says Darmush. The director rehearsed the shot and used the real-time 3D as previz. When he finished ta For example, if two six-foot humans were performing a 50foot character and a three-foot character, the system could capture both simultaneously yet display them as different-sized CG directing the motion capture, he played it back on set in 3D side by characters. “We scale up the space,” Madden says. “It would be side with video from reference cameras and audio, changing cam- era angles and framing in the 3D version to be certain he had cap- the bones wouldn’t match.” tured what he wanted. co n impractical to drive the movement in different scales because And, for a film project at House of Moves, the director, the director of photography, and an editor all took part in the g, This means the director can make changes on the fly— move a prop or alter the set, change the lighting, and so forth. six actors being motion-captured,” says Darmush. “He could get immediate playback with a rough capture to tin choose camera angles, or we could quickly process the data through our farm. The editor was on-site, and we were streaming real-time CG into an Avid system. Then pr formance, in his camera. He replayed the performance and concentrated on the camera move.” an Real-time Animation In addition to using motion-capture systems for previsualization and for directing the action during principal photography on live-action films, live-action direc- rc le Images courtnesy Vicon and House of Moves. in the director went back onto the motion-capture stage with a camera that had the master shot, the 3D per- Fo On-set previsualization with a Vicon system at House of Moves enables the director and DP to interface with actors, preview their performance in a CG environment, and direct the CG sequence in real time. 22 | Computer Graphics World CW motion-capture session. “The director was out with the NOVEMBER 2006 tors with no experience in animation are using real-time systems to create animated films. One of the most extensive uses of a real-time system w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture Foodfight!, in which grocery store products run amok, is being animators perform penguins in the animated feature Happy Feet acted out on stage. CG characters perform in real time as director m was by Animal Logic. That studio used Giant’s system to help Lawrence Kasanoff runs the actors through their motions. “Larry dancers performed on the motion-capture stage, director Gary [Kasanoff] is actually animating on the stage,” says Darmush. Miller could see their movements transferred onto the penguin “He’s directing the characters, not the actors.” ai l.c o (see “Happy Feat,” pg. 12) by motion-capturing dancers. As the stars of the film. “Others have used real time for a few minutes But real time isn’t for every director. One of the first directors to use motion capture for an animated feature was Robert Zemeckis, who directed Warner Bros.’ The Polar Express and pro- production,” notes Madden. “This is the year when real time is duced Sony Pictures’ animated feature Monster House. Now, he’s starting to proliferate out to the bigger projects.” directing the third performance-capture film, Beowulf, using the gm of effects work or selected shots, but Happy Feet was groundbreaking in that it was the first to leverage real time throughout third generation of Imageworks’ ImageMotion system. With this te m Images courtesy Warner Bros. Pictures. ar t@ Indeed, at House of Moves, Threshold’s animated feature .... Fo rc le an pr in tin g, co n ta ct no Live-action director George Miller used motion capture throughout production for Happy Feet, an animated feature. He could see the dancers’ (at left) movements applied to CG penguins (above) in real time. CW _________________________ w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 23 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Motion Capture that problem for Beowulf, a process known as electroculography, which is primarily used by ophthalmologists, will capture the ple working in a 25-by-25-foot stage. Imageworks doesn’t feed the movement of the actors’ eyes and eyelids with electrodes, or sen- data to CG characters in real time, though. Instead, the studio sors, placed around their eyes. ai l.c o m system, Imageworks now simultaneously captures the facial expressions, dialog, and body motion of between 12 and 15 peo- applies the data for selected takes to the CG characters later, and Also moving facial capture forward is Mova’s new Contour Zemeckis films the performing CG characters using real cameras system, which caused a stir at SIGGRAPH this year. The system that drive virtual cameras. uses 1.3-megapixel cameras to capture movement by following “Some directors want to set up camera angles in the motion- and evaluating patterns in special phosphor makeup applied to capture shoot and want data applied to characters in real time,” the performer. Kino Flo fluorescent lights aimed at the subject says Denise. “Not Bob [Zemeckis]. It’s all about the perfor- flash between 90 and 120 times per second; when they don’t flash, mance for him.” Even so, Imageworks is working with Vicon to the phosphorescent makeup glows, and digital cameras capture develop real-time capability with their marker set. gm .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS the random patterns, which, when correlated, produce a moving, t@ high-resolution 3D model. At the same time, texture cameras capFace of the Future ture videos of the lighted surfaces for texture maps. The system is Anyone who has tried to create a digital human will tell you how particularly appropriate for capturing soft tissue—such as faces. To make the dense 3D mesh useful in animation, Mova can tion to moving motion capture outside, fitting it into principal pho- track surface vertices. The 3D mesh happens automatically, but tography, and making it interactive, many studios are concentrat- the tracking doesn’t. “The clients specify where they want the ing on improving facial capture. In fact, one criticism of The Polar points tracked, and we run the tracking,” says Mova founder Express was the lack of expression in the characters’ eyes. To solve Steve Perlman. “We can turn around the data in a week.” In addi- te m ar difficult it is to avoid making creepy CG characters. Thus, in addi- tion to high resolution—Perlman claims they can track more than 1100 points, far more than ta ct no Mova uses black light to show patterns in the phosphorescent makeup used for Contour mocap. In practice, digital cameras capture grayscale patterns from which Contour derives facial motion. In visible Kino Flo fluorescent light, the makeup looks flesh-toned. ing. Imageworks has developed its own system to retarget facial animation, as did Weta to retarget Andy Serkis’ expressions onto Kong’s co n face in the 2006 Oscar-winning film for visual effects. Softimage and Mova expect Face Robot to provide that solution for Contour. “Face Robot will have direct import capability for g, Contour,” says Perlman, “not only for tracked points, but also for the surface geometry.” State-of-the-art in-house systems at many tin visual effects facilities also target facial capture. ILM is not ready to reveal details of that studio’s new facial capture system, but two other studios, Double Negative and Pendulum, are. in pr mixture of motion-capture data and keyfram- Double Negative has been developing its facial animation system for five years and working with Image Metrics for the past two years. “Our system is basically an image-processing system that tracks the an shapes of the eyes and mouths and a few key points,” says visual effects supervisor Paul Franklin. “It’s a collaboration between us and Image Metrics. They came out of the computer vision community, so rather than tracking targets, their system is about giving rc le Fo The trick is getting the data into a form that’s helpful to animators so they can use a the computer an understanding of what it’s seeing.” The system can work with one camera if the actor looks in only one direction; otherwise, more cameras provide more flex- 24 | Computer Graphics World CW possible using reflective dots—animators can ask for changes in the tracking points later. NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture m ibility. “We recently did a shoot with six Sony HD cameras for a project we’re working on to capture a performer moving around ai l.c o in an unrestricted fashion,” says Franklin. The Image Metrics side of the system analyzes the captured shapes and compares them to measurements of facial movement on more than 200 people, according to Franklin. Then, it extrapolates the muscle groups that created the shapes in the actors’ eyes and mouth. The process works on the principle that any time you gm contract a face muscle, it affects the eyes and mouth. “You can’t contract only one muscle,” says Franklin. Thus, Double Negative receives animation curves for 28 groups of contractions. “We fit that data to our model,” says Frank- t@ lin. “One of the neat things is that we can map it onto characters that look very different from the actor or onto digi-doubles.” The motion-capture crew at Double Negative relates that data ar to a facial animation rig that is informed by the system of facial expressions known as FACS. “As a result, we get detailed facial ct or Vicon; to capture only head movements, they use photogram- te To get full-body capture, Double Negative runs the facial system with infrared cameras and systems from Motion Analysis The visual effects studio Pendulum, which specializes in commercials, music videos, and game cinematics, developed a marker-based facial animation system called Stretch Mark that can retarget data from an actor being motion-captured, and place it onto a CG character in real time, as they did to create a digital Marc Antony. no tors normally use to do keyframing,” he says. “They can leave it as m capture that plugs straight into the animation rig that our animais, modify it, or create a new performance on top.” .... “THAT’S WHY I GO TO NYU.” tin g, co n ta CUTTINGEDGE ART AND BUSINESS MEET HERE. NYU’s Programs in Design, Digital Arts, and Film Graduate Programs: an pr in NYU’s Programs in Design, Digital Arts, and Film are hands on – you learn from working professionals who bring a wealth of the highest-level, real-world experience to every class. We offer unique courses and programs in animation, television, and film; digital design; graphic design; and much more. Discover why so many of our students and graduates find places at top studios and are on the leading edge of new opportunities in the field.Visit our website to view a gallery of student work. Digital Imaging and Design Graphic Communications Management and Technology Professional Certificates include: Animation, Modeling, Motion Graphics Cinematography, Filmmaking Digital and Graphic Design Interior and Product Design Courses include: www.scps.nyu.edu/x94 1-800-FIND NYU, ext.94 rc le Game Design Web Design Digital Video Production Flash: Advanced Intensive Fo New York University is an affirmative action/equal opportunity institution. ©2006 New York University School of Continuing and Professional Studies CW w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 25 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Motion Capture McCormick adds, “Our original objective was to be able to re- has captured performers only on a sound stage, but there’s noth- create a digital actor. The speed we can apply data has opened up ing to stop the studio from using it outside as long as the light- new areas. The biggest investment is in creating the model and ing conditions are fairly even. blendshapes. Once that’s done, we can go from the motion-cap- For its part, Pendulum has taken a route that more closely m metry tools through a camera-tracking process. So far, Franklin ai l.c o .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS ture stage to having data for animators within a couple of hours.” resembles Imageworks’ solution to capture useful facial expresFast Track sions. The trick is that its system is very fast. But while these studios are pushing the high end and moving were founding members of Giant Studios, Pendulum’s primary toward computer vision-based solutions that take advantage focus is in commercials, music videos, and game cinematics. of HD cameras, one technology company has taken a differ- gm Co-founded by Robert Taylor and Michael McCormick, who ent track. PhaseSpace has created a fast, high-resolution, inex- House of Moves, with which they have built a pipeline relation- pensive motion-capture system that uses active markers. Each ship. Then they move that data into their own software, Stretch marker has a unique ID, which makes finding x and y coordi- Mark. In Stretch Mark, animators use between 12 and 15 “han- nates quick and accurate. And, occlusion isn’t a problem. t@ They start with 95 markers to capture data from a performer at Digital Domain animator Dan Taylor used the PhaseSpace dles” to drive the motion-captured data. system to create a test for a high-profile feature on which the stu- ar “Stretch Mark doesn’t try to reproduce where the dot was on dio is bidding. “The thing I like about the system is that it’s priced position. Because we’re using blendshapes, not muscles or points, right,” he says. Taylor notes that for most studios, building an in- our CG head can be cartoony. We’re sampling differences, not house motion-capture facility is not an option. “Most systems can m the actor’s face,” Taylor says. “It tries to reproduce its relative put the sticks onto the points,” he says, referring to transferring and turn the multiplier up and down almost in real time.” motion-captured data to an animation skeleton. “But motion cap- te shapes. We can even give the system an exaggeration multiplier ture is a craft. Motion-capture studios like Giant have the people cal explanation: “It’s a solver that determines coefficients for and software to clean up data. They also have expertise in off- no Michael Hutchinson, the lead developer, gives the techni- sets for targeting motion to characters that don’t match morph targets. The power is that it isn’t based human proportions. But, we could use PhaseSpace for on anatomy, only what you give it.” Each system has its advantages. ILM’s image-based approach removes any restrictions on the director during principal photography, allows the director to work with performers being motion-captured alongside liveaction actors, and works with standard high-def video cameras, but it requires a lot of handwork after the capture to derive data that animators can use. Imageworks’ studio is pushing toward on-set motion capture. Meanwhile, House of Moves has begun integrating Boujou’s tracking software and Peak Performance’s in digital video-based capture software to move toward real-time, through-the-lens, high-quality data capture. pr Similarly, Giant is pushing its on-set motion-capture technology and moving toward a facial system that works in what Madden calls an “interactive paradigm.” an So, with all this in mind, is it possible to predict what’s in store for the future? The answer is simple: rc le Fo CW dollar, it’s worth it.” system is not yet real time and doesn’t travel; however, Clockwise from top, left: Industrial Light & Magic’s I-Mocap system, first used for Pirates of the Caribbean: Dead Man’s Chest, allowed the studio to capture motion from actors on location during principal photography. That data was applied to CG models created from cyberscans of the actors and then to highly detailed models that were rendered to create the final image. 26 | Computer Graphics World pickup shots in production. Or for hands. Dollar for the system captures the entire performance, and the tin Images ©2006 Disney Enterprises, Inc. and Jerry Bruckheimer, Inc. Courtesy ILM. g, co n ta ct rehearsing, so we don’t burn dollars at Giant. And for NOVEMBER 2006 “Better results with less input,” says Rosenthal. Barbara Robertson is an award-winning writer and a contributing editor for Computer Graphics World. She can be reached at _______________ [email protected]. w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture .... ai l.c o m Tools of the Trade A number of studios recently have broken new ground in terms of motion capture, as detailed in C om m ercial moc a p the feature “Big Moves” on pg. 18. In those instances, studios are advancing the state of the art off er ings tra ck in motion capture through R&D involving the use of both proprietary and commercial solutions. Sometimes, though, a film studio, game developer, medical team, or industrial design group sim- gm movem ent s for a ply is looking to get a job done—acquire accurate movements and apply the data to digital models, whether it’s a human, a prop, an animal, a creature, or something that’s difficult to categorize. To r ange of applications t@ accomplish this, they turn to commercial hardware and software. Some of these tools are available for purchase, while others are used by vendors offering mocap services. Following is a look at vari- By Karen Moltenbrey ar ous motion-capture vendors along with a summary of their products/offerings. Ascension Technology Corp. ports additional I/O capability. And, the optional m cameras, or complex stages. The company’s technology has been for some of today’s most popular games, VirtualHand SDK streamlines the task of adding hand MotionStar Wireless 2 including Grand Theft Auto, Table Tennis, 24: The motion capture, hand interaction, and force feed- ReActor 2 Game, and more for some of the industry’s leading back to mechanical CAD, R&D, or 3D e-commerce www.ascension-tech.com developers. Pricing is project-dependent. applications. Backed by over 10 years of experience, te MotionStar no Ascension’s three mocap products track the realtime position and orientation of sensors or emitters the basic CyberGlove II system includes one data glove, two batteries, a battery charger, and a USB/ Immersion Corp. Bluetooth technology adaptor with drivers. An 18- puter characters. The two DC magnetic trackers, the CyberGlove II Wireless Glove sensor system is priced at $12,295, while a 22-sensor ct placed on a performer’s body for animating com- www.immersion.com/3d Wireless 2. They support the simultaneous, full-body A standard for high-performance motion capture, the tracking of up to five performers for close interaction CyberGlove II wireless glove captures hand and fin- Measurand, Inc. without data loss or gaps in coverage. MotionStar ger movements for animation, biomechanics, digital ShapeHand now comes with a Data Optimization tool kit that prototyping, simulation/training, and virtual-reality ShapeWrap II system, helping to eliminate distortion and noise in tracker outputs. The active optical ReActor 2 over- www.measurand.com Measurand offers the ShapeHand wireless data glove, which works on its own or integrates with a user’s existing motion-capture system. ShapeHand captures g, comes occlusions and frequent camera calibration co n enables users to predetermine the best setup for the system costs $17,795. ta tethered Motion Star, and the untethered MotionStar issues while delivering clean, real-time data. Its 544 complete hand and finger movement. The offering has separate glove and sensor components, and different gloves use the same ShapeTape-based sensor outs. MotionStar ranges in price from $29,000 to array, so gloves can be chosen for best fit and can tin digital detectors are embedded in a rugged 12-bar frame that virtually eliminates occlusion and drop- be renewed any time, as the sensor array slips into and ReActor 2, $85,000 to $88,000. the glove to capture hand shape and motion. The Image Metrics in $35,000; MotionStar Wireless, $59,000 to $65,000; products can be used for character animation, virtual reality, MRI research, motion analysis, and 3D input fort and a mesh palm for ventilation, the fully instru- applications. The company’s ShapeWrap II self-con- www.image-metrics.com mented glove provides either 18 or 22 high-accu- Image Metrics specializes in performance-driven racy joint-angle measurements using proprietary facial animation. The company’s markerless, patented resistive bend-sensing technology. For applications an pr applications. Constructed with stretch fabric for com- Facial-capture solution needing position and orientation of the forearm, the capture, and can map all of the muscles in the human CyberGlove II wristband supplies mounting provisions face, mouth, eyes, tongue, and skin. Additionally, its for InterSense, Polhemus, and Ascension six-degrees- single-camera motion-capture technology does not of-freedom (DOF) tracking sensors. A software-pro- require the use of special suits, markers, mocap grammable switch and LED on the wristband sup- Fo rc le computer-vision technology is based on performance CW w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 27 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture Tools of the Trade the movement of objects. The systems combine pro- ume. FDA-approved flesh- or lip-colored phosphorescent eras or marker systems) is flexible and portable, mak- prietary hardware, software, and electro-optical tech- makeup is sponged onto skin and lips, and transparent m tained motion-capture system (with no ties to cam- niques with standard computer and video hardware, phosphorescent powder is dyed into cloth. For small cap- and are used to evaluate motion in a variety of appli- ture volumes or head-mounted systems, as few as two ai l.c o ing it ideal for schools and teaching environments, as the product captures and translates complete 3D body movement, poses, walking, and orientation in cations, including animation production, movement cameras can be used, or for large volumes with multi- real time using shape-sensing tapes free of occlusion analysis, and industrial measurement and control. EVa ple performers, as many as 200 or more cameras can be and magnetic distortion. The ShapeWrap II sells for Real-Time Software (EVaRT) provides a simple inter- used. Contour is compatible with many popular anima- $28,500, while the ShapeHand sells for $9900. face that enables users, within a single software envi- tion software and hardware systems, including those by Vicon. Contour data can also be exported as OBJ, C3D, or Autodesk Point Cache 2 files, and synchronized with SMPTE time-code. Contour can be used simultaneously gm ronment, to set up, calibrate, capture motion in real time, capture motion for post-processing, edit, and save data in a chosen format. Motion Analysis’ Calcium is an accurate skeletal creation, setup, and motion-solv- with marker-based capture and/or with live-action GypsyGyro-18 ing software solution for body, face, and hand capture shoots under synchronized lighting. Standard Deviation Facecap that is easy to use for solving captured marker data on Movimento a skeleton; the whole skeleton is fitted to the cloud of iClone markers at once, allowing actors to walk in and out of t@ Meta Motion Ruby Motion Captor System www.metamotion.com the capture area and be identified automatically. The Impulse optical motion-capture system Meta Motion, a mocap distributor, provides motion- company’s latest product, Talon Glove, is a wireless www.phasespace.com mocap glove that measures abduction/adduction, flex- PhaseSpace produces the Impulse optical motion-cap- mocap solutions, including full-body motion-capture ion/extension, thumb rotation, and pinch events, and ture system, an affordable, high-end optical motion-cap- hardware, hand motion-capture tools, face trackers, can be integrated with the company’s other offerings ture technology. With 12-megapixel optical resolution, the and more. Some of the company’s newest solutions for simultaneous real-time capture of both the hand Impulse system can track three actors in real time, and include: Ruby megapixel high-speed digital cam- and body. Virtual Director, meanwhile, is a unique hard- allows them to interact, with realistic motions, by using eras for STT’s Motion Captor optical mocap system ware/software offering that allows a director to utilize active-marker LEDs. These smart LEDs are controlled by (priced below $50,000). The Ruby cameras provide motion capture to create a virtual environment of props, a battery pack that gives each LED a unique digital ID, large capture volumes, clean data, and dual-person set pieces, and characters that can be visualized live in thereby reducing marker swap and data cleanup require- capture from a six-camera system. GypsyGyro-18, by real time. Pricing was unavailable. that suffer from low-res, 4-megapixel resolution, at low- no te capture hardware and software tools and customized ct m ar PhaseSpace, Inc. ta Animazoo, is priced below $80,000 and is now available with a new suit providing easier attachment of ments by a factor of 10 over older, passive technologies speed 160 Hz tracking. So, users are no longer forced to Mova, Inc. choose between speed and resolution. With eight-cam- use. Standard Deviation’s new Facecap face tracker Contour Reality Capture era systems priced starting under $50,000 and 24-cam- (prices starting below $10,000) offers a high level of comfort, adjustability, and secure attachment, with accurate registration. Facecap can be integrated www.mova.com era systems costing under $125,000, PhaseSpace offers Mova Contour Reality Capture provides markerless, high- three times the speed, three times the resolution, and one- resolution, photoreal 3D capture of almost any surface, third the price of legacy optical motion capture. This price whether deformable or rigid, including faces, hands, bod- includes unlimited seats of PhaseSpace Recap motion edit- g, with optical systems for simultaneous facial capture. co n its inertial sensors for greater accuracy and ease of ies, and cloth. With the service, every subtle detail is cap- is a video-based motion-capture system that can tured—wrinkles around the eyes, flared nostrils, pursed most of the remaining data gaps since the IDs of the mark- be used with a wide range of video cameras for full- lips, billowing fabric—with over 100,000 polygons per ers are known. Origami Digital is using the system to push mocap to the next level by doing real-time on-screen ani- tin New from RealViz, Movimento (starting at $20,000) ing and viewing software, which automatically cleans up frame at up to 120 fps. And Contour provides precise vertex-continuous tracking of any surface mesh that the matics, whereby the director can control the virtual charac- for applying mocap and animation to 3D characters client’s animation team specifies (or tweaks) at any time, ters and scenes live, by interacting with the actors as com- for previsualization and machinima. even after the shoot. Performers are made up and cos- puter animations with a virtual camera. PhaseSpace also pr in body, facial, or on-set motion capture. Priced below $200, iClone, by Reallusion, is affordable software tumed as they would for a live performance, thus they is working with the US Air Force on tracking models in a have complete freedom of movement within the vol- Mach 15 wind tunnel, as well as with others. an Motion Analysis Corp. EVaRT PTI Phoenix Technologies Visualeyez Virtual Director HydraNet www.motionanalysis.com www.ptiphoenix.com Motion Analysis manufactures high-performance opti- PTI Phoenix offers a range of advanced, cost-effective, real- rc le Calcium Talon Glove Fo cal instrumentation systems that test and measure 28 | Computer Graphics World CW NOVEMBER 2006 time mocap solutions for full-body, hand, and w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Motion Capture Tools of the Trade range depending on the level of accuracy required. extra capability when needed. Their compact, ergo- Up to 16 receptors per system can be connected for nomic design allows users to position them where they A proprietary technology enables the Visualeyez sys- thousands of square feet of total coverage. Each want: rackmounted, on the desktop, or freestanding. tem to operate at high speed, in spite of the simple marker houses the electromagnetic source, control Meanwhile, Vicon iQ provides an intuitive interface ai l.c o m facial capture. Its Visualeyez real-time 3D mocap systems offer professional active-optical mocap solutions. electronics, and a lithium ion battery. Incorporating with all of the tools needed to manage, automate, cap- the industry’s most advanced hardware and soft- ture, and process an entire motion-capture production, applications with sub-millisecond delay. This results in ware, the system’s electronic unit processes signals offering a complete, real-time environment for setup, a very fast feedback response, allowing users to real- from the receptors to compute the position and orito motion capture, the LATUS system is being used application that allows data captured by one or more for military simulation and training (“indoor GPS”), Visualeyez systems to be composited and streamed virtual reality, and biomechanics. Recently, Total in real time to as many other computers as the user Immersion used LATUS for an augmented-reality needs. Each application can choose the motion data it application, as seen on CBS’s 48 Hours. Meanwhile, needs for its own special purpose. Thus, applications the standard Liberty offering, a wired tracking sys- t@ entation in full six degrees of freedom. In addition optional data composition and distribution network gm one-marker-at-a-time capture method that it uses. After a marker is captured, its data is output to user ize real-time operation. HydraNet, meanwhile, is an tem, is fast and accurate, and can track up to 16 sen- parallel processing can easily be accomplished. The sors at a sample rate of 240HZ with an accuracy of company also offers various software and accessories. less than 0.8mm (0.03 inches). It is widely used for Pricing was unavailable. sports motion analysis and motion-capture applica- tion Vicon MX systems. Vicon iQ dramatically stream- tions where sample rate and accuracy are critical. lines motion-capture workflow, offering unprecedented ar requiring high computing power and/or especially calibration, and capture with Vicon’s ultra-high-resolu- m te Vicon Liberty Vicon MX www.polhemus.com Vicon iQ Polhemus has been providing position and orienta- Blade ct Liberty LATUS no Polhemus precision when tracking complex interaction between multiple actors and significantly reducing the efforts previously required in editing captured information. It will rapidly and easily process the most difficult multiple-character capture scenarios automatically. Using all-new algorithms and a calibrated biomechanical and tion tracking systems for over 35 years. Its newest sys- Diva tem, Liberty LATUS (Large Area Tracking Untethered www.vicon.com System), purported to be the first, true wireless mag- Academy Award-winning Vicon is the largest supplier of netic tracking system (no body pack needed), offers precision motion-tracking systems, serving leading-name the benefits of magnetic tracking in a wireless solu- customers and CG animation applications in film, visual motion-capture functionality based on the systems devel- effects, computer games, and broadcast, as well as engi- opment and motion-capture service of Vicon and House neering and life-science industries. Vicon operates in of Moves. The software, developed following years of four offices worldwide, including its Los Angeles-based real-world production and Academy Award-winning area that is scalable up to 6400 square feet with kinematic model of the actors and props being cap- ta tured, Vicon iQ solves most of the ambiguities that typi- co n tion. Besides being wireless, LATUS covers a large g, entertainment headquarters, a 26,000 square-foot facil- an pr in tin ity equipped with three performance-capture stages cally exist with optical motion. Blade is a new software package combining the best motion-capture systems engineering, provides a single, unified, and future-looking tool set that supports the and 125 Vicon MX40 cameras for Vicon’s service com- growing demands of real-time motion capture, full-per- pany, House of Moves. Vicon is part of OMG, plc (Oxford formance capture, and on-set visualization, and makes Metrics Group), a group of technology companies that processing and applying mocap data for the 3D anima- produces image-understanding solutions for the enter- tion pipeline simpler and more direct. Key enabling capa- tainment, defense, life-sciences, and engineering mar- bilities include support for real-time playback of video and kets, and includes Emmy Award-winning 2d3 and newly motion-captured data, with fully rendered and lit digital founded Geospatial Vision, Ltd. characters either side by side with, or composited over, Vicon MX, an advanced optical motion-capture sys- video. The software will also enable customers to repli- tem, delivers a substantial level of precision, perfor- cate the POV of video or reference cameras. The prod- mance, and practicality, having been designed to be uct, along with its pricing, will be available in early 2007. flexible, expandable, and easy to integrate into a work- In addition, Vicon offers Diva, a powerful motion-cap- ing environment. With a combination of MX system ture editing tool based on the real-world motion-capture $13,000 to $64,000—can be linked together. Each components, users can create any size of system and production needs of Vicon’s House of Moves. Diva’s fea- marker is fully self-contained in a compact design for link it easily to a choice of external devices. The modu- tures include management of digital mocap assets, batch rc le one system. For an even larger coverage area, multiple Liberty LATUS systems—ranging in price from lar design of these components gives MX a completely processing of data, skeletal animation functions, editing by a receptor that has a receiving sphere of varying scaleable architecture, offering the ability to quickly add functions, and more. Fo seamless integration. Each marker is tracked in space CW .... w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 29 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Fluid Simulation m .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS ai l.c o V i s u al eff ect s a rtis ts de v is e a n e w m et hod for c re a ting t u rbulent w ater in T he Gua rdia n t@ gm High an pr in tin g, co n ta ct no te m ar Seas Fo rc le Most of the water in The Guardian (left) was digitally manipulated or all-CG. Above is a final shot of a boat in distress. To the right (from l. to r.) shows the scene in its precomp stage, the RealFlow fluid simulation results, and the RealFlow water sim integrated into the water that was hand-manipulated with a surfacing technique. 30 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Fluid Simulation m movie about a team of US Coast Guard rescue swimmers and their daring missions. ai l.c o “Disney’s challenge to us was that we By Karen Moltenbrey raise the bar for ocean FX even further interacted with a real boat. For those than we had before,” says William Mesa, shots, the particle splashes were gener- founder of Flash Film Works and visual ated from footage of real elements. Real effects supervisor on the project. Mesa is particles were also added by Furious FX been a challenge for visual effects artists. used to getting his feet wet when it comes for the scenes filmed from the inside of First, VFX teams found a way to generate to digital water; his Flash Film Works has rescue helicopters, while Digital Dream relatively calm CG water for films such as been creating CG water for the past six did a number of shots looking out from Waterworld and Titanic. Then they tack- years in a number of films, including The inside the helicopters. led more turbulent seas, making waves, Deep Blue Sea and Into the Blue. For The In the majority of scenes, however, it literally, in The Perfect Storm, with a wide Guardian, Mesa was able to build on that was up to the artists at Flash Film Works range of water effects culminating in a experience while working with Davis, 100-foot wave that sank the small fishing with whom he has teamed on all but one boat Andrea Gail. of the director’s films. t@ gm Creating realistic digital water has always to ensure that the real water elements integrated seamlessly with the CG water ar surfaces. “I didn’t want to go into a “From the beginning, Davis wanted movie like this saying that we had to do us to create storms and water footage by all of this water using a CG methodology. m Since then, the process has become a little easier, thanks to the R&D efforts of whatever means it was going to take to make the imagery look realistic, like the for various films, as well as the progress footage we had from the Coast Guard,” and do a mix that was believable,” says made by fluid-simulation and DCC soft- Mesa says. Hoping that The Guardian Mesa. “Even before we were doing the ware vendors in recent years. Despite will do for Coast Guard rescue swimmers animatics, we were developing a way these advances, generating realistic CG what Top Gun did for Navy fighter pilots, to mix elements together to make this water, even today, is far from smooth sail- the US Coast Guard lent the production water realistic.” ing. Several months ago, ILM, with assis- its support, providing thousands of hours I wanted to be able to composite many live elements together with CG elements Some of the “calmer” water scenes were of film footage taken during actual res- filmed inside a water tank that could gen- cues. “From all that footage, we had a ing a 200-foot wave that capsized an 1100- fairly good idea of what the Bering Sea, filmed against a 150-foot bluescreen that foot 3D cruise ship in the remake Poseidon where a lot of the movie takes place, was wrapped around the back of the tank. The (see “Size Matters,” April 2006). like under these pretty horrific condi- artists then extended the water to include tions,” Mesa adds. a vast sea that would appear behind the become another high watermark in terms surfaces, including boat wakes, whitecaps, erate up to five-foot waves. The actors were actors in the film. “We also took that foot- A Storm Is Brewing age and stretched it to pull up some of the According to Mesa, a significant part of g, of CG fluid technology, with stormy ocean co n Flash Film Works spearheaded what has ta tance from Stanford University, unleashed new methods for simulating water, creat- ct no te Digital Domain, Industrial Light & Magic, and other studios while crafting the effects More recently, visual effects facility peak-point heights and dropped it down to the lower position,” explains Mesa. “So when the actors were in the tank, we were featured throughout the film The Guardian. almost all of that water in the movie was able to make the water look higher and In The Guardian, directed by Andy Davis, digitally manipulated or created from lower, generating larger swells than what the rough sea is more than just an effect; scratch. Pixel Magic took charge of exte- were actually there.” it is the main antagonist in the live-action rior, wide boat shots in which real water tin bow sprays, and enormous breaking waves the film takes place on or in the ocean, mainly during stormy conditions. And, Fo CW Images ©2006 Disney. rc le an pr in .... w w w. c gw. c om ____________ NOVEMBER 2006 Computer Graphics World | 31 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Fluid Simulation Other scenes were shot within a dry environment, requiring all- And, as Mesa explains, to change the water and make it do all m .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS CG water. This was especially true of the big, wide ocean shots. the specific things the director wanted at key moments in time would take a tremendous amount of work if the water were created procedurally. “Up in the Bering Sea there are a lot of cross- ai l.c o In the past, Flash Film Works used procedural methods to accomplish most of its water work. “A lot of the way in which CG water is created requires an action/reaction method of how swells, with one current going one way and another going in a the water is manipulated, meaning if you want to create more different direction. They collide into each other and peak-point, wave heights, you can add more wind factor or lift the swell with the waves breaking over top the other. That would have heights,” says Mesa. “But the calculations in doing that and been difficult to control procedurally,” he says. “So, we faced a big challenge even before this film started—we needed a new has some duplication of what it will be doing down the line. So, way of generating the water aside from a procedural method. when you look at a computer-generated open ocean, it doesn’t We needed a way to control the water at all times.” gm how the computer lays out the sea requires some procedure. It Flash Film Works spent more than a year in R&D before com- footage, the water is very different all over the place. You might ing up with a method of hand-manipulating the water surfacing have a large wave on the right of the frame and moments later a using a combination of proprietary tools and commercial soft- large wave on the left of the frame.” t@ feel organic in what it is doing out there. When you look at real ware. “We mimicked the real water from the Coast Guard footage using, in simplistic terms, multiple projection maps,” explains ar Moreover, the director wanted to be able to control what was Mesa. With the reference footage as an underlay, the group created cedural methodology for creating the water in The Guardian. surfaces and controllable bump maps of sorts that were more like g, co n ta ct no te m occurring in the shots; therefore, he did not want to use a pro- on one surface alone the crew might have 50 different projection surfaces that were created either by CG methods or by using real-water surfacing (or element surfacing) that was projection-mapped onto the CG surface to create a particular water surface. On top of that, the group would create other projection map surfaces. Next, the artists ani- mated the digital surfaces faces so the CG would act tin and react identically to the water in the footage. “From pr in To hit certain story points, the director needed total control over the water, so the group opted against generating the water procedurally. To this end, Flash Film Works teamed with Mark Stasiuk, who used RealFlow particle technology to help create some of the film’s most turbulent water, as seen in this shot (bottom). Above shows the water and boat interaction, along with the RealFlow water. an CW NOVEMBER 2006 inside NewTek’s LightWave software. As Mesa points out, atop the actual water sur- rc le Fo 32 | Computer Graphics World morph targets that the artists could control. This was done w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F ____________________ ______ ______ pr in tin g, co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. Fo rc le an _____________ CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents B F Mail to [email protected] for any further request. Fluid Simulation tions at the proper times. The group then brought the encoded data back to its facility at Flash Film Works, where it began director wanted a large wave to come up alongside the boat creating the digital water to coincide with both those camera as the actor was leaning over and performing a particular task, moves and how the boat was operating mechanically. m that point, we were capable of controlling and animating those surfaces exactly the way we wanted to,” Mesa says. “So if the ai l.c o .... A Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS we could control the water process so it would do all the exact The next big step for the team was making the water react things at the right time, especially in relation to the action and to the boat. To do this, the artists used the encoded data with reaction of the boat.” the camera moves and applied it to a detailed CG model of the Staying on Course as it was placed underneath the footage of the mechanical boat. The boat depicted in several scenes was a mechanical rig that Next, the artists built a CG rig that was virtually identical to the gm boat, built in LightWave. The model, however, was not visible, operated dry. It was not completely motion-controlled, but it was mechanical boat’s rig so it could operate in the same manner. able to receive data and hit positions at specific points in time. As a result, the crew could animate the CG boat to follow the exact movements of the mechanical vessel. t@ “We could place the camera at a certain spot, and we knew that eight seconds later the boat would be at another position, so we “It could be placed in our CG water so the CG water could react and be hit and deformed by the CG boat in the proper to lay out, in an almost crude way, large-scale camera moves, way,” explains Mesa. “When you render out the water without with the assurance that the boat would be in the proper posi- the CG boat in it and put the footage of the [mechanical] row- te m Flow no Go with the With a PhD in fluid mechanics, Mark Stasiuk, cofounder of Fusion CI Studios, along with producer/ ar could reposition the camera,” Mesa says. This allowed the crew line, done troubleshooting, and provided fast turn- maintain a high level of expertise in these kinds of around custom scripts to accelerate their simulations effects over the long term; it’s just not what they or eliminate problems. are focused on from day to day, so it becomes ct director partner, Lauren Millar, has worked with software developer Next Limit Technologies in its R&D ta efforts for the past three years while using the com- expensive and unwieldy. And, certainly, they have How did you apply that difficulty maintaining a highly specialized line of commercials. Most recently, Stasiuk assisted Flash Film knowledge to The Guardian? R&D. We bring along years of accumulated R&D, Works in creating millions of particles that augmented the digital surfacing technique devised by Flash Film Works for generating turbulent water in The Guardian. In a Q&A with CGW chief editor Karen Moltenbrey, Stasiuk discusses the work he did for the film. co n pany’s commercial RealFlow software in features and I came into this project with an accumulated library of a rare ability to quickly perform robust, new R&D, optimization procedures, algorithms, simulation meth- plus strong, specialized support from Next Limit ods, and rendering ideas that I had already developed. Technologies, with whom we have an exclusive col- I then extended many of those to a more advanced laborative relationship. g, state, or customized them for this project’s particu- What was your task/role on the film? tin I worked in-house with Flash Film Works as the fluid lar needs. I was also familiar with the issues that new Exactly what does that R&D entail? RealFlow users face, so was able to find ways to get Our body of R&D includes everything from ways to junior artists productive faster. make simulations run two or three times faster than simulation supervisor. My main role was to supervise and teach a group of eight RealFlow artists to work in with Dan Novy (the technical supervisor) on pipeline issues, to develop custom production tools, and to pr communicate with VFX supervisor William Mesa and various CG artists and compositors involved in shots an requiring CG fluid effects. Have you done similar work in the past? they would otherwise, to stability methods, to cus- Is your specialty solely in fluid sim? tom force fields for achieving certain behaviors. In Really it’s in general dynamics, including general parti- addition, we have the hardware and a group of art- cle FX, with fluid simulation being a special (and espe- ists who we’ve trained to get shots done fast. So we cially difficult) area of dynamics. We work on prob- can quickly turn around complex effects with very lit- lems involving rigid bodies, soft bodies, dust, smoke, tle ramp-up time. Studios can struggle for months to plasma, fire, explosions, etc., including interactions get to the point where they are productive with com- between these different things. In addition, we pro- plex fluid FX, whereas we can turn around useful itera- vide help with render pipelines related directly to the tions in a matter of weeks. It’s just because that’s what FX elements we create. we’re focused on and experienced with. What can you provide that a Why was this task rc le I did similar work on Poseidon, working within CIS Hollywood, and have also consulted with several stu- dios on CG fluid projects. For many of our clients, I Fo have acted as an advisor for their workflow and pipe- 34 | Computer Graphics World CW VFX studio cannot do on its own? especially challenging? Typically, small to midsize VFX studios can’t easily The Guardian was challenging for two reasons. First, a NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Fluid Simulation When he came aboard The Guardian, he brought along a number ing to the CG water.” of optimization procedures, algorithms, simulation methods, and Stormy Seas could extend and/or customize as needed for this project (see m boat back into the CG water, the rowboat looks like it is react- .... ai l.c o rendering ideas he had developed over the past few years that he For the really rough water, Flash Film Works called on Mark “Go with the Flow,” pg. 34). Yet, the fact that many of the shots Stasiuk, co-founder of Fusion CI Studios, who served as the had to achieve particular story elements posed a challenge for fluid-simulation supervisor. Flash Film Works had been work- Stasiuk, just as it did for Mesa. “This requirement made for beau- ing with a current version of Next Limit Technologies’ RealFlow tiful, meaningful visuals, but it also meant that we had to make the fluid elements behave within an existing, ‘near-finaled’ 3D fine enough detail. Stasiuk, meanwhile, had been experiment- environment,” Stasiuk says. gm and was encountering some problems generating particles in To this end, Stasiuk devised a collision method using RealFlow 4 and particle dynamics that would react to the water state. “At the same time, we were working with a 64-bit version surfacing methodology that Flash Films Works had created of LightWave that could also work in a much higher particle for the other rough seas in the film. “When we wanted a lot t@ ing with an unreleased 64-bit, multi-threaded version of the software that was capable of handling a much higher particle more particle dynamics to happen at a specific time and place, being able to transfer RealFlow data into LightWave with our we could manipulate the water to make different movements,” own scripting system so we could work in super-high particle Mesa points out. “This was one of the big advantages to hav- rates that hadn’t been achieved before.” ing our own method for doing water, as opposed to using a m ar state,” Mesa notes. “As a result, we developed a new method of procedural method.” In these 21 extra-turbulent shots, the artists manipulated the CG water surfacing to achieve greater or no te Stasiuk, who performed similar work on Poseidon, has collaborated with a number of other effects studios on CG fluid projects. RealFlow’s new 64-bit version allowed us to access For me, a highlight of this work was that a relatively tion, just because of the timeline and the evolving needs massive amounts of RAM and, therefore, run much- small group of talented VFX artists, without massive of the production. Second, many of the scene elements larger-scale simulations. ct significant amount of R&D had to be done during produc- resources or months and months of pre-production R&D, could deliver advanced CG fluid effects. That speaks to ta were non-dynamic and strongly art-directed, because the Did you use any other shots needed to achieve very particular story elements. the quality of the tools (RealFlow and LightWave), as software or hardware? fluid technology? well as to the skill of the artists involved and the support co n Why couldn’t you use out-of-the-box We used LightWave 9, and made use of both 32-bit at critical moments from the software developers. and 64-bit AMD Opteron systems. The 64-bit systems For a minority of elements, we did just that. But for many of the elements, the needs were very particu- had up to 16GB of RAM to deal with the large number At any time did you have to of particles and polygons in the simulations. dial back the effects? One of our favorite custom simulation tools was g, lar and art-directed. Simulations generally do cool and Which features/functions did you use, a script I created to magnify forces to get bigger director needs. We needed extra control. Plus, for a and for what end? splashes—we dubbed it the “cowbell force.” We’d number of effects, there just aren’t pre-fab tools avail- We used a combination of the built-in tools (fluid par- often get requests for more cowbell. But by the end, able in RealFlow—for example, there are none for ticles, force fields, fully coupled fluid-object interac- in a lot of cases, we toggled on too much cowbell. It generating realistic splashes around the intersection tion) plus the Python scripting capability to do custom was nice to hear, ‘OK, less cowbell, please’ from the tasks, like tailor-made force fields. supervisor. in tin realistic things, but sometimes that’s not what the of any two polygonal objects. We also needed to keep pr the simulation times manageable and stable. What’s next for you? Fusion’s part in the project lasted about four months; We’re focusing on providing fluid effects elements for to accomplish your goals? the solution to the rendering issue was developed over features now, and working less in-house with other just a few weeks early in the production work, which studios. And we’re currently involved in a few projects an How long did you work on this project? How did RealFlow enable you RealFlow is a relatively fast and stable dynamics solver was early enough that it was really solved before we requiring large-scale, non-water-type fluid effects and incorporates scripting. It provided the foundation for got into the peak of the simulation work. continuing to work with Next Limit Technologies to tial for custom control via scripting within a well-devel- Are there any other points about your amazingly violent and yet highly ‘directable’ particle oped UI makes it ideal for this kind of work. In addition, work that are worth mentioning? effects coming soon. rc le with a lot of flexibility built into it now that the product Fo us. The fact that the software provides a lot of poten- CW ramp up to RF5 in the process. Watch out for some w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 35 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents .... A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Fluid Simulation m quicker movements so the particle dynamics would work faster and greater, depending on what was needed. ai l.c o “Even though the particle dynamics were used only on 21 shots, they were some of the most difficult ones in the film,” notes Mesa. Wrangling Water Getting physical simulations to behave in a very specific way is never easy. In those shots, Stasiuk’s job was to create simulated gm water elements that would interact with 3D objects such as helicopters and boats. In many of them, a CG boat moves through a polygonal, deforming ocean. Neither element was dynamically driven or simulated, so there was no true fluid interaction. Thus, t@ the RealFlow team had to create the elements to sell the physicality of the shots, “to make the boat look like it was actually touching that ocean,” he says. ar To accomplish this, Stasiuk created a variety of procedural Python scripts for specific natural phenomena, and deployed m those as production tools that would, for instance, maintain stability, create water particles at the waterline of the boats, and te generate breaking waves. He also crafted tools for generating additional passes such as spray and mist from the fluid elements. “This involved developing the methods and scripts, gen- no erating high-quality hero elements for a particular shot, and training artists to use the tools so they could generate elements in other shots,” he says. “They could take 3D elements such ct as boats and ocean surfaces, and quickly simulate interactive effects like realistic whitecaps and boat wakes, providing them ta as rendered elements for the compositors.” This technology allowed Mesa to order up complex, large- cisely fit the director’s requirements. It also resulted in rich, photorealistic fluid behaviors. In one scene, a boat is sinking g, co n scale fluid elements consisting of millions of particles that pre- CG motion, and the CG water reaction generated by placement that would shoot out of the boat as well tin as waves that would bang against the sides of the boat. “A lot of water would be displaced coming off the boat as it began to submerge,” notes Mesa. And in that was done using Stasiuk’s particle system. In another exciting 18-second all-CG shot, a dis- pr tressed cargo ship is tossed about during a storm as its load—cars and debris—is spilled into the sea. Again, the same water surfacing methodology from Flash Films Works, supplemented by Stasiuk’s particle tech- an CW cuers. In addition to the mechanical motion, the Flash Film Works, the crew also needed water dis- nology, was used to achieve the enormous splashes In this dramatic all-CG scene, 3D objects aboard a digital cargo ship spill into the sea as waves crash against the boat. In all, the VFX crew had to deal with particle dynamics on nearly 20 different locations on the ship model, a task that had to be done in pieces. rc le Fo 36 | Computer Graphics World and the actors are being pulled off the back by res- NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. Fluid Simulation we were able to use the Python scripting to develop a custom the boat in much the same way as the CG water surfacing inter- export of the data as LightWave partigon objects. This meant the fluid particles could be rendered as single polygons,” says Stasiuk. In those shots and others, the artists still had to tackle the ai l.c o acted with the CG boat,” Mesa notes. m that flood the front of the ship. “The particle dynamics reacted to .... “It was much faster than other alternatives, and it looked great.” dynamics work in segments, despite the ability to generate To composite water elements and other imagery into the scenes, super-high particle rates. In the cargo boat scene, the shot the group used Eyeon Software’s Digital Fusion, utilizing the Z buffer space within the composite. This was due to all the 3D camera moves within the shots, which also had to conform in the compos- as the ship teetered in the water. As a result, there were 15 to ite. For tracking other shots, the group used Apple’s Shake. gm called for a giant splash to slam across the front of the boat, water to pour off the vessel, and waves to hit against the side 20 different places on the boat where the artists had to deal with the dynamics. “We had five different particle dynamics In Deep Water for just that part and another four or five running across the According to Mesa, the big difference between the water requirements in this film and those in other movies is the vast amount ing off the boat itself—in addition to what is going on behind featured in The Guardian. Also, the viewpoint for this movie is the boat,” explains Mesa. “Behind the boat were big waves often at water level. “In The Perfect Storm, there is a little of that, t@ bottom of the water, and four or five more for the water pour- but not much,” he says. “In this movie, there are many shots ders for that one shot because we had to combine a number of of the swimmers in these giant, stormy seas; the audience gets ar that were hitting the cargo. There were so many dynamic ren- m to witness these horrific conditions from the swimmers’ perspective.” te And, like the water work in The Perfect Storm and Poseidon, the CG fluid simulation ct no in this movie sets a new precedence of what method, you need to think out the process— ta power,” says Mesa. With this method, all the computer had to do is render out the surfacing or positions the group told it to create, which results in a huge leap forward in actual speed, co n g, tin just to get the particle count fine enough.” ing different avenues for the creation of virtual water. “Anytime you are doing a procedural make calculations—and that utilizes computer time, and changeability. And after the render, if the artists want to change something, the shot can be quickly re-rendered without the Flash Film Works spent more than one year in R&D before devising a method of handmanipulating the water surfaces to control the majority of the fluid in the film. The studio accomplished this task using proprietary and commercial tools. different dynamics together to create a specific wave splash can be done within the digital realm by open- computer having to recalculate the whole process over again. Since the water was laid out in a morph-target fashion, the artists just ani- mated it as they would any other animation. “So many people were worried that we had to render out all this CG water. And, I remember back when we did The Deep dynamic locations had five rendered versions. The entire ren- Blue Sea; some shots took a week to render the water,” says dering for the fluid, mist, spray, and other passes were simu- Mesa. “For this film, we rendered out the general surfacing in in What this meant, says Mesa, is that each of those 15 to 20 multiple layers, about five on average. We didn’t try to render all the CG water with the lights reflecting on it. Things like that an optimized pipeline. According to Stasiuk, the biggest hur- were rendered out separately and composited together. If we dle the group faced was rendering the large quantities of data. didn’t like it, we could control it in the composite.” an pr lated over a day or so for most elements and rendered as selfshadowing particles over a few hours inside LightWave through In the film, the Coast Guard rescue swimmers have to battle the such large particle numbers; thus, the process was taking too most horrendous storms conjured up by Mother Nature. Similarly, long. Alternatively, the team opted for sprite-type rendering for the digital effects artists had to control the natural phenomenon the largest particle numbers. that they themselves had created. In the end, both triumphed. rc le Typical hypervoxel renders in LightWave were not meant for In LightWave, though, that was not a straightforward process. Fo “However, under the direction of Dan Novy and Jen Hachigian, CW Karen Moltenbrey is the chief editor for Computer Graphics World. w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 37 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. in Clockwise from top: tin g, co n ta ct no te m ar t@ gm ai l.c o m Art Animation Portfolio pr Akkad By Pierre Henon, this art animation examines the effects of big-city rhythms on our lives and relationships. The project was created using Photoshop, After Effects, Final Cut, and RhythmTX. an Autarkeia Aggregatum An integrated sound-and-image composition emphasizing continuous flow and transformation, this piece by Bret Battey was made using Apple Motion 2 with a custom filter plug-in, along with other tools. rc le Transrec Patrick Doan used Photoshop, After Effects, Premiere Pro, and Cinema 4D to look at transitional spaces, travel theory, and, by extension, their relationship to the subconscious abstraction. Fo A tort ou a raison In this award-winning music video, produced by Joris Clerte and Philippe Massonnet, a seemingly static drawing on a table comes alive and begins to sing. While the animated characters are simple line drawings, they express emotion and convey the message of the song. 38 | Computer Graphics World CW Digital fine art can assume numerous forms. Many of us are accustomed to viewing 2D, 3D, and 4D wall-hung works that fall into the category of CG art. In reality, these are just the tips of the virtual iceberg: Digital fine art is not limited to an image that can be printed. Nor is it something that only can be seen. Rather, computer-generated selections can have dimension (for instance, sculptures created on the computer and output using stereolithography) or virtual dimensionality (a hologram). Some embrace sound, while others entail motions, either through cooperative interactive participation, electronically mediated performances, or animation. During the past few months, Computer Graphics World has highlighted a number of unique and interesting works that were featured in the Intersections art gallery during SIGGRAPH 2006. Most of those selections fell into the interactive or wall-hung categories. This month we are taking a look at art animations, which shared gallery space with the more traditional—as well as untraditional—pieces. NOVEMBER 2006 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F tin g, co n ta ct no te m ar t@ gm ai l.c o m Mail to [email protected] for any further request. in Unlike the works featured in the SIGGRAPH Animation Festival, these pieces are less focused on traditional storytelling through the art of animation for entertain- pr ment purposes. Instead, they use a range of methods to create an animation, often with a global message. And at the center of those animations is usually imagery that, in its raw form, exists in reality. an For instance, in “Akkad,” Pierre Henon uses a variety of software and hardware to craft a moving array of traffic that illustrates how concentrated populations, mass transportation, architecture, and town planning are resulting in an isolation of the rc le people, drowning them in a hurried crowd. Here, real imagery is “artfully” arranged using digital methods to show this concept. In addition to “Akkad,” other art animations from Intersections are featured on Clockwise from top: Fall of Antioch Students created this film in a Film & Animation class at the University of Applied Sciences in Nuremberg, Germany, and were inspired from listening to music on the Windows Media Player with the Particle Visualization engaged. Among the tools used to create the piece were Softimage XSI, After Effects, Inferno, and more. Swim For this striking music video, Sil van der Woerd used Maya, Tracker, Final Cut Pro, After Effects, and other tools to craft a unique synthetic space for this film, whose simple focus is the power that brings us all to life. As such, the atmosphere is organic, yet there is still somewhat of a clinical feel to it. Cafe Bouillu In this animation directed by Stephane Berla, a cut-out paper person revolves in a merry-go-round, progressively realizing that his universe is not the thing that is spinning. Fo these two pages. —Karen Moltenbrey CW NOVEMBER 2006 Computer Graphics World | 39 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. For additional product news and information, visit ai l.c o m products w ww.cgw.com __________________________ patibility for Avid Xpress Pro 5.5 and Media SOFTWARE gm Composer 2 customers on Mac OS X. These Avid updates are only for PowerPC-based VIDEO A Magic Bullet when Avid releases new versions compatible Mac Red Giant Software, publisher of pro- with Intel-based Mac systems. fessional digital video tools, including Red Giant Software; www.redgiantsoftware.com Magic Bullet and Knoll Light Factory, has ar 2 D A N I M AT I O N announced free software updates for professionals using Intel and PowerPC Macs or Win • Mac or Avid Media Composer software. Magic E frontier m Anime Studio running Apple Final Cut Pro, Avid Xpress Pro, t@ Mac systems. A new update will be available America has released Anime Studio 5, a 2D animation and cartoon creation software offering. An- manipulation and drawing tools can be used PowerPC-based Macs using Final Cut Pro ime Studio employs a “bone rigging” system with digital photos to create cutout anima- 5.1. The standard engine is updated to sup- common of 3D graphics software, designed tions similar to those found on Jibjab.com to streamline the animation workflow, and SouthParkStudios.com. Anime Studio reduce production time, and save money by also enables the importation of drawings, Mac systems. Magic Bullet Editors 2.1 and requiring a smaller team of animators than movies, and sounds to create quality, enter- Knoll Light Factory 2.5.1 also provide com- normally used in animation. The software’s taining animations. Anime Studio was pre- NEWS ing the challenges of complex data-intensive then downloaded, signed, and returned to workflows and accelerating breakthrough DA. Upon receipt, a user name, and password discoveries. Also last month, SGI announced is provided via e-mail. Work history, skill sets, that it has reorganized and has emerged from and software application precedes the upload Chapter 11 status in less than six months. window. Currently, the upload system accepts SGI Files Lawsuit Against ATI SGI last month filed a patent infringement g, lawsuit against graphics card manufacturer co n ta port Intel processors under Mac OS X, and the render speed should be similar to Power ct no te Bullet Editors 2.1 and Knoll Light Factory 2.5.1 are now compatible with Intel- and JPG, PDF, and MOV file formats. complaint, SGI asserts that products in ATI’s Disney Opens Online Submission Portal service for everyone,” says Dawn Rivera-Ernster, line of Radeon graphics processors infringe on Disney Animation (DA) is connecting talent to director of animation resources for DA. “It allows its US Patent number 6,650,327. As a result, animation opportunities with the online artistic artists to submit reels and portfolios whenever the company seeks unspecified damages submission portal. At www.DisneyMouseLink. it is convenient for them, 24/7, with a quick and and a court-ordered injunction against future com, ___ artists can submit their demo reels and/ convenient process. For DA, it allows us immedi- infringement, if ATI is found guilty. “The com- or portfolios through a secure Web-based ate access to the incredible global talent pool.” pany’s technology covered by the patent is upload system. DisneyMouseLink.com _____________ was an important resource in achieving enhanced developed in-house and allows interested Autodesk Unveils Area Portal graphics processing demanded by today’s applicants to submit their resumes, demo Autodesk has announced a new community computer systems,” stated Dennis McKenna, reels, and/or portfolios. This portal is an indus- portal called Area (www.the-area.com) that CEO of SGI, in a press release issued by SGI. try first that will allow greater connectivity to allows artists to network with peers and enjoy a “SGI has licensed this technology to ATI’s the artistic community. repository of 3D content. The content is posted an pr in tin ATI Technologies in US District Court. In the “Creating DisneyMouseLink.com is a great To access DisneyMouseLink.com, interested by community members and Autodesk. Area sively protect and enforce its IP.” SGI delivers applicants can go to www.DisneyMouseLink. contains tips and tutorials, forums, downloads, a range of high-performance server and stor- com ___ and create an account using a valid e- a showcase area, member portfolios, and blogs age solutions for aiding customers in overcom- mail address. A required submission form is from Autodesk’s product management team. rc le major competitors, and SGI intends to aggres- | Computer Graphics World Fo 40 CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. ai l.c o m Join the CAUSE! Become an active and proud member of the t@ gm CGW community! no te m ar CGW is very excited to introduce a live 24/7 forum! This new community site is specifically designed for you and we hope you’ll enjoy the access and privileges of being a participant in this exciting industry. We take our responsibility here at CGW seriously and believe it is our duty to offer as many ways for our industry to touch one another beyond the printed pages – We encourage you to take the time to JOIN US! Fo rc le an pr in tin g, co n ta ct Within the forum you can now share your expertise, offer support to your peers, post your work, look for opportunities and much more... CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F Mail to [email protected] for any further request. m products nection. StoneGate takes advantage of als and studios to create feature films, short the Wiretap API to convert the hierarchi- films, and commercials. Anime Studio will be cal structure of the Stone’s Clip Library into available for $49.99 and Anime Studio Pro a virtual file system that maps as a local Archicad 10, the latest version of its Virtual for $199.99. drive on the client’s workstation. Users can Building modeling technology, now sup- E frontier; www.e-frontier.com remotely browse multiple machines, vol- ports Apple Macintosh OS X running on the umes, projects, libraries, and clip folders new Intel Core processor platform. Graphisoft to access the individual frames. These are Archicad is designed to help users design more exposed as standard graphic files (RAW, creatively, analyze earlier, generate documen- BMP, TIFF, DPX, and Cineon) that can be Work Groups ics, animation, paint, editing, and com- Tiger Technology, developer of stor- Mac Graphisoft has announced that tation rapidly, and efficiently coordinate projects both internally and externally. Graphisoft; www.graphisoft.com ar Win read or written using standard graph- A Bite of the Apple gm STORAGE ai l.c o tion workstations over a regular LAN con- in the animation community by profession- t@ CAD viously known as Moho, and has been used age area networking (SAN) and work- positing applications, such as Adobe After group management software solutions, has Effects, Adobe Photoshop, and Autodesk announced StoneGate. The new solution is Combustion. StoneGate will begin shipping Win a virtual file system that enables raw image this month for Windows, with support for ments to its Autodesk DirectConnect family sequences stored on an Autodesk Media and Mac OS X scheduled for early 2007. The of translators and Autodesk ImageStudio, a Entertainment Stone file system to be manip- product is priced at $995. ulated using standard graphics and anima- Tiger Technology; www.tiger-technology.com Autodesk has announced improve- rendering software. An update to Autodesk DirectConnect software is now available for Start The New Year Out Right ta Computer I N N O V AT I O N S I N V I S U A L C O M P U T I N G F O R T H E G L O B A L D C C C O M M U N I T Y ct no te m DirectConnect, ImageStudio WORLD October 2006 www.cgw.com co n Rat’s Nest Before the holiday rush begins, make sure you treat yourself to a full year of Computer Graphics World World. DreamWorks uses digital clay to sculpt the diverse worlds in Flushed Away Past Tense CG helps bring ancient history to life Playing in the Big Leagues g, An indie CG filmmaker hits a home run Shadow Play in tin Artists shine light on Hollywood’s dark side cgw.com $6.50 Canada rc le an pr $4.95 USA Renew your subscription online at | Computer Graphics World Fo 42 ________________________ CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F ai l.c o m Mail to [email protected] for any further request. download from the product center section of addressing the need to post-process and visu- the Autodesk Web site, www.autodesk.com/ alize data generated by computational fluid directconnect. ________ The release features improve- dynamics (CFD) applications, has introduced ments to the DirectConnect tool, enabling FieldView Version 11.1. FieldView has been faster and more robust data translation and updated with new capabilities and functionality to deliver scalable post-processing performance to users of multi-CPU/multi-core importing CAD data into other Autodesk gm enhanced data fidelity. DirectConnect is a family of data translators that aid users in workstations, large shared-memory systems, to optimize the workflow for visual effects art- software applications. ists working in Adobe After Effects on multi- An update to Autodesk ImageStudio 3.0 processor and multi-core computers. Nucleo data analysis, automation, and data read- software is now available for download from Pro, an After Effects plug-in (After Effects 7 is the product center section of the Autodesk required), introduces the concept of rendering t@ Meanwhile, Autodesk ImageStudio 3.0.1: and cluster computing environments. New Web site at www.autodesk.com/images- and working at the same time, while maximiz- flow integration and accessibility. FieldView’s tudio. ___ ImageStudio is a rendering software ing the full use of all available CPU resources. Parallel capabilities achieve speed increases tool, used to create high-quality rendered Nucleo Pro enables users to render as they on the order of five times on eight CPUs when images of 3D files created in Autodesk work with Spec Preview and Spec Render; post-processing realistic, multi-grid CFD sim- AliasStudio or complementary CAD applica- push the render to the background using the ulations on systems with AMD Opteron pro- tions. This update provides improvements to new Background Render Queue and continue cessors, reducing turnaround time for simu- QuickTime movie rendering, image-based working in After Effects or any other applica- lighting environments, as well as enhanced tion; and commit layers to disk to have Nucleo importing of AliasStudio wire files with Pro render only the specified layers. GridIron embedded images. Nucleo Pro sells for $395. Autodesk; www.autodesk.com GridIron Software; www.gridironsoftware.com ing capabilities are also a part of this release. FieldView 11.1 enables in-depth analysis of ta ct no te m ar CFD simulations, while maintaining work- WORKFLOW On the GridIron Win • Mac GridIron Software has announced Let the Data Flow Win • Mac • Linux • Unix Intelligent Light, in g, the availability of GridIron Nucleo Pro, designed co n A N A LY S I S FieldView image courtesy of Intelligent Light. Fluent simulation results courtesy of Fluent, Inc. _____________ Fo rc le an pr in tin ________________ CW w w w. c gw. c om ___________ NOVEMBER 2006 Computer Graphics World | 43 A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F EDITING entered on the remote control. ai l.c o lations. FieldView Parallel capabilities are m Mail to [email protected] for any further request. available for users of multi-CPU/multi-core In addition, the TLP-X3000U projec- workstations and HPC server users. FieldView tor includes composite video and S-video 11.1 will support multi-grid parallel execution inputs, audio in, and variable audio output Win • Mac Media 100 revealed plans to sup- on shared-memory systems of up to four capabilities. The special monitor-out capabili- port the new Apple Intel-based Macs. Media 100 Media’s Mac Focus ties allow users to display and view images on HD Suite, Media 100 HDe, Media 100 SDe, and a monitor and screen simultaneously. Media 100 sw will be qualified for Intel-based running on Itanium processors. Pricing starts Toshiba Digital Products; www.toshiba.com Mac systems in early 2007. The Intel-based Mac gm processor cores without modification or fees. Also new to this release is support for HP-UX development effort is anticipated to increase for multi-processor Linux, and single-CPU the overall performance of the Media 100 sys- VIDEO CARDS Windows licenses. t@ at $2500 for a single-user annual license, tems, enhancing editing and graphics creation Intelligent Light; www.ilight.com processes for Media 100 users. Media 100 also Diamond Offering plans to maintain backward compatibility with qualified PowerPC-based Mac systems. ar Diamond Multimedia, a manufacturer of PC HARDWARE graphics cards, sound cards, and communica- Media 100, www.media100.com m tions products, has begun shipping three new versions of its Viper video card line. The new edi- PROJECTOR te tions include the X1950 CrossFireT, X1950XTX INPUT with PCI Express, and X1950PRO in an AGP version. The X1950 high-performance graphics cards produced by Diamond feature the ATI no Toshiba Projection Toshiba’s Digital Products, a division of Toshiba Sandio Technology’s 3D Mouse Sandio Technology, a 3D input company, America Information Systems, Inc., has intro- Radeon chip. The cards have tested memory debuted a new advanced version of its 6DOF duced the TLP-X3000U LCD projector with speeds of 450MHz faster than the most recent 3D mouse. The 3DeePro is a 3D professional generation of X1900 cards, to provide an mouse designed to improve the productiv- fessionals, educators, corporate trainers, and immersive experience. ity of 3D applications. The new version of The X1950 cards are also equipped with Sandio’s 3DeePro was developed for profes- and weighing 6.2 pounds, the TLP-X3000U the Avivo ATI Technology video and display sionals who currently use 3D applications, features Toshiba’s Natural Color Enhancer3 platform, which enables an HD visual experi- such as Autodesk’s 3ds Max and Maya, and sharp and vivid. Packaged in a compact form factor, the projector features XGA 1024x768 resolution and a 400:1 contrast ratio. The TLP- co n (NCE3), which makes presentation colors ta small- to midsize businesses. Priced at $1739 ct 3000 ANSI lumens, designed for mobile pro- ence and allows for universal connectivity to more. Sandio 3DeePro has been enhanced to various digital devices, including home-the- aid users in improving their productivity, using ater systems, LCD monitors, HD TVs, projec- the mouse to move along and rotate about x, y, tors, and notebooks. In addition, the X1950 and z axes. 3DeePro is patent-protected, com- cards support HDR with full post-processing patible with 2D and 3D PC applications, intui- feature: a removable palm-sized control panel capabilities, including anti-aliasing. The X1950 tive, and priced at $100. Sandio also offers an on the projector specially designed with a self- CrossFire and X1950 XTX each ship for the SDK for the 3D mouse that enables application developers to create new images with “6 tin g, X3000U also incorporates a unique security price of $449. Diamond Multimedia; degrees of freedom (6DOF)” movement. no longer operable unless the password is www.diamondmultimedia.com Sandio Technology; www.sandiotech.com in assigned password for theft prevention. When the control panel is removed, the projector is an pr November 2006, Volume 29, Number 11: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly (12 issues) by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: [email protected]. ___________ Periodicals postage paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $55, USA; $75, Canada & Mexico; $115 International airfreight. To order subscriptions, call 847-559-7310. rc le © 2006 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal or personal use, or the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee is paid directly to Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508750-8400. Prior to photocopying items for educational classroom use, please contact Copyright Clearance Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER GRAPHICS WORLD fee code for users of the Transactional Reporting Services is 0271-4159/96 $1.00 + .35. Fo POSTMASTER: Send change of address form to COMPUTER GRAPHICS WORLD, P.O. Box 3296, Northbrook, IL 60065-3296. 44 | Computer Graphics World CW NOVEMBER 2006 w w w. c gw. c om ___________ A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F m Mail to [email protected] for any further request. ai l.c o BRAINSTORMS… IMPOSSIBLE TO PREDICT. EASY TO CAPTURE. Dell 19" 1907 Flat Panel Display, add $309 gm FINALLY, A RANGE OF TOTAL SOLUTIONS FOR YOUR LIMITLESS IDEAS. Now you can bring your most complex design ideas to life with help from Dell and Adobe.® Dell Precision™ workstations Dell™ recommends Windows® XP Professional are high-performing systems. Many are powered by the next generation of 64-bit capable Intel processors and t@ ® NEW DELL PRECISION™ 490 DELL PRECISION™ M90 WORKSTATION MOBILE WORKSTATION support, and dual-monitor capability. Dell has partnered with Adobe to deliver a powerful Adobe OpenHD certified $3749 HDV solution, featuring the comprehensive post-production $2496 ar customizable with advanced graphics, RAID hard drive access to the exceptional quality and resolution of HD at an Lease as low as $100/ mo., (48 pmts.*) E-VALUE Code: 08978-bwph4xq affordable price. These systems offer optimal performance Scalable, Dual Xeon® Processor Capable Workstation and the added peace of mind of compatibility between • Dual-Core Intel® Xeon® Processor 5060 (3.20GHz, 2x2MB L2 Cache, 1066MHz FSB) • Genuine Windows® XP Professional • Windows® Vista™ Capable* • 4GB* Quad Channel* DDR2 Fully Buffered DIMM Memory • 500GB* (7200 RPM) SATA Hard Drive and 160GB* (7200 RPM) SATA Hard Drive • 256MB PCIe x16 nVidia Quadro FX 3500 Graphics Card • 16x Max DVD+/-RW* Drive • 3-Yr Economy Service Plan (Next Business Day On-Site Service,* Hardware Warranty Support) • Monitor Not Included Recommended Upgrade: • 3-Yr Business Essential Service Plan (24x7 Same-Day On-Site Service,* Gold Tech Support), add $408 Lease as low as $67/ mo., (48 pmts.*) E-VALUE Code: 08978-bwphexq Maximum Widescreen Mobile Workstation Performance m tools of Adobe Production Studio. Together, they give you te all hardware and software components. So just like your no creativity, the sky’s the limit. ct AdobeProduction Studio Standard ta Software, documentation or packaging may vary from retail version. • Intel® Core™ Duo Processor T2300E (1.66GHz, 2MB Cache, 667MHz FSB); Intel® PRO/Wireless 802.11a/g Dual-band Mini-Card • Genuine Windows® XP Professional • Windows® Vista™ Capable* • 17" WXGA+ Active Matrix Display • 512MB SDRAM • 80GB* (7200 RPM) Hard Drive • NVIDIA Quadro FX 1500M 256MB (dedicated memory) (OpenGL graphics) • 8x DVD+/-RW* Drive • 3-Yr On-Site Economy Service Plan (Next Business Day On-Site Service,* Hardware Warranty Support) Recommended Upgrade: • Upgrade Your M90 to be OpenHD Certified – Intel® Core™ Duo T2700 Processor, nVidia FX2500 512MB Video Card, 17" WUXGA Screen, 4GB* DDR2 SDRAM, 100GB* 7200 RPM Hard Drive, add $3977 co n Dell™ recommends Adobe® software with Dell Precision™ Workstations. Adobe® Production Studio Standard Adobe® Production Studio Premium Adobe offers the essential post-production toolset. Adobe offers a complete post-production solution. Special Offer! Save 400 OFF MSRP when purchased with select Dell Precision™ workstations*! g, $ • Package includes: Adobe After Effects® 7.0 Professional, Adobe Premiere® Pro 2.0, Adobe Photoshop® CS2, Adobe Audition® 2.0, Adobe Encore® DVD 2.0 and Adobe Illustrator® CS2 software, Adobe Dynamic Link and Adobe Bridge. Call for Dell Pricing. in tin • Package includes: Adobe After Effects® 7.0 Standard, Adobe Premiere® Pro 2.0 and Adobe Photoshop® CS2, Adobe Dynamic Link and Adobe Bridge. dell.com/dccsolutions11 Purely You pr Learn more at _____________________________ an call 800.822.3495 Fo rc le Call: M-F 7a-8p Sat 8a-5p, CT *Pricing/Availability: Pricing, specifications, availability, and terms of offer may change without notice. Taxes, fees, shipping, handling and any applicable restocking charges extra, vary and are not subject to discount. Offers may be combined with other select offers or discounts. U.S. Dell Small Business new purchases only. LIMIT 5 DISCOUNTED OR PROMOTIONAL ITEMS PER CUSTOMER. In case of customers leasing under these promotions, please note that items leased will be subject to applicable end-of-lease options or requirements. Dell cannot be responsible for pricing or other errors, and reserves the right to cancel orders arising from such errors. Adobe Video Collection 2.5 Standard Offer: Offer valid only with purchase of Dell Precision™ 380, 390, 490, 690, M65, M90. Quad-Channel Memory: Quad-channel memory requires 4 each of the same capacity memory DIMMs. Dell Precision™ 4GB Memory: The total amount of available memory will be less than 4GB. The amount less depends on the actual system configuration. To fully utilize 4GB or more of memory requires a 64-bit enabled processor and 64-bit operating system. Windows® Vista™ Capable: Based on currently available information from Microsoft. Requirements subject to change. Since the operating system and drivers are not final at this time, Windows Vista has not been tested on all user configurations. Please visit http://www.microsoft.com/technet/windowsvista/evaluate/hardware/vistarpc.mspx for more information.On-Site Service: Service may be provided by third party. Technician will be dispatched, if necessary, following phone-based troubleshooting. Subject to parts availability, geographical restrictions and terms of service contract. Service timing dependent upon time of day call placed to Dell. Leasing: Monthly payment based on 48-month Fair Market Value (“FMV”) QuickLease and does not include taxes, fees, shipping and handlingcharges. Your monthly payment may vary, depending on your creditworthiness. QuickLease arranged by Dell Financial Services L.P. (“DFS”), an independent entity, to qualified Small Business customers. Minimum transaction size of $500 required. At the end of the FMV QuickLease, you can: purchase the equipment for the then FMV, renew the lease or return the equipment to DFS. Please contact your DFS representative for further details. All terms subject to credit approval and availability, and are subject to change without notice. Hard Drive: For hard drives, GB means 1 billion bytes; actual capacity varies with preloaded material and operating environment and will be less. DVD+/-RW: Discs burned with this drive may not be compatible with some existing drives and players; using DVD+R media provides maximum compatibility. Trademark/Copyright Notices: Dell, the stylized E logo, E-Value, UltraSharp, CompleteCare and Dell Precision are trademarks of Dell Inc. Intel, Intel logo, Intel Inside, Intel Inside logo, Xeon, Xeon Inside, Intel Core, Core Inside are trademarks or registered trademarks of Intel Corporation or its subsidiaries in the United States and other countries. Microsoft and Windows are trademarks or registered trademarks of Microsoft Corporation in the United States and/or other countries. Adobe, the Adobe Logo and Acrobat are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. ©2006 Dell Inc. All rights reserved. CW A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F CW Previous Page Contents A B Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F m Mail to [email protected] for any further request. AJA DESKTOP AND ai l.c o CONVERTER SOLUTIONS We make the most reliable and proven video and audio Desktop I/O and converter solutions for the post- gm production industry. Whether you need an SD/HD solution for your Mac or Windows system, or stand-alone ar t@ conversion gear, we've got you covered. MINI-CONVERTERS g, DESKTOP SOLUTIONS co n ta ct no te m I=:9>;;:G:C8: 7:IL::CIDA:G6C8: 6C9O:GDIDA:G6C8: KONA 3 HD10AVA • SD/HD analog composite/component video and 4-channel analog audio to SD/HD-SDI with embedded audio KONA LHe tin • SD, HD, Dual-Link HD, 2K I/O • For Apple Final Cut Studio and Mac OSX HDP in • SD/HD Analog and Digital I/O • For Apple Final Cut Studio and Mac OSX • HD-SD/SDI to DVI-D and audio converter ADA4 • SD, HD, Dual-Link HD, 2K I/O • For Adobe Premiere Pro 2 and Windows XP • 4-channel bi-directional audio A/D and D/A converter XENA LHe HD10AMA • SD/HD Analog and Digital I/O • For Adobe Premiere Pro 2 and Windows XP • HD/SD 4-channel analog audio embedder/disembedder rc le an pr XENA 2K Fo www.aja.com CW 800.251.4224 K>9:D HNHI:BH A B Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page EMaGS F