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Tiêu đề Music for the Eyes
Trường học Computer Graphics World
Chuyên ngành Digital Content Creation and Production
Thể loại magazine
Năm xuất bản 2006
Thành phố USA
Định dạng
Số trang 44
Dung lượng 3,63 MB

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in graphics and multimedia, and editor in chief of soft-The Pieces of the Production Adobe’s newest release of Production Studio is available in two versions: Standard, which includes A

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Maya® 7, the latest release of the award-winning 3D software, is packed with innovative new

features allowing you to realize your creative vision faster and more easily than ever before

Capitalizing on Alias MotionBuilder® technology, Maya 7 makes character animation

easier and more accurate Other improvements such as advanced render layering and

new modeling, texturing and effects tools help you achieve more with Maya

To find out how the new and innovative features of Maya are changing the face of 3D,

visit www.alias.com /maya7.

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T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N

W O R L D

Computer

Also see www.cgw.com for computer graphics news,

special surveys and reports, and the online gallery

w w w c g w c o m FEBRUARY 2006 Computer Graphics World |1

D e p a r t m e nt s

Editor’s Note 2

French Inspiration

France has always been known for art,

and today, the country has carried over

that tradition to the CG realm, teaching

and inspiring digital artists to pursue

their passions and dreams

Spotlight 4

Products

Silhouette FX’s Silhouette Paint

Autodesk’s Discreet Combustion 4

for the Mac

Dosch Design’s Viz-Image series

Video Viewpoint 6

Adobe’s Suite Production

As video turns digital, a host of new

applications are becoming available

With its Production Suite, Adobe is

ready to help users migrate to these

new markets

Portfolio 34

Jiri Adamec

Digital Training 36

A wide range of virtual tutoring

and training options allow artists to

master software at their own pace

Reviews 38

Bauhaus’s Mirage 1.5

Fe a t u r e s

Cover story

Short and Sweet 10

ANIMATION | Artists and fi lmmakers test new styles, equipment, and ideas with animated short fi lms, some of which may end up on this year’s Oscar short list

By Barbara Robertson

Point Person 20

SCANNING | 3D scanning technology

is proving itself as an important studio modeling tool, and service providers are helping the facilities get this job done

By Debra Kaufman

The Fast Track 26

GAMING | Bizarre Creations revs up

its Project Gotham Racing 3 franchise,

injecting the title with fi lm-like effects running on the new Xbox 360 engine

By Karen Moltenbrey

Starting a Small Studio 30

BUSINESS TRENDS | Ready to hang your own shingle? Don’t forget the importance of location Some other things to consider: planning for expenses,

fi nding clients, and pricing your work

By William “Proton” Vaughan

On the cover:

Pixar’s “music men” told the story of the

studio’s animated short fi lm “One Man

Band” with music, not words See pg 10

10

See www.cgw.com for a more in-depth version of this article

NEW @ c g w.c o m

Web story exclusives:

The French Student Revolution

E-Magiciens in Valenciennes, France, showcases animation from some of the most creative students in the country

See the winning entries from this annual event

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R O B E RT F B I O L C H I N I

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ADVANCED TECHNOLOGY DIVISION

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Vice President Audience Development

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M A R I R O D R I G U E Z

ATD Production Director

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it is a way of life—even for the local government

On a recent trip to Lille and Valenciennes, two cosmopolitan towns near Paris, I was introduced to a new way of teaching and inspiring artists to pur-sue their passions while helping them to “achieve the dream.”

It all starts in the schools, where artists are put through rigorous testing to prove their

talents long before they are accepted into an art program One such school, Supinfocom,

which I visited in Valenciennes, requires students to work on a project, such as a brand

identifi er for a mock company, creating a unique artistic treatment based on a strict list

of criteria This type of project is a pre-qualifi er for admittance, and only a handful of

students will make the cut—space is limited, and only the crème de la crème students

will be fortunate enough to add the school to their resume While it would certainly be

easy for the school to expand and admit students who have more promise (and money)

than talent, it’s pretty obvious the school’s leaders value a solid reputation more than a

hefty bank account Also at Supinfocom is SupinfoGames, which offers similarly

struc-tured admittance requirements, but with a focus on game creation and development

During the fi rst and second year, students at Supinfocom focus on design and

ani-mation using programs such as After Effects Teamwork becomes vital in the third year

as groups of three and four students are challenged to use the latest 3D modeling and

animation software to create animated projects Team-based learning is certainly not a

new concept The challenge for the small team of students is to work together to create

an animated short—from start to fi nish—and compete against other classmates and

stu-dents from other schools at E-Magiciens, a small trade show and conference similar to

SIGGRAPH in the early days, only with an enormous animation festival/competition

While there are certainly many training facilities in the US that offer team-based

learn-ing, most are focused on instructor-driven projects and ideas that utilize large groups of

students to produce an animated project At Supinfocom, the average team size is three

students, and everyone is involved in each phase of the production pipeline—from modeling and animation to compositing and edit-ing of the fi nal project Clearly, as the teams establish a rhythm, the individual strengths of the team members are identifi ed, and the team divides and conquers to meet their deadline The ultimate goal for the students is to be on the winning team at E-Magiciens;

winners are quickly recruited to join top studios

Perhaps the most inspirational part of my trip was realized while visiting with The

Valenciennes Chamber of Commerce, and seeing fi rsthand its commitment to the DCC

community The Chamber funds a business incubator with self-contained offi ces, where

content creators can move right in and get right to business, utilizing their talent

with-out worrying abwith-out overhead, business equipment, etc The incubator has everything

you need—a boardroom, a small television studio, and even a cafeteria—to get business

off the ground But the gravy train doesn’t last forever There is a three-year time limit to

get established, and once companies are successful, they must move on to allow for new

businesses to incubate It’s a commitment to the DCC community that cities in the States

Pretty pictures

help launch

small business

in France.

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_

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Combus-ation of motion pictures, episodic television shows, and commercials

New features in Combustion 4 in -clude a diamond keyer, time warp, B-spline vector shapes and group pointing, custom capsules, an optimized Gaussian Blur, merge operator, and enhanced paint tools Combustion 4 for the Mac is

Ready for Combustion

4 on the Mac?

Silhouette Paint from Silhouette FX offers a nondestructive motion-sta-bilized paint tool for image resto-ration, dust busting, and wire and rig removal that the company says can handle the demands of motion-picture and television visual effects

The product is available as an add-on

to Silhouette’s Roto application, a alone tool, or a plug-in for Adobe’s Final Cut Pro and After Effects

stand-In addition to multi-layered moving capabilities, Silhouette Paint can nondestructively apply color, tint,

match-erase, blemish, mosaic, and grain brushes to 8-bit, 16-bit, and fl oating-point clips To match a foreground ele-ment, paint sources can be transformed

on the fl y by rotation, corner pinning, and scaling in addition to being offset

in time or XY space Four independent clone sources are maintained simulta-neously for added fl exibility

Silhouette Paint can be integrated with Silhouette Roto’s Shape tool for motion tracking, variable-edge soft-ness, and realistic motion blur Brushes can be applied to shape layers and auto-

matically matchmoved Blemishes, for example, can be automatically erased over time Silhouette Paint is priced at

$495 and Silhouette Roto sells for $595

Silhouette FX Introduces Nondestructive Painting

See the Forest, the Trees, and the Signs

Dosch Design has introduced fi ve new collections in its Dosch Viz-Images series, offering everything from road signs and streetlamps to plants and trees Three new Road Sign libraries each have 500 images that include hazard, right-of-way, speed limit, construc-tion and tour-

ism signs and symbols in JPEG format

The Forest Trees collec-tion features

100 trees, and the Urban Features collection includes benches, hydrants, streetlamps, mailboxes, and more

The images in these two collections are supplied in uncompressed TIFF, PSD, and JPEG formats All col-lections support CAD, 3D design, and image-process-

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The Powerful, Approachable, Complete 3D Solution experience it at eovia.com

Inspire

You are the creator You look for inspiration

everywhere You want your work to inspire others

You constantly desire something that will take

your designs to the next level, keep you competitive

Productive You want to lead, not follow

Something great is here now.

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in graphics and multimedia,

and editor in chief of

soft-The Pieces of the Production

Adobe’s newest release of Production Studio is available in two versions: Standard, which includes After Effects 7.0, Premiere Pro 2.0, and Photoshop CS2 ($1199) and Premium, which adds Audition 2.0, Encore DVD 2.0, and Illustrator CS2 ($1,699)

One of the guiding principles for Adobe’s development is that the use of Photoshop and Illustrator is almost universal among creative professionals, making back-and-forth compatibility a built-in advantage for Production Studio users right from the start Expanding on this, Adobe has created consistently similar environments for Premiere Pro, After Effects, and Audition

Taking intercommunication between the software programs even further, Adobe has added Dynamic Link, which enables users to work smoothly within modules with-out having to perform intermediate rendering I talked to people who were already using the Production Suite as beta testers for Adobe and they universally tipped their hat to the power of Dynamic Link

For example, Michael Kolowich of Diginovations in Concord, Massachusetts, works with Adobe’s video products to create corporate videos for the area’s universities

Someday video might replace

newspapers, e-mail, and even magazines Not that this would necessarily be a good thing, but video is becoming a signifi cant form of mass communication

And, as video goes digital, it becomes a

more fl uid medium, moving from the TV,

to the PC, to handheld devices And it will

have to shape-shift accordingly Adobe’s

latest lineup of video tools and utilities

is designed to keep up with new applications for video and to simplify the lives of Adobe’s custom-ers, which is not a simple task by any stretch of the imagination

There are plenty of contenders for the atten-tion of video profession-als, including Avid’s Pinnacle line of products, Sony’s Vegas+ DVD suite and a swarm of upstarts led by Sonic and Ulead, Adobe appears to be aim-ing directly at Apple

Yet, Adobe is exploiting several advantages—its ownership of creative tools such as Photoshop and Illustrator (which are ubiquitous in the indus-try), its possession of PDF (the de facto standard for document exchange), and its acquisition of Macromedia’s Flash, a leading format for small form animation used widely in phones and

Adobe’s Suite Production

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w w w c g w c o m FEBRUARY 2006 Computer Graphics World |7

Pro and After Effects is “incalculable.”

Interoperability, notes Kolowich, actually

makes the programs more powerful than

they would be on their own For example,

he says that one of the aspects of video

that separates professionals from amateurs

is the skillful use of animated titles He

has been able to take advantage of Adobe’s

inclusion of text animation and presets in

After Effects since the last introduction of

Adobe’s Production Suite, but now feels

like it is an embedded utility “It’s like the

Adobe Titler on steroids,” he says

Other work fl ow improvements in

the Production Suite include Bridge,

Adobe’s name for its centralized fi le

browser with media management that

helps users fi nd and work with all the

fi les related to projects within any of the

Production Suite modules Also, Adobe

has added DVD creation to its Premiere

Pro program, recognizing that users

may need to quickly output a DVD with

good-looking menus rather than go to

Encore to create a professional-level DVD

designed for distribution

Adobe’s attention to work fl ow issues

speaks to some of the challenges its

cus-tomers face A large part of the video

professional market is made up of small

studios—owners are very often the

cre-ative director, the videographer, and the

IT person For the small house, work

fl ow and communication can be

particu-larly challenging because it involves the

shooting and editing of sound and video,

delivery, client input, and so on

Chris Randall of Edit 1 Media specializes in wedding eos and corporate videos In fact, he fi nds that one business often feeds the other Most of the time, Randall and his team will shoot the video while Randall’s wife takes over the editing tasks Randall favors the new multicam features in Premiere Pro to simultaneously view and work with multiple sources, since the workloads at small production houses can be stagger-ing In fact, he recently was editing 15 video projects simulta-neously Randall notes anything that helps make his job easier and reduce editing time goes straight to his bottom line

vid-Videographers are also coming to grips with the tion to HD Interestingly, video producers are fi nding that even their wedding clients are becoming interested in HD video because they’re buying high-def large screen TVs and looking ahead Corporate clients are likewise moving

transi-to HD, and, of course, the broadcast industry is racing transi-to get transi-to HD But the other reality of video is that it’s big and demanding Luckily, hardware manufacturers are coming to the rescue To keep up with the trend, Adobe has added support for the Aja Xena HS and also native support for HDV In addition, Adobe’s support for OpenGL gives hardware graphics boards the ability to accelerate processes One

of the most obvious advantages will be support for high dynamic range imagery, thanks to OpenGL, and also support for effects and plug-ins

Adobe was among the fi rst to spawn a plug-in community with its SDK for Photoshop

Encore DVD’s fl owchart simplifi es organization when creating interactive

menus, multiple audio tracks, subtitle tracks, and more.

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w w w c g w c o m FEBRUARY 2006 Computer Graphics World |9

and, later, for After Effects It is

continu-ing the effort by reachcontinu-ing outto third-party

partners in video hardware, such as Aja,

for example, and also audio hardware

partners, third-party software developers,

training program developers, and expert

support The evolution of OpenGL and

Adobe’s enthusiastic exploitation of the

API defi nitely opens up new opportunities

for hardware and software developers

Adobe has made several signifi cant

improvements to Audition and, as a

result, believes many customers will be

able to work totally within Audition, and

not rely on additional products for audio

work Features, such as support for ASIO

(Audio Stream Input/Output) for

multi-channel hardware, puts Audition more

fi rmly within the realm of professional

audio products, and Frequency Space

Editing lets users zero in on a particular

sound, or frequency, to actually see the

area that needs work

The Bottom Line

As always, it’s not about the pieces, it’s

about the whole Much of the Adobe

Production Studio has been evolving to

this point—some of the features, such

as presets, titles, frequency space

edit-ing for Audition, and so on, were

actu-ally included in earlier versions of the

software Nor are these features unique,

but they are necessary Apple’s Final Cut

Pro, for example, has multi-cam features,

Apple introduced Motion to compete with

After Effects, and Apple has very strong

audio editing tools What’s most

impor-tant is the way the pieces fi t together and

the way in which they enable people to

work with each other creatively Perhaps

one of the most revolutionary additions

to the Creative Suite Production Studio

won’t even be realized until the

prod-uct is used in the creative

commu-nity Adobe has enhanced its Acrobat

PDF format to work with video content,

allowing collaborators and customers to

attach notes for items such as sequence

fi xes, additions, deletions, etc

And, some of the real changes in

the use of video are just taking shape

Kolowich is aged by the poten tial

encour-of the wide-ranging hosts for video and the merger between Adobe and Macromedia As a former executive with Lotus and publisher at Ziff-Davis Kolowich

is also a veteran of the vast changes in work habits caused by digi-tal technology and the arrival of the Internet

In his work with college marketing he sees giant change coming as kids who grew

up swimming in digital media reach college and the workplace “It’s a tsunami,” he says of the change in media that’s on the way As a video producer, he sees that radi-cal new ways of working will have to be developed to create content suitable for HD and content that can be sent to mobile phones, media players, and online Kids, he believes, will treat video just like they treat words, pictures, and music

With Production Studio, Adobe is concentrating on the professional side of the equation but with key technologies in video and communications, Adobe is well positioned to ride the wave as it changes our concept of media

Audition’s Spectral View can be used to apply effects or edits to select frequencies of a particular time span.

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Short For many, the art of animation rea and

hich won the Grand P

rix at the pre

stigious 2

édric

Babouche

hich has taken honor

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w w w c g w c o m FEBRUARY 2006 Computer Graphics World |11

Animation

Pixar rarely enters its short fi lms in

com-petition these days Instead, the

Oscar-winning studio releases a short with each

feature fi lm and showcases the fi lms at

festivals, albeit out of competition To

qualify for this Oscar race, the studio

qui-etly screened its “One Man Band” in a

commercial theater The short’s world

pre-miere, though, was at Annecy, and its US

premiere during the December opening

of the Pixar exhibition of artwork at the

Museum of Modern Art in New York City

Directed by Mark Andrews and Andrew

Jimenez, “One Man Band” takes place

in an old-world piazza There, a peasant

child about to toss a coin into a fountain

becomes the focus of a musical sparring

match between a tired, tune-making

regu-lar and a charming, fl ashy new performer

Bass, the piazza’s one-man band

regu-lar, has his arms fi lled with an accordion,

drum, tuba, clarinet, cymbals, and a few

horns Treble, the energetic upstart, wields

bows and piccolos At fi rst, each upstages

the other in turn, but soon the

compe-tition for the little girl’s coin turns into a

cacophony, with both musicians playing at

the same time, one on each side of the girl,

until she well, that would be a spoiler

Sometimes Pixar creates short fi lms to

exercise new technology; sometimes the

fi lms exercise new talents This fi lm gave several artists, from lead animator Angus MacLane to the directors, their fi rst supervi-sory opportunities “Our biggest gain on this

fi lm is that we had new people in every ership role,” says producer Osnat Shurer

lead-The fi lm originated as a challenge from

Ed Catmull, Pixar’s founder and dent, to Andrews and Jimenez

presi-The pair had followed

di rec tor Brad Bird to the studio to create

storyboards for The

In cred ibles Before

that, both had worked on Bird’s

The Iron Giant

“He a sked i f we’d l i ke to do a short,” says Andrews

of Catmull’s challenge

“So, we did lunch and tried to come up with an idea But we kept coming

up with ideas for features

We had to define the parameters for a short.” In addition to length, they listed the following: a single idea that an audience can get in 10 to 15 seconds, variations on that idea which predict an outcome, a twist on the pre-

dictable outcome, one or two characters, and one environment With this list in mind, they developed three stories: one from Andrews, one from Jimenez, and a third, which became “One Man Band.”

“We’re both musicians, so we dered what we could do with music,”

won-says Andrews “That’s how we came up with the image of a one-man band.”

Then, they added a second character

“Our idea was to have one character who is good at something (but doesn’t try very hard) challenged by someone younger and better,” says Jimenez “We showed the ideas to John [Lasseter, the executive producer] and he lasered in on this one

He said, ‘I can see Andy in that character [Treble] and Mark in the other one [Bass].”

At fi rst, the directors sketched boards that had the musicians perform-ing for a crowd Eventually, the crowd began to shrink until the audience com-prised a mother and a little girl, and then, only the child One reason for the change was the budget “The short-fi lm directors learn to work within creative boundar-ies,” says Shurer “There are per-charac-ter costs and set costs.”

story-Adds Andrews: “We had to focus on the center and go for that, and work with economies of time and emotion.”

Once the crowd shrank, the story changed “When we got rid of the crowd,

it gave the fi lm heart,” says Jimenez

“Before that, it was just two guys fi ght-ing.”

Because the “dialog”

in the story is the music played by the two per-formers, the directors needed a musical score before they started produc-tion Michael Giacchino,

who scored The Incredibles, composed

two themes that escalate and then lap when the one-man bands play simul-taneously An orchestra of 38 musicians played the music

over-Sweet C G s h o r t s e n a b l e digital filmmakers to explore

n o v e l s t y l e s , s t o ries, and techniques

One Man Band

The character Tinny holds the coin that prompted a battle of the one-man bands in Pixar Animation Studios’ latest short.

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live music,” notes Jimenez, “like real

people were playing it So, we recorded

the sounds of fi ngers sliding on metal.”

Although the animators sometimes

had the characters accurately play the

notes from the sound track, the two

one-man bands don’t have enough

fi ngers to match the music

through-out the fi lm Instead, judicious use of

close-up shots of fi ngers on strings and cheeks puffed out to

blow horns convince the audience that the characters are

creat-ing the complex sounds

The number of instruments became an interesting challenge

for the technical team: Each character had many surfaces “Each

surface needs a shader, a texture map, and application space,”

says Bill Polson, supervising technical director “You’d open up

a character, and the list of shaders would scroll up and down

the page—10 kinds of brass, the felt on the keys for the

trum-pet plungers, 10 kinds of wood it goes on and on.” Although

the studio has built an infrastructure to handle that complexity

for the upcoming feature Cars, that infrastructure didn’t exist for

Finding Nemo or for “One Man Band.”

“Our pipeline at that point hadn’t handled characters with 400

or 500 shaders attached to them—it’s not like a fi sh that has four

or fi ve,” Lucas says, “so we just carried around big data fi les.”

To create the city surrounding the piazza, the team began

with six buildings “If you look at a building from one angle,

you see one arrangement of windows and doors,” says Polson

“If you turn it 180 degrees, you see a different arrangement.” So,

by rotating the six buildings, they created 12 variations Five

different roofs and three types of shutters randomly placed in

open and closed positions created additional variations, as did

a mixture of shaders

“A savvy CG person will see that it’s a parts kit, but the age viewer will probably see a city,” says Polson

aver-The crew also used matte paintings in the background and

in the foreground “If you see shrubbery, that’s a matte painting,”

says Polson “Our rule is that if we model a building, that’s how

we make a building, and we’ll use it all the way into the ground for continuity If it’s too heavy, we’ll decimate it We don’t have near buildings one way and far ones another way, because then we’d have to worry about matching.” There is one exception:

back-The tile roofs on distant buildings were rendered onto cards

For lighting, the directors made a painterly choice “The Zen of lighting was that we had light over dark over light over dark,” says Polson That is, they’d place a brightly lit character

in front of something dark, such as a building, and that building would be in front of something bright, which would be in front

of something dark To make this lighting seem logical, they ated a cloudy day, which made it possible to place the characters

cre-in pools of light Haze fi lters softened any brightly lit buildcre-ings

Pixar uses its own RenderMan for rendering, outputting the scenes in numerous layers, which were composited in Apple’s Shake

“With this fi lm, we had a wonderful opportunity to work with an existing, stable pipeline rather than the latest, greatest stuff,” says Polson “I’m becoming a real advocate for that in the

studio.” —Barbara Robertson

Australian animator Anthony Lucas of

3-D Films turned 2D cutouts,

stop-motion animation, and 3D backgrounds

into a 28-minute Gothic horror/mystery/

adventure that has taken the festivals by

storm It’s a science-fi ction fi lm set in

the past and fi lled with Victorian Rube

Goldberg machines—steam-powered

“It’s a ‘steampunk adventure,’” says Lucas “William Gibson did a steam-punk book set within an alternate uni-verse in Victorian times It doesn’t come from that, but having fi nished the fi lm,

I fi nd myself in that genre.” Instead, Lucas was inspired by writers Edgar Allan Poe and Jules Verne

stop-motion characters, the stars of this

fi lm are silhouettes: 2D cutouts “The adventure takes place in an alternate uni-verse where light doesn’t refl ect,” Lucas explains “That’s why the characters are silhouettes Also, I like the look of it I guess I worked out a reason for why this world is like it is.”

The Mysterious Geographic Explorations

of Jasper Morello

The “One Man Band” musicians Treble (at left) and Bass (at right) were modeled after directors Andy Jimenez and Mark Andrews, respectively Each character required several hundred shaders.

© 2006 Pixar.

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aerial navigator who embarks on a

dan-gerous voyage and, along the way, must

take desperate measures to save his wife

Lucas started with a script and

story-boards—600 drawings by storyboard

artist David Cook From those, the crew

created animatics Then, they redid the

storyboards “We photographed bits of

made the backgrounds out of that in [Adobe’s] Photoshop,” says Lucas “Then

we put proxies of our characters over these backgrounds to create new storyboards

As the scenes came up, I’d print the pages and throw them in front of the animators.”

The animators used those ated for about every 12 frames—to com-plete the animation Animators worked with CelAction’s CelAction2D software

poses—cre-to create the characters, animating them

on white backgrounds as if they were action actors on greenscreen stages “You make a fi gure as a 2D object, and hinge

live-it like a puppet,” explains Lucas “It’s classic cutout animation We give it a 3D spin—they look 3D when they turn their heads, but they’re not.”

Because the characters are always houetted, they’re always jet-black, although the fl at planes have a bit of texture to cre-ate such detail as buttons The posed sil-houettes are output as Photoshop fi les “We slide the Photoshop fi les on top of each other to make it look like the characters turn around,” explains Lucas

sil-To create the iron fl yingships that fl oat through the sky, the crew used Autodesk Media and Entertainment’s 3ds Max; to create the clouds, they used (Autodesk)

bined all these images in Autodesk’s Discreet Combustion, and added glows and color tints to the scene “We put a tint throughout the fi lm, and the tint changes,”

says Lucas “Because this is an alternate universe that echoes Victorian times, or maybe even longer ago because there’s still a plague, we wanted a sepia look all the way through But, we changed the tint

to echo locations.” Jungles are green, for example; ice is cool blue

The characters, however, are always black “I didn’t want the characters to look like normal CG things,” Lucas says “I adore Pixar fi lms As a short fi lmmaker, I loved ‘Boundin’.’ My kid loved ‘Boundin’.’

Anything with hope in that abundance should be promoted But we aren’t Pixar

This is an independent fi lm We were going for a graphic style If you do cheap, low-level 3D, it’s not very sexy.”

At 28 minutes, Lucas’s short tion is rather long, yet its cinematic quality has caused reviewers to ask for more And, Lucas has begun working on ways to con-tinue the story—with more half-hour seg-ments and, perhaps, as a feature

anima-It certainly sounds like hope has found its way to this animation studio in

Australia, too —Barbara Robertson

For “Jasper Morello,” director Anthony Lucas

created an environment using photographs

and 3D clouds, made 3D machines, and then

placed animated 2D “cutout” characters into

the environment.

The Moon and the Son

Film historian, author, teacher, animator, and director of the

animation program at New York University’s Tisch School of

the Arts, John Canemaker created a 28-minute animated

imagi-nary conversation with his father that recently won the Fabrizio

Bellocchio Prize for Best Social Content at the I Castelli Animati

animation festival in Genzano, Italy Film historian Leonard

Maltin calls the animation, titled “The Moon and the Son,”

Canemaker’s “most personal work ever—and his most brilliant.”

Canemaker writes, “I made this fi lm to resolve ing emotional issues I have with my late father I wanted to fi nd answers to our diffi cult relationship, to understand the reasons

long-stand-he was always a feared fi gure in my childhood, why long-stand-he was always angry and defensive, verbally and physically abusive, and often in trouble with the law.”

“The Moon and the Son,” which features the voices of actors Eli Wallach and John Turturro as father and son, respectively, was traditionally drawn

Even so, the fi lm was cut and sound effects were added with an Avid system; the composure used Apple’s Logic Pro

to compose, print, and mix the music, and Adobe’s Photoshop

to scan and edit three of the scenes Apple’s Final Cut Pro

Animator John Canemaker uses drawings to per- sonify emotions

on the screen and make what’s in the mind become alive in his fi lm

Trang 17

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Trang 18

Created by Cédric Babouche of Sacrebleu

Productions in Paris, “Imago” tells the

story of Antoine, who lost his father in a

plane crash “He loved his father so much,”

says Babouche, “that he created his own

world to share secret moments with him

Because he is a child, his perception of

reality comes from fairy tales So, he

transforms the special moments he spent

with his father into metaphorical dreams

Because they spent a lot of time near a

tree at the seaside, the tree became a

sym-bol, and when it disappears in a storm, he

understands that he has to grow up.”

The inspiration for this fi lm came from

Hayao Miyazaki’s fi lm Porco Rosso, in

which a plane crashes into a tree “When I saw that beautiful

pic-ture of the plane crash, I said I would like to use the spirit of that

image for a project,” Babouche says “Also, my father is a very

special person who I don’t see a lot and don’t really know So this

fi lm talks about the feeling of missing somebody and the way we

can create our own world to fi ll loneliness.”

The characters in “Imago” are 2D; the backgrounds, 3D

Babouche used Crater Software’s CTP software for the 2D

ani-mation line tests, Adobe’s Photoshop for painting the scanned

drawings, Cambridge Animation Systems’ Animo for timing,

Autodesk Media and Entertainment’s 3ds Max and the

com-pany’s Maya for 3D, and Adobe’s After Effects and Autodesk’s

Discreet Combustion for compositing

The fi lmmaker started with a drawn storyboard, which he scanned into Photoshop to work on the lighting

hand-“It’s really important for me to show what the light will look like as soon as I can,”

draw-Babouche began working on the script in October 2003, and began production in July 2004 He fi nished the following April

He now plans to use the same process to create a feature fi lm for which he’s nearly completed a script

“I don’t want to use only 3D because I like the freedom color offers,” Babouche says “I want my future projects to look like illustrations.”

water-Barbara Robertson is an award-winning journalist and a

contrib-uting editor for Computer Graphics World She can be reached at BarbaraRR@comcast.net.

Imago

The junkyard world inhabited by the

lit-tle burlap-covered characters of Shane

Acker’s short fi lm, “9,” is a large and scary

one Though it offers the characters plenty

of opportunities for scavenging—which

seems to be their principal occupation—

it’s also home to a malevolent predator

that hunts them relentlessly How the main

character, 9, responds to this challenge is a

triumph of reason over instinct, or brain over

brawn Or, just possibly, good over evil

A thoughtful plot, with

edge-of-your-seat action and richly detailed and

origi-“9” numerous awards—including Best in Show at SIGGRAPH’s 2005 Electronic Theater—making it eligible as an Oscar contender in the short-fi lm category The nine-minute CG fi lm has attracted so much attention, in fact, that it is going

to be developed into a feature fi lm, with Acker directing and Tim Burton and oth-ers aboard as producers

Success of this magnitude seemed worlds away during the four and a half years that Acker spent working on “9.”

He began the fi lm as his thesis project

Workshop He started out with a bit of a handicap, however: His background was

in drawing and 2D animation, and “9”

marked his fi rst exposure to 3D Thus, it was a case of baptism by fi re

“I bit off more than I could chew with

‘9,’” Acker admits In fact, the fi lm proved

so diffi cult and time-consuming that Acker ended up taking periodic breaks

from it (including a stint working on The

Lord of the Rings: The Return of the King for

Weta Digital) in order to earn a living

One thing that kept Acker going over

For “Imago,” French animator Cédric Babouche placed hand-drawn animated characters on 3D and painted backgrounds.

Trang 19

C A L L 8 8 8 T O P C I T Y O R V I S I T O R L A N D O E D C C O M

where companies dream in hypercolor.

Business is busting at the seams for Orlando’s digital

media sector Home to top-notch studios like Electronic

Arts, specialized higher-ed training programs, and the

world’s largest concentration of simulation developers,

it’s no wonder companies around here are so animated

W

Trang 20

doll creatures that would pick through

their environment,” he explains That

environment would be more or less

post-apocalyptic, and the rag dolls would

rep-resent the beginning of a new civilization

In a rough parallel to the way life might

have been for our primitive

hunter-gath-erer ancestors, the rag doll characters look

fairly helpless, but they get by using their

wits “They’re diminutive in scale,” says

Acker, “and they’re living in an oppressive

world, yet they’re sort of good-natured.”

Another source of inspiration for Acker

was stop-motion animation, especially the

surreal and sometimes downright creepy

works of artists such as the Brothers Quay,

Jan Svankmajer, and the Lauenstein

broth-ers Acker admired their style, but viewed

it as a jumping-off point

Acker began work on “9” with the story

itself—an 18-panel storyboard that started

with the main action scene, in which 9 is

pursued by the fi lm’s villain, a

mechani-cal cat-beast At that point, Acker decided

that a lot more setup was required in order

to invest viewers in the action, so he added

another character—a mentor, called 5—

and also a fl ashback scene that would help

explain the challenges and motivations of

the fi lm’s hero, 9

Then, Acker created an animatic that

was so highly detailed, “it was almost a

true 2D fi lm—or something in between a

traditional animatic and a 2D fi lm.”

The next step was learning to use 3D

modeling and animation tools—albeit while

he was creating the fi lm Acker maintains

that “drawing is at the heart” of his fi lm,

though he very much wanted to make use

of CG animation to suggest the stop-motion

look he admired The fi lmmaker estimates

that he spent about two and a half years

in the preproduction phase of the movie,

doing modeling, rigging, matte paintings,

and so forth, all the while learning to use

Autodesk Media and Entertainment’s Maya

When it was fi nally time for

anima-tion, that original animatic proved

invalu-able Acker used it as a kind of road map,

replacing the 2D animation with 3D In

on it between paying gigs, it was good for him to be able to have the animatic as a guide so he wouldn’t lose focus

Acker employed keyframing for all the animation in the fi lm The cat-beast and its movements are among the achievements

in the fi lm of which Acker is proudest The character is made of cat bones, including a cat skull, that are interlaced with a metal armature The cat-beast moves with a cat’s sense of purpose, but there is something a

bit reptilian about it as well Like the rag doll creatures, the beast is a scavenger, but also collects living things, and has a grue-some way of using them literally to add onto itself Whatever the creature’s moti-vations, it clearly wants something that the rag dolls have “It recognizes their souls

in them, and is attempting to become like them,” explains Acker

In order to create the variety of tures that are an important part of Acker’s artistic achievement, he became

tex-a sctex-avenger himself He collected items with interesting textures that he could photograph, scan, and then manipu-late in Adobe’s Photoshop He also pho-tographed broken-down parts of Los Angeles that would add interest to his CG environment of urban decay

Acker employed Maya for lighting and rendering “I didn’t use a lot of raytrac-ing,” he says, explaining that he was aim-

quite a few large matte paintings used in the fi lm To composite the imagery, the

fi lmmaker used Adobe’s After Effects

Since “9” has no dialog, the characters’

actions must tell the story And though the main plot is simple enough in scope, the fi lm is full of many small and telling details—actions that seem random at the time but turn out to have great signifi cance later on Moreover, there are some little jokes throughout the fi lm The cat-beast,

for example, hunts for nine characters, or nine lives And there is the almost requisite Pixar-type lamp, albeit a rusty version

All in all, though, says Acker, he is happy with the decayed, down-and-out look and feel of the fi lm “It’s hyper-detailed, but it’s also stylized and paint-erly,” he says Certainly his attention to the grit and grime of urban decay has paid off in that despite its bleakness, there’s a lot to see in this junkyard world

In the end, the hero’s brains, and his use of tools, win the day The 9 character rescues the souls of his predecessors, and

in the fi nal scene, seems to be leaving his bleak world, traveling alone It’s a hope-ful scene, and it also sets him up for fur-ther adventures that just could happen in the forthcoming feature fi lm

Jenny Donelan is a contributing editor

for Computer Graphics World She can be

Like the characters he created for “9,” fi lmmaker Shane Acker himself became a scavenger

of sorts, collecting various textures for the bleak setting of his animated short

Trang 22

lthough modeling and tion software—and the images they create—tend to be the stars of the computer graphics industry,

anima-3D scanning plays a quiet but integral

role in the origin of many digital

mod-els, from props and maquettes to

celeb-rities and stunt actors Initially, the CG

industry had been fairly slow to embrace

the technology Today, however, the use

of 3D scanning is prevalent throughout

the entertainment realm, and new

appli-cations continue to emerge

Cyber-scanning technology was

devel-oped over two decades ago by Cyberware

(Monterrey, CA) as a family hobby,

the brainchild of a retired space engineer, his artist wife, and their computer programmer son

aero-“My dad wanted

to make a kind of

sculpting machine that measured the human face accurately and quickly,” says Cyberware vice president Steve Addleman, another son of the inventor “The device was hooked to a computer-controlled mill-ing machine that would carve an image

of what was scanned.” A head scan took

17 seconds, and the resulting carved foam bust could be completed in a few hours

What started as a small venture aimed

at artists and sculptors took a huge leap forward thanks to powerful Silicon Graphics computers, which, for the fi rst time, enabled the scanned data to be ren-dered as a surface “You could actually see the data,” recalls Addleman Soon after, Hollywood came knocking—in the form of

Star Trek IV: The Voyage Home in 1986 For

a special effects scene in which the heads

of the bridge crew rolled out of the fog, a seamless look required computer graphics, and the project began with scans of the

Star Trek crew’s heads After that

success-ful experience, Hollywood became a fairly

The US Air Force was one of the fi rst groups to identify the value of digital scan-ning outside the entertainment realm The Air Force worked with physical anthropol-ogists to achieve precise measurements of the human body, to arrive at standards for helmets and suits To achieve this goal, the military branch provided the money for Cyberware to develop a full-body scan-ner that could get the job done quickly—

“a person can only stand still for 15 to 20 seconds,” Addleman points out

The resulting full-body scanner prised a precise motion system and four scan heads mounted onto horizontal arms on tall towers The new device also scanned color and, per the Air Force’s requirement, was “portable” (large trucks could transport it)

com-With its focus on designing new 3D scanners, Cyberware transitioned from

a service provider to a scanning ment manufacturer; the company continues to sell customized

equip-Point Person S e r v i c e p r ov i d e r s g i ve s t u d i o s

to acquire scanned data

of actor Michael Caine (top

of page) for the effects in the

Ima ge co u

sy Gentl Gia n t.

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