Professional Documents
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Aphics World Magazine
Aphics World Magazine
33 Number 11
10
Features
COVER STORY
By Barbara Robertson
16
26
The superspy James Bond is back in action, this time as a computergenerated character in Bizarre Creations 007 Blood Stone, a computer
16game
that adheres to the high-production value of the movie franchise.
By Martin McEachern
Departments
Editors Note
their work cut out for them when creating the characters for these roles.
Spotlight
News
Viewpoint
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Review
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Back Products
looking to hire new grads, companies in the film, TV, and games
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36 When
look for candidates who are production-ready. To this end, schools and
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newcomers up to speed on the latest techniques.
SEE IT IN
ON THE COVER
November 2010
EditorsNote
E D I TO R I A L
KAREN MOLTENBREY
Chief Editor
ike most youngsters, I used to love sitting in front of the television watching cartoons on Saturday mornings. Back then, the options were extremely limited by
todays standards. Nevertheless, that small weekly time block offered a t reasure
trove of entertainment from Hanna-Barbera, Warner Bros., and others.
In those shows, it was easy to distinguish the heroes from the villains.
Take, for instance, the 2D animated television series Wacky Races. Dick
Dastardly a nd M uttley, i n t he M ean M achine, w ere Team V illain,
while t he s weet-natured southern belle Penelope Pitstop, d riving t he
Compact Pussycat, and the gentlemanly Peter Perfect in the slick racer,
were from Team Hero. How did a y oung kid know which team the
characters were on? First, the characters names were a dead giveaway,
as were the names of their vehicles. A lso, the characters looked their
part: D astardly, w ith t he e xtended, e nlarged c hin a nd long, n arrow
mustache; Penelope, with the cute pink outfit and long, blond hair. In
fact, identifying the hero and villain in these cartoon series was easy: Wile E. Coyote,
bad; Road Runner, good. Ditto for Sylvester and Tweety. And the list goes on.
At the theater, Disney certainly had the hero/villain (protagonist/antagonist) formula down to a science. Snow White and her seven dwarf friends were good, while
the Wicked Queen Grimhilde was evil (just in case you didnt catch her full name).
Cinderella and Prince Charming, good; the evil stepsisters, bad. The cute Dalmatians (all 101 of t hem), g ood; Cruella, bad. Mowgli, B aloo, a nd B agheera, g ood;
Shere Kahan, bad. Simba, Aladdin, and Ariel, all good; Scar, Jafar, and Ursula, all
bad. Even in last years The Princess and the Frog, the lovely, hard-working Tiana was
good; the scheming voodoo magician Dr. Facilier was not.
There were certain things you could count on when it came to the heroes and the villains in animated series and features. But in this months CG movie Mega mind, the role
of hero and villain is not clear-cut. When Megamind and Metro Man land on Earth,
the former becomes a n outcast a nd the latter a b eloved hero. A fter many attempts,
Megamind defeats his enemy. Out of sorts, he helps create another hero, who ends up
becoming more of a schemer than Megamind ever was. With a plot twist like this, the
animators were challenged with creating a likeable villainno easy feat when the baddie eliminates the hero during the first few minutes of the film. (See Mind over Matter on page 10 for a detailed look at how the characters for the film were created.)
In another character twist, Disney mixed things up a bit when re-telling the fairy
tale of Rapunzel. In the Brothers Grimm version, a prince courts the beautiful girl
with the long hair, but in Disneys CG animated film Tangled, Rapunzel is the character with the royal blood, and it is a thief, not a prince, who rescues her from the
towerthough it is clear who is really in charge. (See Once More with Feeling on
page 26 to see how this touching tale was crafted.)
The last hero/villain story in this issue contains many unpredictable plot twists.
But in the video game Blood Stone, British agent James Bond takes on yet another
supervillain, this time within an interactive game environment (see Like a Rolling
Stone, pg. 16). No questioning whos the good guy and whos the bad guy here.
Todays digital artists are challenged with blurring the lines between good and evil,
using digital technologies to endear audiences to those who, in the past, would have
been difficult to embrace. So whos the hero now? These CG artists and animators.
CONTRIBUTING EDITORS
WILLIAM R. RITTWAGE
SA L E S
LISA BLACK
Associate Publisher
National Sales Education Recruitment
lisab@cgw.com (818) 660-6323
fax: (214) 260-1127
KELLY RYAN
PRODUCTION
KEITH KNOPF
Production Director
Knopf Bay Productions
keith@copcomm.com (818) 291-1158
MICHAEL VIGGIANO
Art Director
mviggiano@copcomm.com
CHRIS SALCIDO
Account Representative
CHIEF EDITOR
karen@CGW.com
November 2010
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By Jenny Fulle
Business
November 2010
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3DCG I
Dreamworks
Animations
Megamind places a
Likeable villain in
A superhero comedy
By Barbara Robertson
2010 D
10
November 2010
3DCG I
n n n n
At top, director Tom McGrath usually recorded the dialog tracks for
Megamind (Will Ferrell) and Roxanne (Tina Fey) separately, but on
three occasions, the actors improvised the shots together. At
bottom, Minion, the fish inside the bowl, provided interesting
opportunities for stereo 3D artists to dive deeply behind the glass.
It was nice to hav e a small cast of char acters, says M cGrath, who pr eviously dir ected
the ensemble cast in Madagascar: Escape 2 Africa (see
Home Is Where the Art Is, October 2008). We could
focus on their relationships and on putting a new twist on
the dynamics. Its a huge, epic action stor y, but w e have
intimate relationship stories going on.
November 2010
11
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3DCG I
Tighten, in red whispering in Megaminds ear, is a superhero-turned-villain. To animate his and others
capes, character effects artists filmed themselves wearing capes while flying down zip lines.
The character with the most personality is
Megamind, the villainwho is Schleifer s favorite. He ended up being such a compelling
character, Schleifer says. A lot of that has to
do with ho w the animators per formed him.
He puts his hear t on his sleev e and is such a
wonderful character to watch. I love him.
Mega Characters
Mark D onald was the character lead who
oversaw the per formance of that compelling
character, and he was also one of sev en supervising animators who managed teams working
on par ticular sequences for the film. Weve
had supervision [of teams] based on sequences
in the past, Schleifer says. I ts important to
help every animator grow as an artist over the
course of a show. But, we also had character
leads as a resource for animators so they didnt
have to figure out the characters on the fly.
Mega Stereo
This is Phil Captain 3D McNallys 10th stereo 3D movie and his
sixth at DreamWorks this year counting the Shrek conversions.
We talked with him about how stereo 3D has progressed and
how the crew used stereo for Megamind.
Where in the process did you begin working on the
stereo version of Megamind?
November 2010
ent watery surface, which is interesting. You can really see the 3D
in the refractions in the water.
Shiny things, shiny paint, shiny windows are great in 3D. When
you ask someone about reflections in a mirror, they tend to think
the mirror is 2D until they really look. Of course, it isnt. The image
is not on a surface. Stereoscopic imaging can really hold a lot of
detail that might be distracting in 2D. Thats why filmmakers use
shallow focus so much in 2D, to simplify the shot. So, reflections
are rich spatial environments that we can use.
How, then, do you focus the audiences eye in a richly
detailed stereo image?
3DCG I
Damon Riesberg, head of character effects,
led the team charged with creating exciting yet
believable capes. They got someone to teach
them to sew, Schleifer says. They built their
own capes out of various fabricscotton, silk,
linen. Then, they filmed themselves on the zip
line and saw ho w non-heroic the capes r eally
looked. Realism is not heroic. Its the exact opposite of heroic.
But, b y applying the pr operties that they
discovered in the r eal world to a cloth solv er
in Autodesks Maya, Riesbergs team created a
solution that worked for the film. We could
have the capes simulated with r ealistic physical pr operties, but w e could also sculpt spe cific shapes and animate them, Schleifer says.
We could go with r eal-world physics, and
then when the superher oes blew up the r ealworld physics by moving 1000 miles per hour
and stopping in a matter of frames, w e could
blend in keyframe shapes to sculpt the performance of the capes.
The animators could start with the base
simulation, tweak and hand-animate whatever
they needed to create the silhouette they wanted, and then blend back into a simulation.
Mega Crowds
In addition to the five main characters, hun dreds of backgr ound characters fill Metro
City. In some of the shots, we had crowds of
over 70,000 people, Schleifer says. They are
Megaminds guiding r od within his character
arc; the way the city responds to him helps define his arc through the film. So the cr owds
needed to feel special and unique.
n n n n
Metro Man is the only character who can fly through the enormous CG city and fall without flattening
himself on the pavement. The crew constructed and textured buildings in the city procedurally and
animated crowds using Massive software.
Thus, the studio decided to use Massive
software for the first time to control the allimportant cr owds. F our animators cr eated
motion cycles so the individual Massive agents
would cheer, run in terror, boo, stroll around,
and react in other appr opriate ways depend ing on the situation. A cr owd team built the
network of brains that trigger ed the cycles.
We had a huge number of motion cy cles for
the crowd, Schleifer says. The nice thing is
that we can use the brains and cycles for future
shows, which will save us a ton of time.
To provide an appr opriately large stage for
Megamind and the enormous crowds, the effects team built an elaborate city. We had to
use a matte painting to do a city for Madagascar, McGrath says. Now, we have a [3D]
city the size of Chicago, with enormous o verpasses, fire hydrants, and details like tar filling
in the cracks in the streets. Its a human-based
We have a pool of artists who work on camera and final layoutthere might be 20 artists all working on the movie at one
Mega City
The city was the biggest environment, and
likely the biggest ev er built at D reamWorks;
it had to accommodate superher oes flying
overhead during action sequences. The crew
constructed it entirely with 3D geometry. But,
time. In addition to [the] camera [work], they prepare files for animation and set dressing. Each person who opens a shot to work
on camera does the stereo settings. At final crunch, we tend to
have a smaller group with an eye for stereo work on the shots.
And at the end, I jump in. Were at the stage where all the leads
do not yet have full stereo skills and experience. So, I might partner with the final layout lead, or head of layout or previs, to make
up the stereo gap. But, as the stereo experience increases, the
artists take up more and more of that work.
How are you seeing the use of stereo changing?
13
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3DCG I
maps and cr eated v olumes inside the build ings. We wanted to be sur e the windo ws
didnt have mirror-like reflections, Denis says.
We wanted to always see something inside,
so for each window, we could have a code that
defined the volume behind. As the camera
moved, youd have parallax and y oud see the
city come aliv e. A t night, w e bar ely had to
light the city because of the lights that ar e on
in the interiors.
Also, cars driv en with M assive added
lightsheadlights, taillightsto the nighttime
city. Massive was v ery successful for the cars
because its a procedural simulation, and thats
what traffic is all about, Denis notes. You define some rules and go . But when w ere really
far abo ve, w e just generate par ticles of light.
Light is always moving in the city. It was something we were especially concerned about.
Rather than tr ying to place hundr eds of
thousands of individual lights in the city , the
lighting artists used point-based global illumi nation as a bounce element. We could light
the street and get light bouncing back from the
buildings, Denis explains. I t was expensiv e,
so we rendered layers to manage it in compositing, which isnt the way we usually work. But,
it was inter esting for the night sequence. Although the studio relies on a proprietary comAt top, animators learned that if they showed Megamind enjoying himself while capturing the city, he
positor, the compositing ar tists wor ked with
became more appealing, a necessary trait for a villain who stars in a film. At bottom, Megaminds lair
The Foundrys Nuke to polish the images.
was nearly as complicated an environment to create as was the city.
In addition to cloth simulation and envi rather than modeling a few dozen buildings to fects ar tists cr eated a language to describe the
ronments, the ar tists on D eniss team cr eated
replicate and place in v arious configurations, buildings, Denis says. The advantage we had more typical effectsfire, dust, smoke, and
the artists decided to constr uct the buildings by going with the pr ocedural approach is that
other atmospherics. We used a lot of 3D simprocedurally.
we could manage the siz e of the buildings. We ulations and a lot of particles with 3D textures
We w ent with this appr oach because w e could decide to make a building wider or taller
for detail, Denis says. For fire, we used a 3D
were really concerned about r endering a city, at any point in time. We could also manage the volumetric simulation. The effects are almost
Denis says. We had nev er built such a big set,
level of detail in the model, the sur face, and the characters, but this is not a car toon. We really
and we wanted to be sur e we could change it at textures. The procedural system worked so well wanted the dramatic action sequences to be
will. They wanted, for example, to easily allow that the crew ended up creating fewer hero build- tangible, to feel big and danger ous. And, the
the crew to shorten a tall building if the dir ector ings than planned.
best way to tackle that is to use a lot of fluid
noticed that it cast a shadow on a character.
Because the pr ocedural ar chitecture had
simulation to get the details.
For each block in the city , the cr ew first a consistent UV str ucture, the ar tists could
In addition to being able to turn the
mapped large areas with buildings of a particular switch textures at any time. We could easily genre upside do wn, this type of r
ealism,
type and height. We had to find the rules that make a building out of concr ete that effects evidenced in mo vement and detail rather
make a city look like a city , Denis says. Cities needed to blow up, Denis says.
than in phot orealism, is another r eason
have an organic aspect, but they re organiz ed.
For such demolition, the effects crew created why M cGrath enjo ys cr eating a super You dont want too much v ariation. The team a system based on the B last Code plug-in for
hero mo vie in CG rather than liv e action.
based the maps for Metro City on Paris, creating, Maya. It took nine months of preparation, When y ou look at a liv e-action superher o
in effect, arrondissements (neighborhoods) that Denis says. We knew we had a lot of destruc- movie, y ou kind of kno w when the effects
spiraled out from the center.
tion, and we wanted to be sur e we had some- turn to CG, McGrath says. B ut, when the
Jonathan Gibbs, who had been chief effects thing ergonomic enough for the effects artists entire world is CG, y ou nev er feel like y ouve
architect on Monsters v s. A liens, supervised the to use. We looked at a lot of footage of building switched to a new world. Characters can even do
city dev elopment, wor king with gr oups fr om demolition, really looking at it to see the r e- their own stunts. Thats really exciting. n
the art department who helped define the design sponse, the size of the detail. The system works
Barbara Robertson is an award-winning writer and a
and architectural rules that created windows and with texture maps to define the shattering.
other details in the right pr oportions for various
Shaders written in the studio s proprietary contributing editor for Computer Graphics World. She can
building sizes and styles. Then, some of the ef- rendering system managed the baked textur e be reached at BarbaraRR@comcast.net.
14
November 2010
CyberGlove Systems LLC, 2355 Paragon Drive, Suite D, San Jose, CA 95131, Tel: (408) 451-9463
sales@cyberglovesystems.com
15
n n n n
Gaming
Like a
RoLLin g
Stone
7
Bizarre Creations puts
superspy James Bond back in
action with 007 Blood Stone
The Plot
Of course, the game wouldn t be complete without the iconic Bond
girl. In Blood Stone, shes Nicole Hunter, played by singer J oss Stone.
A socialite and diamond expert resembling a posh, more cerebral Paris
16
November 2010
By Martin McEachern
Gaming
n n n n
ng
(Above) On water or on land, Blood Stones digital James Bond chases down
baddies with as much zeal in the gaming world as the actors who have assumed
the coveted roles for cinema. The CG Bond (top center) was created from reference scans of actor Daniel Craig, the box-offices latest 007.
November 2010
17
n n n n
Gaming
Production Design
Awe-inspiring production design has always been
a foundation of the Bond experience, forged brilliantly in the past by legendary designers like Ken
Adams in The Spy Who Loved Me and You Only
Live Twice (see Bonded on CGW.com to learn
how the dev eloper achieved a cinematic flair to
the game s cinematics.) We definitely looked
long and hard at the pr oduction design of both
Casino Royale and Quantum of Solace, taking general lighting cues and feel from both. Of the two,
we erred toward Quantums production design,
feeling it was more in line with the br utal Bond
we wanted to convey in the game, says studio art
Blood Stone features expansive sets, populated with many structures and objects that facilitate
gameplay and provide cover during firefights.
Greco through a plate-glass window before realizing that his targeta bomb of some kindis
aboard a passing SUV. Bond finishes the chase in
his Aston Martin, racing through tunnels and on
a cliff-hugging, hillside road.
The pre-credits sequence is a big splash
that showcases a wide variety of interactions in
a short space of time. Pacing is so important to
any movie experience, and we wanted to apply
that to the game, says Davies. Obviously, it
calms down after that as the narrative leads the
player through the adventure with opportunities for stealth as well as high action. The driving sequences are a great way to punctuate the
story with intense, high-octane thrills, in much
the same way as they do in the movies.
This is the closest weve ever come to putting
you in the drivers seat of a Bond action-chase
sequence, says David G. Wilson, Michaels son
and Bonds marketing vice pr esident of busi ness strategy. I ndeed, B izarres experience on
Blur lent itself per fectly to Blood Stones chase
18
November 2010
the look of the envir onment, so the lev el de signers wor ked extr emely closely with the ar t
teams to r each the best balance, Nightingale
continues. The crew also dr ew up concept
sketches and mood boar ds early on in the de velopment cycle to create a visual guide for each
level. These boards covered all aspects of a level,
from lighting and ar chitecture, to inanimate
objects and objects intended for gameplay. Its
important that gamers can formulate a strategy
when engaged in combat encounters, and have
options on how to tackle each of the many firefights, so we made sure the placement of co ver
in these areas was eminently readable, he adds.
It was also vital that these cover objects fit visually and practically within the o verall space, so
that everything made sense and didnt break the
boundaries of an environments innate reality.
Greek Playground
According to Thompson, Athens pr oved
to be one of the most challenging envir onments to model, texture, and light because the
player transitions thr ough so many different
n n n n
Gaming
November 2010
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n n n n
Gaming
We wanted a dir ty, unhealthy-looking en vironment, and, similar to the palette of the
opening [Bangkok] section, we pursued a proliferation of warm grays, ocr es, and soft y ellow-greens. Maps this big usually have much
more of a monotone theme. To reduce the size
of the library, the group reused some of the
core sections dev eloped for earlier B angkok
levels to pr oduce the bulk of the r est of the
level, only adding new objects in selected areas
to break the uniformity.
In slight contrast, B izarre wanted the r ooftop
level to be dark with splashes of warm colors and
harsh neons, woolen with smoke, and teeming
with rain and peopl eevoking a thick, dense
atmosphere. The artists used Maya, ZBrush, and
Actor Studio to create and orchestrate the complex animated scenes, including the people and
ubiquitous neon signage.
Choreographed Chaos
Like the lighthouse that disintegrates under
RPG fire, crashing do wn into the water in a
cloud of smoke and rubble, most ofBlood Stones
destruction is car efully choreographed, despite
most of the scener y objects having built-in
physics. A lot of the environmental destruction
unfolds in set pieces, which, says ev ents team
manager Mike McTigue, allowed Bizarre to design, choreograph, and position these events to
deliver the maximum H ollywood-style impact
one would expect from a Bond movie.
We adopted a white-bo x process to cr eate
these set pieces, meaning w e were able to test
and perfect an effect using lower-detailed versions of the models first, M cTigue explains.
Once perfected, we produced the final result.
For example, the topology of the lighthouse was
built to make it fall in a specific way, so once
we were happy with the timing, the animation
Character Creation
Bizarre r e-created each of actors models using
Maya and ZBrush, referencing scanned data for
Daniel Craig and Joss Stone. Utilizing ZBrushs
ZAppLink 3 editing plug-in, the artists projected
various reference photos of the actors onto the
head model. Afterward, they knitted together the
projections in Adobes Photoshop to form one
seamless texture. We also used various tools and
techniques in Photoshop to eradicate any lighting
information that was present in the photo r eference. We then w ent through a fur ther process
of evening out the skin tone so that it was suit able for use with our in-game skin shader , says
Effective FX
Bizarre parlayed its experience and technology into Blood
Stones high-speed chase sequences. Get behind the wheel
of an iconic Aston Martin DB5, DB9, or DBS, or a Koenigsegg,
and let the thrill ride begin.
Its always challenging to accurately model something as well
known and iconic as the DB5, or even the DBS and the Koenigsegg, says senior artist Derek Chapman, especially when youre
unable to secure detailed reference for some of the vehicles. This
situation for the new Bond game was further complicated due to
the necessary legal approval from the car manufacturers, which
want to make sure their vehicles were faithfully represented. In
one instance, Aston Martin reps requested some edits to the front
lights of the virtual DB5 featured in the game.
When building the cars, the artists made three versions of
each vehicle: one pristine, another with heavy damage, and one
22
November 2010
with light damage, along with multiple LODs for each version.
One driving sequence, in particular, features Bond gunning
his Aston Martin out of an exploding Siberian oil refineryracing
through a pyrotechnic light show with concussive blasts hurtling
toward him like rolling thunder. Whats unique about this effect
animation, says Middleman, is the fact that more than half the
level is a mammoth chain-reaction explosion, which combines object animations, particle effects, camera effects, and on-screen effects to create some of the most exciting, intense, and challenging
moments you would expect in the best Bond movies.
According to Middleman, the team worked from a white-box
design, just as it did for the pre-credit action sequence in Athens, where the artists would flesh out their ideas to see what
impact the explosive events would have on the difficulty of
Bonds escape. They would then proceed to create an array
Gaming
To construct the sets, which teemed with destructibility, the crew used Maya, along with Bizarres
in-house editor. The high-end vehicles used in the high-speed chase scenes were built in Maya and
then received the manufacturers stamp of approval.
importantly, that of D anjaq, LLC, the holding
company responsible for the Bond copyright.
For G recos henchmen and other NPCs,
Bizarre flirted with a complex system, called
The Club, that randomized several base meshes with clothing assets, heads, and textur es.
However, w e found that this was too ran dom, because ther e was as much chance for
bad aesthetic combinations as ther e were for
good ones, notes Rowles. On Blood Stone, we
wanted to av oid twins in cr owds and gr oups
but keep some control over how they looked,
maintaining everyone at a cer tain quality and
still recognizable to their archetype. The requirements for each character type depended
a lot on grouping, frequency, and the rate they
were spawned, so a global method wasnt practical, according to Rowles.
Utilizing the same cor e system, the gr oup
employed varied methods for differing situations. In some instances, the selection of assets
was more controlled, whereby complete, pr eassembled outfits and heads would be chosen,
and then given an additional level of color or
texture variation. Other scenes could afford a
more random approach, mixing tops, trousers,
Stunt Work
Craigs Bond is one of br utal physicality, and
that contemporary vision could only be r ealized through close collaboration with Cooke
and the motion-capture team at Audiomotion
in crafting the hand-to-hand combat for both
the in-game animations and the cut-scenes.
We would hav e a clear idea of what w
e
needed our Bond to do, and then w ed work
with Ben to get that result, says lead animator
Will Hallsworth. For example, while working
on the cover takedowns, we knew we wanted
the moves to be quick, br utal, and efficient,
and, where possible, exploit the environment.
Moreover, we needed these moves to start and
end in a cover position. This would allow Ben
to be extremely creative with his moves.
Audiomotion (Oxfor d, E ngland) acquir ed
the mocap data and plotted it onto the base
skeletons. B izarres animators then wor ked
with this data in Autodesks MotionBuilder to
create final in-game cycles. Bizarre also has its
own small motion-captur e facility consisting
n n n n
23
n n n n
Gaming
The action unfolds within several levels, from Athens to Siberia. The locales involved two types of gameplay: third-person shooter and driving.
says principal animator Kristjan Zadziuk. The
result was a ne w animation tool system that
gave animators control and visual feedback of
how their animations blended together . The
group also used a lay ering system to break up
the repetitiveness of cy cles and giv e more life
to the character . As an example, Bond leans
into turns and reacts believably to nearby bullet impacts and explosions.
A lot of time w ent into cr eating the mo vement system for Bond, making 007 mo ve fluidly and feel r esponsive to the play er control,
says Zadziuk.
Compounding the complexities of animating
close-quarter combat, the animators dramatiz ed
Bonds moves by framing with the use of heroic,
cinematic camera mo ves developed in M otionBuilder. These camera moves meant more parts
of the animation would be under closer scrutiny
by the player; we had to take extra care animating
hands, making sure we retained strong poses in
the fingers because there was very little we could
get away with, says Zadziuk.
The facial rig for Bond, Greco, and the other
actors is strictly bone-based and free of blendshapes. For the cinematics, B izarre did facial
motion-capture sessions at A udiomotion; the
artists could hav e used blendshapes for the
cinematics, but, says H allsworth, we found
that by carefully placing the bones under the
surface rather than the traditional method of
on the surface, they could be utilized more effectively for suggesting skin sliding and rolling
over bone and muscle. n
I contrast, blendshapes
always work by the most direct line. In addition, Bizarre had two systems for lip-syncing:
one for captur ed animation that applies the
correct inflection and nuances, and the second, the studios incidental in-game lip-sync ing, which uses B izarres r eal-time aut omatic
lip syncing to determine the desir ed mouth
shape based on the audio file.
November 2010
traditional alpha-blended cone by adding particle dust motes for more substance.
Since dynamic lighting is memory expensive,
Bizarre was cautious in its use, but its full power
is on display in a modern B angkok aquarium.
We applied a shader to the water in the fish tank
that simulates light scattering and light shafts.
This not only gives the water a lot of depth, but
also the impr ession of a str ong light shining
into the water from above the tanks, describes
Craig. Coupled with this is a r eal-time caustic
effect, which is used on the floor and walls of
the tanks and projects out of the glass and into
the room. When you look thr ough the tanks
and up and out of the water , you can see the
lights of the r oom above refracted through the
animated water surface.
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Simulation
Action
and adventure
are not the rst words that typically come to mind when remembering
Grimms fair y tale Rapunz el. But then Rapunz el, the beautiful girl
trapped in a tower who lets down her hair, had not yet met the directors and writers at Walt Disney Feature Animation.
e classic stor y takes place in a to wer, but it s hard to
bring a small stor y to the big scr een, says Nathan Greno,
who dir ected the mo vie with B yron H oward. We kept
everything that people love about the original stor y and expanded the world.
Nathan and I said, wouldn t it be gr eat if it wasnt just a
small story? It could be about a girl in a room and a guy coming to visit, Howard adds, but we wanted scope and br eadth,
a great, huge adventure and smar t, contemporary characters people
could relate to. We wanted a story worthy of our crew.
As in the original story, the evil Mother Gothel locks Rapunzel
in a tower. But, rather than a prince, this modern Rapunzel meets
a dashing thief, Flynn Rider, who has escaped his pursuers by hiding in her tower. She takes control. e result, Disney promises,
is a hair-raising adventure. Seventy feet of hair, that is. CG hair. A
challenge denitely worthy of the crew.
We wanted Rapunz el to be a dynamic character , Howard
says. So, we wanted her hair to do dynamic things. She uses it as
a bullwhip, as a tool. She grabs a glass. We wanted it to get wet
and blow in the wind. When we told the cr ew, they turned
a little pale at rst. And then they said they d try to do
what we wanted. ey never said no.
26
November 2010
Simulation
By Barbara Robertson
And as if cr eating, combing, and untangling 70 feet of hair w erent
enough, the dir ectors pushed the cr ew further. Mother Gothel strokes
Rapunzels hair. Characters hug. Youll notice when y ou look at other
CG animated movies that there is little interaction with hair because it s
so di cult to do, ev en brushing against a shoulder , Greno says. O ur
crew completely raised the bar. It will be fresh and new to the audience.
Hair Goes
Visual e ects supervisor Steve Goldberg led the cr ew that pushed the
technical bar higher. Weve got ev erything going on in this lm, he
says. Cloth on cloth. H air on cloth. H air on skin. H air to hair . We
have a lot of character contact in this sho w; it was integral to establish
relationships, so we said wed give it a try.
Goldberg provides an example: M other Gothel, the woman who
kidnapped Rapunzel as a bab y and locked her in the to wer, uses the
power of Rapunz els hair to stay y oung. S he has a passiv e-aggressive
relationship with Rapunz el and hugs her a number of times, sometimes around her hair , sometimes underneath her hair . And, she has
long sleeves. Traditionally, we shy away fr om characters hugging other
characters, but the dir ectors wanted to suppor t the notion that she
has a smothering, su ocating relationship in the way she would hug
Rapunzel. So, we removed a lot of r estrictions we may hav e had on
earlier shows. It was exciting.
Early in pr e-production, the team ev aluated av ailable hair-simulation tools and then decided to dev elop an in-house engine to achiev e
the degr ee of contr ol they needed. K elly Ward cr eated underlying
elements we call dynamic wir es, Goldberg says. J esus Canal super-
November 2010
27
n n n n
Simulation
November 2010
n n n n
Simulation
Disney Animation
For the other characters, the technical chal lenge was mor e subtle. The hair was obviously the big thing, but the second goal was
to make sure we raised the bar in CG anima tion, Canal says. And I think we did. Having
Glen Keane giving us notes was awesome.
Keane, who had animated such beloved Disney characters as Ariel inThe Little Mermaid, the
Beast in Beauty and the Beast, and the title roles
of Aladdin, P ocahontas, and Tarzan, helped
the team achiev e the classic Disney animation
the dir ectors lo ved. G len wanted the people
to touch faces, scratch, things like that, Canal
says. So, we took a deformer-based appr oach
for the faces and bodies that simulates muscles.
It isnt a muscle system, per se. We didnt want
a realistic look; we wanted a cartoony look, but
one thats fleshy and organic.
Above at left, the crew referenced Disneyland as inspiration for the charming kingdom. Above at right,
special rigs designed to help animators create subtle and emotional performances, such as these by
Flynn and Pascal the chameleon, included blendshapes for micro controls.
Because the characters w ear clothes, the
crew put more resources into dev eloping fa cial rigs within A utodesks M aya that would
help the animators cr eate subtle, emotional
performances. This is an intimate movie with
lots of close-ups, Canal says. The animators
requested micr o contr ols. We added blend shapes to hit micro targets.
Even so, Clay Kaytis, a super vising animator on Tangled, describes the rigs as simple.
Carlos did a great job of distilling the mo vement of the face, Kaytis says. We work in
Maya with a system of foundation shapes
30
November 2010
It Takes a Village
Kaytis ev en extended this sense of cr eating
people, not just characters, to the crowds. We
did the crowds basically all by hand, he says.
We w ere stubborn about this. We wanted
n n n n
Simulation
The team animated the 36 characters in the village and the 21 bar thugs by hand rather than using
crowd-animation software and motion cycles, and every character had a unique design and personality.
The directors and animation supervisors consider the bar sequences to be among the most complex
and difficult in the film.
them to be better than any crowds in any other movie. Effects helped us with 1200 people
in the plaza, but otherwise, we hand-animated
them for the most part.
Rather than populating the village with CG
characters driven by motion cy cles and cr owdanimation r ules, Kaytis wanted to cr
eate a
town with r eal people doing r eal things. S o, he
invented little stories for each of the 36 distinct
villagers. I plotted out ev eryone in to wn every
day, he says. The guy buying fish is doing that
because he wor ks in a r estaurant, and w ell see
him in the r estaurant later. The mother and father with a son are from out of town. Theyre on
a holiday, enjoying the sights. We see the village
through Rapunzels eyes, so it has to be immer sive. CG robots wouldnt sell it. Similarly, the 21
bar thugs each had a different personality, body
shape, and design.
As he planned the shots in the village, Kaytis worked within a set designed to be charm ing, with buildings not taller than one or two
32
November 2010
Seoul Skyline
The 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
Conference 15-18 December 2010 | Exhibition 16-18 December 2010
Coex Convention & Exhibition Center
Computer Animation
Festival
Courses
Technical Papers
Exhibition
Visit http://www.siggraph.org/asia2010/travel
to learn more!
Burak Canpolat
Some artists spend years of formal training and education before finding success
at their craft, while others follow a different course and learn their skills through
self-instruction. The journeys may differ, but what matters is the end result. Burak
Canpolat is a print and multimedia designer whose pathway to success falls into
the second category of self-taught professional.
I am a hard worker and always spent my time experimenting, trying to
push myself to become a better designer by matching movies, reading books
and magazines, scouring the Internet, and learning new styles and techniques,
Canpolat says.
According to the artist, a number of things have helped shape the path of
his career thus far. Born in Olten, Switzerland, Canpolat attended university in
Instanbul, Turkey, with a focus on business studies. He began working on personal
projects in 2005. I found it very enjoyable, and I discovered that I love to play
with ideas, the designer says. As a multimedia designer, he is able to create new
project ideas and tailor-make design solutions for online advertising campaigns. In
fact, he has worked in digital advertising since 2007, with some well-known digital
advertising agencies as clients, including OgivlyOne, WandaDigital, and Trafo.
For the most part, Canpolats style entails photo manipulation, collage, and illustration. To this end, he typically uses Adobe Photoshop and Illustrator running on a
Mac (with Intel Core 2). I like to play with shapes, textures, colors, brushes, and
stock photography, he says of his artwork.
What does Canpolat hope to be doing in the future? I would like to do political
and non-government organizational art in a few years, he adds. But for now he
is doing what he does well: working as an art director for a digital agency. I am
addicted to digital art, Canpolat says. Karen Moltenbrey
34
November 2010
November 2010
35
n n n n
Education
November 2010
sources to move programs along and prepare students for the production
challenges defined by our customers.
Pete B andstra, dir ector of the computer animation and game-ar ts
programs at F ull S ail University in Winter Park, F lorida, shared his
institutions appr oach to the production-ready challenge. We staff
our team with production veterans. I dont accept the adage that Those
who cant do, teach. My adage is, Those who can, teach here.
Full Sail, like most 3D education institutions, has an active advisory
board made up of industr y pros from studios like B lue Sky Studios,
Turbine Games, Raven, and ILM. That gives us a nice diversity across
visual effects, gaming, broadcast, and film, and helps us see a bit into
the future. Were able to continually bring r elevant production knowledge into the classroom, both on campus and online.
Bandstras staff also taps into Autodesks Online Education Community and suppor t materials to aid in pr ofessional development. With
programs that r un in month-long sessions, F ull Sail is able to quickly
integrate curriculum changes. If theres a new version of software out,
we can have it in students hands in 30 days.
Greg B erridge, head instr uctor of Vancouver Film School s ( VFS)
digital character animation program, offered some insights on developing production-ready graduates. An animator needs to kno w a little
bit about many things. We provide a foundation aspect that includes
modeling and texturing as they relate to animation.
Belinda F ung, a r ecent graduate of Vancouver I nstitute of M edia
Arts Visual Effects program, shares that philosophy. As a compositor
freelancing at Vancouvers Anthem Visual Effects, she found that having 3D skills made her an efficient employee. All the shots ar e done
through teamwork. Its important that I kno w 3D to be
able to communicate with artists in other departments. It saves time for the studio, and it
helps me with my own creativity.
Berridge, who started the computer
animation program at Alberta College
of Arts & Design, has been teaching
at Vancouver F ilm School for 10
years. Ive seen a dramatic change in
the student population. Theyre much
more computer savvy, and many of them
come in with some M aya experience. They
download the software from Autodesks site and
experiment with it before they get here, he says.
One of those students is Thiago Martins, a
2009 graduate of Vancouver F ilm
Schools digital character animation
Education
Schools are working hard to make sure their graduates are production-ready.
program. About a month before I started at VFS, I downloaded a Maya
trial from Autodesks Web site. I had been using 3ds M ax for years, but
I didnt know Maya. Having a chance to get to learn the inter face and
shortcuts beforehand was really useful, he says.
During the six-month pr ogram, M artins conceiv ed, cr eated, pr oduced, and finalized the smile-inducing animated short Saloon. Hes
currently working at Sao Paulo-based VFX studio Magma in Brazil.
Vancouver Film School also taps into A utodesks Subscription Service, which offers no-cost DVDs, books, podcasts, and other material
for professional development. A lot of that information seeps into my
lessons, notes Berridge. Its a great resource.
Over at Vancouver Institute of M edia Arts, Larry Bafia, vice president of faculty and business development, gives his perspectiv e: We
prepare students to be industry-ready in their areas of passion. We treat
classrooms like theyre studios. Its all about practice time and focus.
Instructors at VanArts have years of industr y cred. Many of them
n n n n
High Performance
Camera Tracking
Includes
Stereoscopic features
used in AVATAR
November
February 2010
37
By GeorGe Maestri
Monitor
NEC PA271W-BK
November 2010
m
t
,
y
d
n
e
e
e
the monitor, the fact that the scr een can still
display it is important. The monitor itself has
a 14-bit lookup table, which can interpolate
colors from 8-bit sour ces to r educe banding
and improve display quality.
Setting up the monitor was fairly simple.
It can be as easy as plugging it in and install ing a device driv er. From there, its a matter
of configuring the color space that you want
and calibrating the monitor. The monitor has
several color spaces, including sR GB, Adobe
RGB, DCI, and sev eral neutral ones. I used
the Full setting, which uses the full color
space of the monitor . Anyone doing pr ofessional wor k also will want to calibrate the
monitor. I used a ColorV ision Spyder2 to
calibrate the monitor , and the calibration
program didnt have to change all that much.
Its nice to know that the monitor came with
fairly accurate color straight out of the box.
In actual use, the monitor wor ks wonderfully. The viewing angle of the screen is quite
broad, so ther e ar e no r eal dead spots. The
monitor does tend to r un a little warm, and
the excess heat vents out the top of the unit,
so be sure to give it ventilation.
In terms of resolution, the smaller 27-inch
screen combined with the higher-r esolution
2560x1440 display does lead to a smaller
pixel pitch. N evertheless, I did not find this
to be much of a pr oblem, as even small text
was fairly crisp.
However, I had a little mor e of a pr oblem with some applications that had smaller
icons in the inter face. I found it some what
difficult to position the mouse cursor over
these smaller buttons. Perhaps this is my own
hand/eye coordination issue, but those w ere
really the only times I wanted to move up to
the 30-inch screen.
Overall, the NEC P A271W is a gr eat
monitor. I t has terrific color fidelity and a
wide range of options and features that make
it ideal for pr ofessional color-critical wor k.
The one downside of this display is the price,
which is considerably mor e than the av erage 27-inch monitor. The extra features and
quality, however, more than make up for this
difference, and a good monitor can outlast
several computers. The extra investment is
well worth it. n
SOFTWARE
GenArts; www.genarts.com
LINUX
RendeRing
Compositing
AnimAtion
WIN
VFX
GenArts Sapphire 5
GenArts, provider of specialized visual
effects software for the film, television,
and video industries, released a new
version of GenArts Sapphire for Nuke.
Industry-standard visual effects plugins for a variety of platforms, Sapphire
5 extends benefits to Nuke users as
well as those on other OFX hosts, such
as Fusion, Scratch, Toxik, Baselight,
Film Master, and Mistika. Sapphire 5
for Nuke/OFX features more than 200
industry-standard visual effects plug-ins,
including glow, blur, edge ray, defocus,
and texture tools; floating-point support;
GPU acceleration; and support for the
OFX standard. GenArts Sapphire 5 for
Nuke/OFX is now available. Floating
licenses for Nuke, Fusion, and Toxik are
priced at $2499; node-locked licenses
are available for $1699. Rental licenses
are now available for the first time, for
$169 per month. Current users may
WIN
LINUX
HARDWARE
Video
SpheroCamHDR
Spheron-VR AG recently presented
the latest version of its HDR Camera,
the SpheroCamHDR. The SpheroCam
November 2010
39
HDR can capture 360-degree, spherical images in a single scan. With 26 fstops of exposure and clarity of up to
50 megapixels, the SpheroCam HDR is
designed to capture the optimal image
quality for 3D image-based rendering.
The cameras 3D immersive measurement technology records spatial data and
enables the placement of CG objects in
virtually any location. The companys new
HDR camera is being used by such VFX
companies as The MillLondon for 3D
advertising productions and Sony Pictures
Imageworks for the production of major
Hollywood feature films.
Professional
services
Craft Custom Development
Craft Animations announced its Custom
Development Service for designers,
animators, educators, and engineers
who require specialized capabilities, realtime integration, or custom tool sets for
specific task completion. The new service,
employing knowledge of specialized tool
development and autonomous control
systems, delivers personalized stand-alone
solutions, add-ons, or plug-ins based on
specific customer requests. The Craft
Animations Custom Development Service
offers the following tool expansion opportunities, for example: creation of specific
animation patterns, transformation of raw
data to visual representations and animations, integration of animation capabilities
in visualization systems and game engines,
and complex rigging services. Pricing is
dependent on the scope and depth of
each request and the need for proprietary
ownership.
Craft Animations;
www.craftanimations.com
education
Workstations
Long-distance Learning
Escape Studios launched a new series of
online mentored learning courses to meet
the needs of international graduates looking to gain employment and of companies
seeking fresh computer graphics talent.
Delivered via Escape Studios e-learning
platform, the new 12-month, mentored
curriculum covers the techniques and
tools required to start a career in visual
effects, as well as provides the recruitment
advice needed to break into the CG industry. All students gain access to a virtual
classroom, where they can interact with
and seek feedback from tutors and fellow
classmates. Escape Studios mentored
learning program is integrated with social
media sites, such as Twitter, Facebook, and
YouTube. The secure e-learning site also
encourages students to submit assignments for grading, communicate directly
with tutors, and work together with friends
on projects. Escape Studios has opened
its first overseas branch in the USA.
inPut devices
Shapeways Add-in
Shapeways, the online marketplace that
provides access to the latest 3D printing
technologies, launched a Shapeways addin for SolidWorks 3D mechanical CAD
(MCAD) software. Using the Shapeways
tool, SolidWorks users can upload a design
directly to www.Shapeways.com and opt to
3D print it in a number of materials currently
offered by Shapeways, including stainless
steel, glass, full-color sandstone, and a variety of durable plastics. SolidWorks users
can download the Shapeways add-in for
free from the Design Solutions Web site at
www.designsolutions.nl/shapeways.
3D Mouse Support
3Dconnexions full line of 3D mice is
supported by Adobes Photoshop CS5
and Autodesks Maya 2011 and Softimage 2011. 3Dconnexions newest driver
update for Autodesk 3ds Max brings
advanced 3D navigation and control to
the design process. Using the Menu or
Panel button on the 3D mouse activates
a pop-up menu to centralize all 3D mouserelated options in one location. These
new features are now available in a free
3DxWare software update and support
3ds Max 2009 to 2011 across the entire
product line, including the Professional
Series with the SpacePilot Pro ($399) and
SpaceExplorer ($299), and the Standard
Series with the SpaceNavigator ($99) and
SpaceNavigator for Notebooks ($129).
Shapeways; www.shapeways.com
3Dconnexion; www.3dconnexion.com
3d Printing service
November 2010, Volume 33, Number 11: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published monthly except in August (11 issues annually)
by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: info@copprints.
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November 2010
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