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IS . .,Simulate a school of fish in motion1

as speak5
on life

MEDICALAND SCIENTIFIC
_-
m ELS
TEXT-
3D WORLD
TEST: MAYA 7 & $14.99
:IAL MODELLIN
LIGHTING: THr
MAKING OF !irtual characters will
JDlO PERKS3 nd act by 2010
I PRINTED IN ENGLAND
my-
p2:7-;
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jPonsonnet
OUVIER PONSONNET IS a French student living in Bordeaux who's currently working
on a programming course while indulging in his passion for 3D. The somewhat
unstructured techniques he applies to his work often lead to surprising results. 'It's
not uncommon that Iobtain something god but completely different from the idea I
had at the beginning,. he says.
Deriving much of his inspirationfmm European comics, includingXoco, Ropaces
and Sha, plus manga titles such as Appleseed, Gunnmand BlomelHe uses 3ds Max
for modelling, shading, lighting and rendering, and Photoshopfor postproductionand
maps. Olivier recently bought a Wacom Intws3 tablet which will undoubtedly help
with workflow and productivity, and especially for the precision he requires for the
kind of work he undertakes.
'I search for aestheticism and beauty through the female portraits I do: he
explains. "The two things are interdependent to make a beautiful character, you need
to give it soul.'
You can discover more of Olivier's techniques and tips in our Tmde Secrets feature
this issue, starting on page 54.
MtpVIrel v.fme.fr
human r
1 038 Just how real can
virtual actors get? We delve .
into the technology behind
next-generation artificial life

the futijre of 3D I ARCHITECTURAL

J 3D AWARDS --
018 Life after Star Wars for
the bigledi cheese at this .. ? . -zy.:.y
year's SIGGRAPH event . - 4

Industry plaudits for G7sA,2r

Neoscape and Zhu Tianyi as the\/ A


share top honours at this year's
CGarchitect.com awards
CONTENTS
INDEX LISTING
0 16 PRE-VIZ
Get the low-down on this year's
well-attendedSICGRAPH event
018 PRE-VIZ
Geor e Lucas speaks out at
SIGGBAPH2005 .
022 PUE-VIZ
What does the future hold for
the games industryand Al?
0 2 8 3D108 PERKS
Worldwide comoanv benefits
032 CUKE-UP
The crazy Carlton beer ad
0 3 8 HUMAN 2.0
The development of 3D humans
enters a new creative ~hase
046 TUTORIAL
Simulatea school of fish wltn
Ms Moxand the Crowd system
0 5 4 TUTORIAL
A set of expen tips and
techniques for facial modelling
- --

056 TUTORIAL
Turn on the li hts with the first
tdcreate detailed f l q _ c - ? n h l a + i a In a four-oart!ioht~mser~es
062 LEAD Q&A
3ds Max with the help of OLU mair Recreate the li ht trail effect
from the new &son advert
066 QUICI( QUESTIONS
Your technical problemssolved
074 GROUP TEST
Round-UDof U D monitors
080 REVIEW
Movo7
082 REVIEW
RenderMonfor Mavo
0 8 4 REVIEW
Softimage XSI 5
0 8 6 REVIEW
€/AS 6
088 REVIEW
Sketchup5
0 8 9 REVIEW
Artlontis R
090 REVIEW
3D SOM Pro
092 3D TRAINING
30 traininn materials
0 9 4 BUYER'S GUIDE
30 software: prices and verdicts
1 0 6 PRODUCTION DIARY
Making 24: The Come

Light trails REGULARS


003 COVER ARTIST 072 SUBSCRIBE WORLDWIDE
Recreate the This issue: Oliviw Ponsonnet Discount wbs outside the UK
fancy light tra~lsfrom the 007 EDITORS PERSPECTIVE 099 BACK ISSUES
r e c e n t Dyson ad 062 Our views on the 30 industry Missed an issue? Buy it here
1 0 0 8 MAILBOX 1 0 0 ClASSlFlEOS
Your views on the 30 Industry New jobs and 3D services
0 1 0 EXHlBlTlON
Get your own work into print
103 NEXT ISSUE
In the magazine next month ON THE CD
M e d i c a l and
0 4 4 SUBSCRIBE 105 BUSINESS END
Subscribeto the mag and save Marketingadvice s c i e n t i f i c models &
0 6 0 COMPETITION 1 10 INSPIRATIONS
XSIvideo training
Win 3Dconnexiongear Nick Cave's The Carny SEE PAGE 114
Editor's perspective IiSSUB
, .w

3D WORLD
advisory board
3D Mrld is brciughtto you with the help
and aduke of heading 3D indumy figures

RopwRMf7She vras one of the first Mists


hired to fonn DreamWs Animation in 1995.
She's now O m m b b M EwopeanReppesemth,
wamhg new w M b r the studio. Editor's
m a BARES
sndol.3a-lb.MR
perspective
lardi Baresworked for eight yew
En th@gams and film hdueies
mMnativeSpa'mhb~~
lxing science and futurology is like mixing contortionism and whiskey:

M
PoLandonblMM3,~lt@has
fdanced adJlmkknson3b e t w e %ap and do it long enough, and you'll eventually end up having to remove your
WmF4ctun?s.The~ofmgny~
4e\~95nami~df~fanE~.brMswkon foot from your mouth. Digital Equipment Corporation CEO, Ken Olsen,
tkBBCdcuJm~ discovered this in the 1980s. havlng predicfed in 1977 that there's
#
I#
!W
I.-.
"no reason for any individual to have a computer in his home."
The risk of dental gymnastics is particularly acute when, like Olsen, you predict that something
ANDREW DAFFY
CU eunrca won't - or can't - happen. So we couldn't help fearing for the state of George Lucas's bridgework
And inthe when he commented in his SIGGRAPH 2005 keynote speech: T h e real leap has been made. [Digital
industry tar ten years on
p p ( l ~ t h a t h a u e ~ d technology] is cumbersome, i t doesn't always work as well as we'd like, but what's left to develop is
wrMalwnd~.Hew~ mainly better knobs and whistles. We don't need to reinvent the wheel: we've already reinvented it."
~ 4 ~ ~ ' ~ - 1 * l a a e r s h r ~ ) ~
C m will act On the show floor, at l e a n few people were arguing with him. While the world and its dog unveiled %

ci-iaal new products at SIGGRAPH this year, most of these, such as Maya 7, XSI 5,3ds Max 8, Lightwave 9,
Houdini 8 and Fusion 5 (1 could go on, and with 300 words still to write, the temptation is strong, but
you get my point) fall into Lucas's category of better knobs on existing products.
ALW MORRIS
Of course, there were a couple of entirely new applications. in particular, T-Splines, a start-up
marketing its Mayo plug-in of the same name, was at pains to point out that it's 'not merely another
piece of run-of-the-mill modelling software, throwing new bells and whistles on old technology."
Haps~mh19t36, A 'supenet' of NURBS and'Sub-D surfaces, T-Splinesenables artists "to work in ways that were
mathematically impossible before," requiring up to 75 per cent less control points t o generate a
surface. Whether this will really starta new wave of 3D modelling remains to be seen, but i t s certainly
interesting. You can find an exclusive learning edition of the software on the CD this issue.
But it's outside the show floor, in SIGGRAPH's papers and technical sessions, that new technology
most commonly emerges. This year, two topics in particular occupied the speakers' time: real-time
renderingfor games, and new techniques for creating digital characters. We'll be returning to gaming
in future issues, but we thought it would be interesting to ask the researchers present at the show to
predict what virtual actors will look like by 201 0. You can find out what they said on page 38.
at leadimWognne studio C o d s ~ as~ s The rest of our show coverage, including George Lucas's keynote speech, starts on page 16. Looking
w
and
back over i t I can't help wondering which of our own predictions we may come to regret in hindsight.
But here I have a foolproof plan. In addition to being a technological event SIGGRAPH is also an
immensely social one. Like the contortionist if any of our opinions prove to be hideously misguided,
I'll simply blame it on the whiskey.

JIM THACKER Editor


jim.thacker@futurenet.co.uk

Wan nar 20 yaaPZ cmbhed


wperhce at kdmim, w k h g on it range of
*?;andshntPhns

November 2005 3D WORLD 1007


I
I

'
LETTER OF THE MONTt
aving recently made a couple of trips t o the cinema t o
see the latest Star Warsfilm [3D World, issue 661 and the C

big-screen adaptation of Hitchhiker's [3D World, issue 651,


rdlsnlrcafaM thaefkm.
I
I
r n e ~ M ~ w & m w
ddk~W0svtElt4kerW7

MENTAL ROY: A l l column in issue 67 is. Is he complaining original.Six-year-oldsare not taken to because adults don't constantly
TRIPPED OUT
>
With Mental Roy's mildly sarcastic
humour and his circuitous writing,
about the lack of original CG productions
for childrenor for adults7 If his argument
is with children's films, Iwould say
a film with any expectationof being
inteliectuailychallenged. They just want
to be amused for two hours.
pester their parents for film-related
action figures, lunchbnxes, DVD
spin-offs, T-shirts, tattoos and breast
I'm not quite sure what the point of his there's little reason to try anything truly If Roy's complaint is about CG films implants. Although fans of Trjpping
for adults, lack of overwhelming demand the Rift might come to think of it"
for such films is the root cause. If film As for the article, itself we hang
studios thought there was a market, our heads in shame. We got Into a
they certainly would be trying to fill it, tangle over when the series would
He also asks the reader for the name of be screened outside the States, and
a CG animation franchise for adults. ended up never running the feature.
Iwould answer Trpping the Rift the Six's secrets remain sadly - and
new season of which is currently airing atyplcally - unplumbed.
on the Sci-Fi Channel. I vaguely recall
that when the first season of Tripping
the Rift was airing. 30 WwMdid a promo SICCRAPH SLIP-UP?
for an upcomingarticle on the show,
but it never materialised.I was really
> After receiving issue 69 of 3D
World, I was looking forward to
lookingforward to that story, hoping it viewing your round-up of SIGGRAPH
would provide some details on how they 2005, but Iwas rather disappointedby
.
animatedthe er, Soft Body Dynamics your lack of coverage of the new version
of the science officer, Six of Lightwave.All of the other major
Jhn Kangas, via emdl packagesgot some magazine space, but
there was nothing at ail on NewTek's
1 -
Want evidence of animated TVfor adult audiences?Look no further than Trlpplng the
Contacted via his agent Fbywould
Only comment 'Look* quite
recent developments.
Version 9 will include some major
...
Rlft.Want details of Six's'Son Body Dynamics? Look no further than another magazine Studios don't make CG flicks for adults changes to Lightwove's core features,

038 130WORLD Nowmbcr 2005


30 World Magazine,Fulure Publishing
30 MonmaumStreet Bath, BAl 2BW
[t] +44 (0)1225 442244
l e l 3 ~ m ~

$?;"- SUBSCRIPTIONS& BACK ISSUES


: I? .: For subscrlptlons, back Issues, or to place an order, pleasemact:
. 3 ~ p t b m w . u orkcall +44 (0) 1858 438 794
L-
8
'

9):- .~:xsb EDITORIAL


EDITOR JimThackwjlmthacker~turenetm uk
ART EDITOR Kal Wood b l . ~ f u t u r e n e t m . u k
D E W P l EDITORl a m a Smtt loannasco~turenetm.uk
J

~ ~ ~ R , O D ~01~0dShaun
~ ~ I O N Werton
shaun.weston6afuturenamCOuk
+, . SENIOR NEW MEDIA EDITOR nancdlimom

. ._ WORD CONTRIBUTORS
i, lonn~.Nkhola~HatBrmn~&BxkA w
RteDraoa.

:. : i . : K k a . M P s h . Olivler Pmmnet I4a-k Ilmsbw. H e n l Roy.Beniamh Wm


....-.
.
ART CONTRIBUTORS
W~kdmEentm~coane-AmCoRNW~ElPC
AlenanaD~,GiMerPomowtAhn~StEE.SrmF4€Iues

PRINTING (UK)
CWERMhqMIOErn

includingadaptive Sub-D surfaces, A CAT LOVER WRITES apparently all the work of one person ADVERTISING
KNKlR AWAmSPYi&WAGER Rosa Sdh r 0 s a Y n i W w e U o . M
which i know will be a major boost for
many users,
Do you not regard Lightwave
> I'm a recent fan of 3D World, and
have read the last five inues.
However, I'm surprised not to have
and the result of a year's solid work. The
story may not be to my taste, but the
design work and detail alone are wotth
KEi RnaJNT EUNRGm lm tlabt.~ leehat-

as a serious 3D tool now, or think seen any coverage of CAT [Character watching, never mind the animation.
that it's unable to compete against Animation Toolkit]. Iwould go so far as to say it's the most
heavyweights such as Maya and XSI! I've been using this incredible 3ds impressiw-lookingpiece of work I've
Steve Cullum, CuUum Oaphlcs Mox tool for almost two years now and seen for a long time on the web.
I find it an indispensable application in In case you're wondering, I live in
As we said at the start of the my toolset. I've checked the 30 World East Anglia, not the Far East, and have
magazine, issue 69 of 3 0 Worldwent Buyer's Guide, but could still find no nothing to do with the production Ijust
to press a couple of days before the mention of it. Have I simply missed use the same software - sadly, not to
start of SIGGRAPH, so our coverage the reviews? the same effect1 MANAGEMENT
PVBUYm(KdwCort.nMIwmne~Ig
of Maya 7, XSI 5 and 3ds Max 8 was Lee Rawn, vla email Simon Edmondson, UK
written on the basis of pre-show
demos. Details of Lightwave 9 arrived Lack of space prevents us from According to translator Mike Stamm, - . .-
GRWP YNnOR EDKOR Nld MudU d c k . v I *
too late to be included in issue 69,but listing plug-ins in the Buyer's Guide, animator Shao Guee did indeed create Eamw ~mCR#(#rn BWJXI-
MANffiWG DIRECTOR Rabwt R*.
can be found in our Pre-viz section but we reviewed CAT back in issue Haruwo entirely single-handedly,
this month, along with the rest of our 50.Version 2 was previewed at even performing the music and
show coverage. SIGGRAPH, and we'll be covering supplying the voices for some of the
As to whether we regard it as a it when it ships. minor characters. Japanese speakers
serious application: projects created can find more information at his site,
in Lightwave feature regularly in www.shaoguee.corn.
the magazine (for example, the ANlME MAGIC The film has received little I- DISTRIBUTION (UK)
b!dMO(re W Ltd, 5th F k , LW ~ k BmKhgs kexh lower.
eu
Volkswagen 'Summer's Morning' ad
included in Close Up last issue). We
have also just begun a new four-part
> Following your coverageof new
anime and japanese animation
projects in issue 69.1thought I would
coverage in the Western press, but an
English-language DVD is apparently
in the works. In the meantime, Mike's
Stamfotd SPeef

SPECIALTHANKS THIS ISSUE


Y19U

TmyCmwt~chauder
series of tutorials on CG lighting write in to draw your attention to subtitled version is available at
using the software, which you can Horuwo, a 30-minute cel-shaded http:Namfilrns.hash.comlsearchl
find on page 56. short created in Animotion:Master. It is entry.php?entry=l056.

SEE YOU NEXT TIME


> Guess what kind of day I am
having when I name save f i b
as 'C**tingSky.mal
Craig trane, via the forum

S t i l l s fmm Haruwo, a 30-minute short created by Japaneseanlmator Shao Guee. One in which all of the sunset scenes
Thanks to Simon Edmondson for drawing this neglectedgem to our attention will shortly be dropped from the film?
i e w qql uy
a ~ e n l j o s snol~enasn I ' a ~ n l nu! a
sa!l!unuoddo alou aneq 01 adoq I .ulete pue Mou qol
a3uelaaJ) ppo aql dn y)!d I q8noqi 'luauow aql i e alo

PUP SMOqS JJOlU JalUa 01 pUe 'AJOMlJe pa~!dSU!443s


quiet on the
?
western front.
SIGGRAPH 2005 did feature innovations, but many of them outside the show floor.
However, more new products look likely to be in evidence when the show moves back east in 2006
I ith no surprise announcements, humanface. He emphasised that as a result the number of mocap
company acquisitions or major new markersusedduring a shoot could typically be reducedfrom over 100
product launches at SIGGRAPH 2005, to a m d 30, therefore speeding up the entire capture-to-animation
the show's focus very much fell on process. Detailswerescant but with FoceRoborscheduledto ship this
the major professional 3D software autumnthe inner workings of the software should on becomeclear.
developers and the new versions of their various flagship Mawn had also been collaboratingwith a high-profilestudio - in th~s
titles. 3ds Mox 8, Moya 7, MotionBullder7, XS15, Houdini 8, case Sony PktureslmagehuksThe two mpani-
Cinemo 4D 9.5 and LfghtWove 9 all fought for attention on the together to developanadvancedtoolset for digitalmattepaintingcalled
show floor. And with news from mod0 developer Luxology that Projertion McnThis is scheduled to ship in early 2006 as part of Maxon's
PLUGGED IN its R&D team is currently brewing up a 30 animation package, new Production8mdleforvisual effects facilities,which will include
CG AWARDS with a first glimpse no doubt at SIGGRAPH 2006, competition developer's entire product offering as well as 16132-bit 30 paintingtook.
ACM SIGGRAPH looks likely to be even stiffer next year. matte paintingtools, RenderMoncutputand a Linux version.
presentedawards
to Tomoyuki Nitta One sign of a competitive Many of the major software
from the Universityof
Tokyo for hiswork on
rendering of natural
market is pricereduction, and
this year, it was NewTeKs
"RnD THAT'S JUSTA packages- XS,I Cinem4D,
Houdini(Windowsand Linux) and
nornena. Jos Stam,
z i o r researchscientist
turn toannwnce a hefty cut: SMALL SUTHER OF -
Lightwove were also shown
at Alias was recognised
for his pioneeringwork
Lightwove 3Dwas reducedby
$800,from $1,595 to a rather
WHATBSUnDER THE off in 64-bit-compatibieeditions,
although Alias and Autodesk went
on subdivision surfaces
and on fast algwithms more attractive $795. HOOD FROM LUXOLOGY" less far, only prwiewing64-bit alpha
for the simulationof Other developers made efforts BRAD PEEBLER, PReSIDEbPT, LUXOLOGY versions of Moyoand 3ds Mox.
natural phenomena.
Ron Fedkiw of Stanford to increase the desirabilityof Also on the hardware front,
University(and a their productsby highlighting the work their customer consultation Nvidia and AT1 attracted a constant queue of visitors to their booths
consultantto ILM)
received the Significant
departmentshad done hand in hand with R&D teams at visual effects by showcasing real-timevisualisationtechnologies. In particular, AT1
New RcrearchwAward facilities. All seemed keen to emphasise that their software was more claims that it has seen its market share rise from 12 per cent in 2003
for contributionsto the to 47 per cent by 2004.liowew,on the evidenceof the crowds
field of computational
thanjust an'off-the-shelf' package.
fluid dynamics. Onesuchexample came from Softimage,which used a technoicgy thronging its stand it wasn't the company's main offering but a new
previewof forthcomingproduct Foce Robottostir up excitement piece of software demonstrated in a single pod that provided the
among its 30 user community,The facial animationand digital acting main draw. With no marketingother than an AS product card, it was
softwarehas beendeveloped by the company'sSpecial Projectsteam a kids' 3D graphics package with a $35 pricetag called Cosmic Blobs
in conjunction with Blur Studio.JeffWilson, Anination Supervimat Blur, that caused a storm at SiGGRAPH.
explained how Foce Robothasbeen built on a new computer model According to its developer, the groundbreakingsurfacing
of soft tissue that mimics the full range of emotions portrayedby the mathematics at the core of the product ailow the direct manipulation
FEED >
This issue, we'd llke your
opinion on George Lucas's
comments during hls
SIGGRAPH 2005 keynote
speech that the major
discoveries In computer
graphics technology have
already been made. (For more
details, see pages 7 and 18.)

The question we'd like you to


answer Is: 'Is George Lucas
right to say that the real leap
has taken place, and all that
remains for developersto
do to 30 software is to add
better knobs and whistles7

Absol~rtely- CG technology
is already a mature field.
All that remains now is to
refine the software to handle
existing tasks more quickly E
and efficiently 0
Possibly - it's conceivable L!
that new core technologies
could emerge, but as the
years go by, the chances of
9
E
a major new discovery are
beginning to recede 0"
-
UnUkely it would be rash 3
to claim that everything that
can be discovered has already
been discovered. History has
*E
2
'ACKING WlNT I Personal highlights from SIGGRAPH 2005
shown that such claims often
turn out t o be false 0
c
m '
N o - what on earth are
"Perhaps the theme th~syear "My highlights were the launch you talkingabout? With new

=,l?
was that ~fyou want to create of 3ds Max 8, new versrons hardware permitting film-
quality rendering in near real
photorealist~c Images, you have
to go out and measure what f~nolRender,V-Ray and B m i ) time, the rules of the industry
could be rewritten entirely
-'3
happens in the real world, rather than uslng
c w h Z models from computer science
TMs includes shadlngand textunng (based on
real-t~meadjustments to HDR Imagery
from multlple users on a network AMD's
a
i w m r m g real materials), anlmatlon (us~ng demo of a four dual-core Opteron system LASTISSUE: 5
m a p data) and llght~ng(us~ngHDRl Images rendenng an e~ght-threadraytraced s c m In THE VERDICT 3'
aJ
totorapture the l~ghtingyou want to match)" LlghtWovewas also lmpresslvelyfast: 'Is the UK government
bv Kevin Campbell, Cinesite Alex Morris, Hayes Oavidson to blame for the closure
of companies such as Jim I
2
Hensonf Creature Shop7 ..
of surfaces while maintainingcurvaturecontinuitythroughout -and Auto.des.sys showed new tools In the latest releaseof form,Z 5.5as
that's without using NURBS or subdivision surfaces. well as a sneak preview of f m Z 6,which features object animation,
In add~tionto its new product announcement Luxology unveiled and is scheduled for a releasebefore the end of the year.
modo 201, which now boasts UV mappinga rendenngengine (able However,one of the most talked-about exhibits at SIGGRAF'H
to render complex scenes at very high resolutions)and3D paint (other than the $1 00,000 custom Chopper that Boxx Technologies
together with new modellingadvancements. Company President was giving away) was found outside the show floor, in the Emerging
Brad Peebler revealedthat modofor Lmw was in development and Technologies hall. The Galvanic Vestibular Stimulator enabled a
that an animation module was coming soon. He also showed some of remote control device to be used to control another person's sense
the fruits of L u m l ~ relationship
s with texture-synthesis software of balance via low-voltageelectric currents to their inner ear. Its
developer Allegorithmic. At the end of the user group meeting, appl~ationsvaried from games to pedestriananti-collision.
Peebler raised anticipation by concluding:"And that's just a small Over 29,000 delegates attendedSIGGRAPH this year - 1,000
slither of what's under the hood of what's to come from Luxology." more than 2005. Those who found the papers and courses a tad
Elsewhere,crowd s~mulationdeveloper Massive Software too trying took refuge in the art gallery or retiredto one of the many
announced GPU-acceleratedrendering as well as Massivejet an 'out lmmersive domes where they could lie back on bean bags and chill in
of the box', large-scaledigital crowds creation package pricedat under the rn~dstof a 360degree spatialspectacle.
$6,000 and anticipated to be available before the end of the year. mw.slg~nph.org/sZOM

November 200530 WORLD 1017


Life after Star Wars
Episode Ill may be complete, but the story is far from over. During his SIGGRAPH
keynote speech, George Lucas revealed details of some of his upcoming projects

w hat does the world's most famous


filmmaker do on the completion
of his life's great work? Simple: he
turns t o education. Over the course
of a one-hour keynote presentation at SIGGRAPH 2005,
which also touched on his origins as an artist, his work
with lndustrial Light & Magic, and the development
of the t w o Star Wars trilogies, George Lucas set out
his plans to convert the movie industry t o the digital
filmmaking techniques that he helped t o pioneer.
"I thought that when people saw the results [of Stor
Wars: Episode 11, which was shot entirely digitally] and that
the quality was as good as film, the revolution would begin,"
he said. "But that was years ago, and we're still waiting."
To this end, the director has just founded a new
1
1- -
state-of-the-art studio complex, the Letterman Digital Arts
Center, located near the foot of the Golden Gate Bridge in
San Francisco.In addition to developing a next-generation
production pipeline that will unify content created by
Industrial Light & Magic and LucasArts [Pre-viz, issue 681,
the Letterman Center will act as a training facility for the
next generation of digital arts professionals. Area schools to increase the basic visual literacy of a new 'more esoteric' projects - or, as he put it, "more'pure'
Lucas describes its function as threefold. The first is generation of graphics professionals. f~lmmaking.Work that focuses on the quality of images:
pragmatic:to refine the skills of new recruits to lndustrial "The educational system is woefully lacking, even in Not that this means abandoning his most famous
Light & Magic and LucasArts to the point at which they terms of understanding what computer graphics are: he creation. Work is now underway on an animated TV series
can be deployed on commercial projects. The second is said. "Digital technology is the virus that is going to change that fleshes out the basic history of the Clone Wars laid
promotional:t o ralse awareness of the opportunities it. I'm just hoping that it will change it for the better." down in Star Wars: EpisodeIland 111To this end, Lucas
offered by digital production techniques among the movers In addition, Lucas continues to develop his own is setting up a new studio in Singapore, a move he also
and shakers of the Hollywood film industry, a world Lucas creative projects.Asked by session chair Bruce Carse how describedas 'my chance t o get a foot into anime:

--
characterised as "notoriously backward." he was facing up to the "big blank canvas" left by the In other words die-hard fans can relax: the second
The third group of people to be educated at the new completion of the second Star Wors trilogy, he commented: trilogy of movies may be complete, but the story is far
facility will be those who weren't even born when the first "It's not looking like a blank canvas to me. I've got hundreds from over, and the characters undoubtedly remain alive
Sror Wars movie was of projects I want to do, and I'm running out of time'' in the mind of their creator. Or, as George Lucas himself
released Lucas plans Whlle theexact nature of these f~lmsremalns puts rt: 'I'll never let go of Star W m "
to work with Bay confldentlal, Lucas dld reveal that he alms to work on

d~gltalage. If Ithought it was a hard job brmgmg the f~lmworld into


come back to me an hands and the digital age -and this is an Industry that had a hard time accepting
knees and ask me to lower the quality standard. And Ido - I'm not sound - it's even harder with education."

"The real lea^ has been made. IOie~taltechnoloavl is cumbersome: it


011THCUMSBWR#RMGSTEAW doesn4 always work as weM as-we'd tike, but whak left to develop is
"Weta reminds me of us as we were two dewdes mainly better knobs and whistles. We don't need to reinvent the
ago: a bunch of crazy guys stuffed in a closet, wheel: we've already reinventedit."
Isaid to Peter Jackson. 'Peter, you've got to TmCw
see ILM again andsk@ in store [Closing the keynote presentation, to sustained applause from the
for you in 20 years' time.'" show floor] "Doing att with a computer is the future. It's the 21s
O)11mJcIIFK1W century. It is as important as anything that has happenedin the
"We're trying to bring learninginto the history of mankind:
'9' tops Electronic Theater
George ~ u c a smay pull in the crowds, but the Electronic Theater heads everyone's
'must attend' list at SIGGRAPH. This year, Shane Acker's student short took the main prize
IGGRAPH's Electronic Theater condenses

S the year's most impressive computer


graphics eye candy into what is
effectively a two-hour showreel.
As the 2005 Festival Chair, Samuel Lord Black, correctly
surmised: "it presents a wonderful mix of science,
humour, drama, excitement and music."
Independent filmmakers and students competed
with the likes of Industrial Light & Magic, Digitai Domain
and DrearnWorks, while scientific visualisation projects
also madea strong contribution to the line up, which this
year was projected in High Definition. The latter were
contributed by the likes of the University of California,
Berkeley; NASA; the National Center for Supercomputing
Applications; and Sony Pictures Imageworks.
Black commented that he was "thrilled that student
submissions continue to exceed [the jury's] expectations,'
evidenced by the fact that two of the three festival award
winners were students. commented that the film's "simplicity and brev~rydre goals
Of these, Shane Acker's 9won Best of Show. Black that all filmmakers can meaningfully aspire to."
said: "The jury was amazed by the piece's multiple layers of The third main award went to Tomek Baginski's
complexity and detail. Acker not only carries a strong story Fallen Art, making Baginski the first two-time winner at the
idea in the film, but also directed the modelling, texturing, SILLRAPH Computer Animation Festival after The Cathedral
lighting and animation: won Best Animated Short at SICCRAPH 2002.
Acker used Moyo, Photoshop and After Effects to create Black described Fallen Art as a "thought provoking"and
the short and explained that he "sought to immerse the "monumental film that takes us into the mind of a character
audience in a gritty textural world inhabited by creatures who is creating art only for himself."
composed of fabric scraps and bits of broken machinery." In the professional category, ILM revealed the sparse
Lo Migration Bigoudenn, directed by Eric Castaing, bluescreen stages behind the vast CC scenes of Stor Wars: Other highlights included on-screen 'hosts: Previs
Alexandre Heboyan and Fafah Togora from Paris-based Episode 111-Revenge of the 5th. Digital Domain presented and Brainhead.The comic duo butted in between films,
Lobelins, I'ecole de I'image, won Jury Honors.The short a Steolthspecial,with most people agreeing the digital entertaining the audience with their nitwitted banter.
depicts a gathering of Brittany ladies competing in a cri5pes clouds were mind-blowing (even if the movie wasn't). And Cubic Trogedyalso brought roars of laughter from all the
cooking contest. Black described the nonphotorealistic DrearnWorks showed technical developments in Modogoscor, animators in the auditorium.Created by Ming-Yuan Chuan of
style as 'strikingly evocative of a strange alien world," and includingextreme character deformations and furry crowds. the NationalTaiwan University of Science and Technology,
the short depicted a polygonal woman who attempts a

I
7 H E JURYWAS AMAZED BY self-faceiift with her new cosmetic tools (for polygon
modelling).She carefully adjusts her vertices but then gets
9's MULTIPLE LAYERS OF carried away - unfortunately when she attempts to 'undo:
the function only works once and she's left resembling
COMPLEXITY AnD DETAIL" a Picasso cubist masterpiece.The short went on to win
SAMUEL LORD BLACK, 2005 COMPUTER ANIMATION FETTIVALCHAIR SICGRAPH'S newly introduced People's Choice Award.
The animated formation and rhythmic march of Dice,
directed by Hitoshi Akayama while studying at the Kyoto
Seika University in Japan,was another audience favourite.
Other shorts that got the thumbs up were Gopher Broke
from Jeff Fowler at Blur Studio, Chris Harding's learn Self
Defense and Things That Go Bump in the Night from Joshua
Bever~dgeof the Rlngl~ngSchool of Art and Design
Student f~lmsOvertfme and Helium also struck an
emot~onalchord w ~ t hthe audience, whlle East End Zombfes
from DamIan Hook at NCCA Bournemouth Un~vers~ty was
L&a
.,.,
Visuolizotion of on F- ......... -....-.-.-- --,-..-..
, , ..-..-..,-..--.-- -jAdamJaneczekand Florian Durandof French One Of the bizarre shorts
Thunderstorm was among several sclentlfic submissions animation school Suplnfocom Aries, struck an emotionalchord -wmg
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Games
.
industry smartens up? -

a
3D World reviews SICGRAPH'Smost hotly debated panel discussions and special sessions
focusing on the development of true artificial intelligence in next-gen games WT-

w hile many of us may question


George Lucas's abilities when It
comes t o scriptwriting, it would
be unwise t o ignore the man who
brought us ILM, THX sound and nonlinear editing when
he talks about interactive digital technology.
"What I want to get to is that point where you can talk
to the game and the game wili talk back. Then I think you
can really get t o the level of where cinema is in terms of
telling stories," said the writer and creator of the Star Wars
franchise in his keynote address at SIGGRAPH last month.
Like others in the games industry, Lucas says he's
'rooting" for artificial intelligence, and if this year's
SICGRAPH is any indication, Al - or at least artificial semi-
intelligence - is not only achievable, but also imminent.
Perhaps one of the closest projects in terms of what
Lucas envisions comes in the form of Facade, a game
described by designer and Facade co-creator Andrew Stern
as part art, part research and part commercial prototype.
But the game is hardly typical of so-called next-gen games.
The characters and backgrounds are portrayed in simple 2D
o approaches to rea
and thegame lasts only 20 minutes. The premise is that haracers wJ6espond to uns
the player acts as a guest invited to an arguing couple's
apartment for dinner, "It's not about saving the world," said
Stern. "It's about saving a marriage." graphics. The face of each boxer, explained EA Art Director, much of what is perceived by users to be intelligence in a game
But the stylised graphics belie the real intent: Facade Frank Vitz, is made up of about 1 0million polygons. But Vitz can be layered in procedurally with almost no Al at all," said
demonstrates how computer-driven characters can react in also pointed out that while creating details like realistic skin Vitz. "If the computer-controlled character immediatelyfrowns
real time to unscripted,text-based inputs from the player. will go a long way towards making the characters appear when he sees something unpleasant, glances around furtiveiy
Electronic Arts, meanwhile, has taken a very different more lifelike, the lower level, subtle and sometimes even when he's hidingor flinches when he hears a loud noise,
tact. In its work on the latest edition of the boxing series, subliminal human behaviours remain more elusive. [players] get the impression [the character] is thinking, when
Fight NightRound3for the upcoming Playstation 3 While Vitz said believable Al-driven charactersare possible, all that's happening in our system is the illusion of intelligence
and Xbox 360 consoles, EM developers have spent one immediate and cost-effective solution wili be to create the through a simple system of stimulus and response applied
considerable time and resources improving the in-game illusion of in-game character intelligence.We're finding that in a layered animation:'

The games industry's challenge


Just when the games industry thught it had achiwed something close to realism, Marahin, Mori has to come along and spoil it all
Perha~sthe most Aaid n n in p a s dswhpment them the curwe d~psdown n t o a strongly negative response before
days b Masah110Mfi.In the late 19704 this r W o c i s t c a m rebwditng into the hypothetral area where the resemblance
up with the term '4.hmnny Valley', k c i d m a t b m y of haw to a hurnan is campl.ete."
real humans react tn sirnulilted a s . At the tmc, W i was In practual terms, this meam that the cbser animators
applying the theory to robots, but the Uncanny Valky has p t to ~~ chaa~terhthe hhgher a playds expectations
found new credmce rn ttw games industry, where the Holy are for a character's &Miour.
Grail d realism scms jmt beyand grasp. Perhaps €A Art h k w at the work k i n g dome for the next-genconsoles
Director, Frwk Vitr wplzlinad Wori k t uuhrk speakkingar a i h a t e s that the capatdlity of near phororeaYst~charxt@rs
SIGGRAPH panellst on 'Bel~euabkCharacters: Are Aldriwn is lrotjuzt arhkable, but has actualty been dare. However,
Characters Possible And Where Will T h y Take Us9: Vitz sad the industry is about tn encounter the Valley due to
"The &a [of the Uncanny Valley]," said Vltz. "is that if the aimst intangik behawoutsthat disttquish us as human.
we plot our emotiond response to a given character against "there we subtletks nthe way humans move and act
its smlwity to a real human's appearance mwemmt a d that are naslq," Viz raid. "Tbe rreudt can be drstur-, e m
behwciour, the resu4ting curve is not the sure, steady, ulpwad if you can't quite put a finger on what it a that you dan't I&ke." Meri's Uncammy Ualfhg'shows kaw aur rapeme
trend that you might expect. Instead. there's a peak shovtly With KWeS like t b to resohe, it m 5 that the gamer Zo CG characters &ers marding W horvv re?&&
before vou reach the lewd of a com~letelvhuman look. Then irrdustrv had better weoare Par a stew hike in h i ' s W v . B a r amarance k
PRE-VIZ I

lThe next-gen consoles


promise greatly increased
graphical realism. in €A's
Fight Night Round 3
(above], even skin
pores are visible
More efficient graphics cards and longer-lasting
Yet, even with these interim efforts, the reality, accordingt o EA batteries are about to ring in a new era of mobile gaming
Animation Director, Eric Armstrong, is that despite the massive
leap forward in terms of processing speed and graphics detail, IN TERMS OF games, the mobile
it's unlikely that the next generation of consoles or PCs will be phone market is perhaps the most
able to deliver the kind of Al consumers are coming to expect. complex and potentially lucrative. For
'We tend to take about eight months [tocreate] a sports title. service providers, it will mean larger
billings. For phone manufacturers, it
That's not a lot of time to research and develop really cool,
will mean a new range of phones. So
high-end, super-smart Al, and I think the studios are aware of
what's holding up the process?
this weakness and are doing everything they can to [address
One reason, and also the T h e world's first 30 gaming phone,
most basic, is power consumption. the LC SV360, has improved power and

"WHAT I WAnT TO GET TO IS THE Historically, energy-hungry graphics


chips and insufficient power sources
better graphics chips for mobile gaming

When the device is unfolded, the


POlnT WHERE YOU CAIl TALK TO have conspired against mobile gaming user has access to a small, colour,
THE GAME AnD IT T A W BACK8' products. But this has changed, said
Callan Mclnally, Manager of AT14 3D
high-resolution (320x240) landscape
LCD display, with images rendered
GEORGE LUCAS, FOUNDER OF LUCASARlS
Applications Research Group. 'I think at over 10,000 triangles per frame.
the issue] ... The cheap and easy thing to do is to make the getting some compelling gaming There are also stereo speakers and
visuals glossier, shinier and prettier. The hard thing to do is to experiences on [phones] is going to standard game pad controls, as well as
write the code that makes for intelligent characters." be the next thing: a gyroscope that enables the player
So will the next-gen games consoles mean better character And if the industry's first to manipulate the 3D character on the
A17 Andrew Stern, for one, isn't optimistic. "There are predictions hardware-enabled 3D gaming phone, screen by tilting the phone left, right,
the LG SV360 - announced in March forward and back.
that most of the general-purpose CPUs of these new [consoles]
this year and powered by ATI's While the LG SV360 is currently
will be used Gp simply feeding the graphics rendering pipelines.
lmageon 2300 media processor - is only available in Korea, it seems as
So there may be even less leftover CPU for Al [in next-gen
anything to go by, the next big thing though mobile gaming has finally
games]; said Stern. "I'm wondering if we're about to enter is already here. The mobile phone found its true calling.
the'big hair' era of games, where we have beautiful, real-time certainly wowed the crowds at ATlls www.~.carn
rendered hair that looks great but with no mind behind it: SIGGRAPH stand. *mJtLrom
CGarchite:ct.coma-:.rards
.a
.. '%B.cam
Architectural visualisation industry applauds Neoscape and Zhu Tianyi from China
Design studio Neoscape took
top honours in the Still Imagery
and Animation categories at the
Architectural 3D.Awardsorganised
by CGarchitect.com. Neoscape's
Proposed Restaurant Interior still and LOFT 5
'animation 'broke free from the norm,' said Lon Grohs,
CGarchitect.com also held a parallel Architectural
Visualization competition. Zhu Tianyi, a senior artist
at BHAA in China, was awarded first place in
a challenge that spanned five months.
Competitors had to model and render an outside
scene of a busy city centre, an interior scene of a
commercial lobby, create a 20-second animation
.

Director of Vlsuaii~ationat Neoscape. 'in the world, featuring one of these spaces, and also create a fully
of CG and architecture, there's a lot of similarity rendered night scene. Images were evaluated on
between vi'suallsations, renderings, animation and. creativity, lighting, modelling, texturing, composition,
approach. We wanted.to do something atypical." technical difficulty and overall impact with the final
Referringto LOFT 5, a visuaiisation of a property award given to the contestant that demonstrated the
in Las Vegas, Grohs said: W e wanted to redefine'the broadest range of skills.
virtual tour'. We wanted our visualisation to be very Zhu Tianyi, as well as the two runners-up in the
sensual and have a more film quality and cinematic competition, Oiivier Campagne and Niall Browne, .
feel. We wanted to showcase a real estate project shared prizes valued at more than $100,000 from
that used animation to really sell it.' hardware and software providers in~theCG industry.
Using a combination of 3ds Mox, form.2, After Alongside the winners, Neoscape co-founder
Effects and Photoshop, Neoscape worked closely Nils Norgren, and also Lon Grohs, picked up the
with architectural and interior designers to develop CGarchitect.com 3D Awards trophy at the awards image was "to evoke a feeling and ambience
that made the audlence feel connected to it"
: Projects..
round-up
This month: Gorillaz, jelly babies,
jets, and a spat of horsing around.
01 BOOT5 AD CAMPAIGN
~herwmrbommfrrcfw~s*liUmr~*cl?L
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November 20053D WORLD 1027
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EMPLOYMENT Mountain biking, massages and moustache contests: how do the fringe
orld? b h"I
.#?--
~enefitsof your job stack up against those of staff at other st1

'oga, quality of life really matters. If the only break you get from your but then again, so are the similarities.In 3D, we like to have fun in o
monitor is a 15-minute discussion of shader issues at a colleague's downtime, whether that's through karaoke n~ghtsor book clubs.
desk, you should seriously be reconsidering your employment So what's your conclusion: is the grass really greener overseas,
conditions - you could be rn~ssingout on someth~ngimportant. or are you better st~cktngwith your current employer?

028 130- November 2005


changing the face of 30
HualungFdrn Dsital
ProductionCompany

(YeenMm U r n &

Badrn,foW&
S p & y Australia
We tnm clubs. m
comQan9mY.l;asak mmlm#Um
nlahrc pCls w t a r w

- past trips
Blackpool
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drinks annual FamC
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lClO
MOtOrbttP football
baletball ma scuba
J~vmgclubs iwtce-
weekly Kung Fu classes
taught by the M a
Resource M a w e !
comedy nights ihe
FieIbc~~~l~ Cup Day Par
corrpetltlon. the Ann4
ATI n-hcuseart eallerj
and an annual Halimispn
parry for US and Maya@ 7, the latest release of the award-winning 3D software, ,
Canadta ex pats
is packed with innovative new features allowing you to realise
your creative vision faster and more easily than ever before.
Capitalising on Alias MotionBuilder@ technology, Maya 7 .
makes character animation easier and more accurate. ,
Other improvements such as advanced render layering and
new modelling, texturing and effects tools help you achieve ,

more with Maya, .,9;,


... +:4&j
To find out h o w &e n e w and i
are changing the face of 3D,visit ~ . a l i a s . c o m / m a y a 7 .

Illustration: Adam Benton

..
'. .~ ' ..)Copynght2005AIlm Spmmr C o p AlinghUresered. &la$. Iherwid loco. Mayaaod YoDanBu~~da
arc re?,stse
ld Inde,?!.i.l.. ,i,.il rm-
...
' Maya logos a uademab of Attar Syrlem Cam m Uie Unlled Stalesand/or other oaunlner
Lightwave 9 set for Q42005
NewTek's R&D team must be in top gear, because hot on the heels of 8.5 comes Lightwave 9

w i t h two major updates between now and


the end of the year, it's a busy time for
Lightwave users. Following yet more bug
removal, feature additions and 64-bit
functions. These proceduralswill also bedisplayed in the OpenGL
preview, thanks to new support for pixel shaders.
Lightwave has had something of a torrid time since the release
of the much-mallgned version 8,but with a new team in place and
I:PLUGGED IN
I L M EUROTOUR

2
ILMTechnical Director
support in Lightwave 8.5, a complete, paid-for point release some real innovation in the pipeline, NewTek doesat least appear Raul Essigis naw on a
has also been scheduled for 44 2005. to be back in the race, if not yet ahead of the pack. whirlwindtour of Europe
LW9promises a whole raft of new tools and tweaks, The recent $800 price slash - LightWmcurrently to talk about ILM's work
on Star Wars:Episode111:
not least of which is its star attraction - Adaptive costs only $795/€795 -certainly makes it a more Revenge ofthe 5th and
Pixel Subdivision. This intelligent system generates attractive competitor. Upgrade prices start at War of the Worlds Essig
has beenat ILMfor over
subdivisions based on visibility and proximity to $395. See the website for more details.
) 10years and specialises
in particlelytems.
the camera, much like an LoD system, but it works
creatingsimulations for
across individualmeshes. It's not the sub-poly natural dynamics such as
displacement some users are asking for, but it's fire, smoke, tornados and
sandstorms.Essig will be
perhaps a step in the right direction. in Rome, London, Paris
Thanks to some core code changes, NewTek's and Berlinfrom 13-16
September. Register on
developers have managed to extricate the renderer the Alias website.
and implement some serious speed tweaks. Render times could -am
drop on average by a factor of two, with certain scenes rendering at
four or five times the usual speed. Additionally, the 64-bit version
should be able to cope with 100-million-plus poly scenes.
By popular demand, LW9also includes a node-based material
editor. The existing layers-based system is still in evidence, but Above: LWgs node-basedshader. Above left: This logo was rendered
the nodal system enables power users to access deeper texture In 20 mlnutes on a single-processorrnachlne with 37,734,600 polygons

New features available in October


( Alias MotionBuilder 7
NATURALMOTION SHOWED ITS from simulation back
I
F
twts Alias
Alias has a ~ o u n c e d
new workflow and Maya integration
the first true new Integration with Mayo has also been
forthcoming release of endorphin into moving animation 1 wwslon of MotionBuiMersince xquwing increased, with Moyds single-chain IK
2.5at SICGRAPH and impressed data. New static balancing the character animation package from its and aim constraints included withln
onlookers with its new features. ensures characters stay on original developer, Kaydaa?last year, Mot~mBuilder, and MotionBuiIdefsfuil-
CEO Torsten Reil said of version
2.5: "The Adaptive Behaviours are
their feet autonomously, while
there are also new features for
1 "Most of [the changes are] about
workflow, and doing things faster:
revealedAlias EntertainmentChannel
body IK solver within Moyo 7.However,
Alias stressed that there was no plan to
merge the two cade bases completely.
completely interactive.Characters faster custom character and rig 1 Manager Andy Paym. "You'll se@a t~e-inm technology betweer
can essentially animate themselves. set-up, plus crisper collisions. Pmductinty features include Mayo and NcQkmfkriIder,"said Payne,
If you were to move two football endorphin 2.5 will be available non-dpstructiveanimation layering "but they remaln standalone products."

--
1

--
took and a ICtwy Tmeline performance Motiont)criE&r 7 costs $995
players in close proximity to one from October and it costs from
1 environment, w h ~ are h based on a (E645/€895)for the Standard editkon
other, then one might automatically $1 2,795 (E7,995IE1 1,995).A free real-timearchitecture. New character and from $4,195 (E2.7251C3.875) for
tackle the other one, maybe try to learning edition is also available. extensions (to suMly wgment a control *a Dr.-. ..arrinn

1
grab hold of his legs and realistically
bring him down." 1 rig wrth a tal, wing or prop) and vaual
feedback on rigs glve anjmatois greater
control over their character setups
-
F7 -
--------- -
I
Reil added that the software Further enhancements Include
enabled animators to direct
--.-
new save and lmd character an~mat~on %
.

scenes in real-time in a way never features, enabling animators to i..

previously possible: 'You can change . - . .


ouicklv transfer. rewroose and reuse
antmation clips with any character. Other
parameters or change behaviours
improvementsare incremental backups
and see the results instantly." and interface tweaks, includtnga new
endorphin2.7s new Active colour-codingsystem for keyframes and
Animation and Transition Events Now you can get more from your a 30 display option for handles.which NotEonBuMder 7featums new
enable users to dynamically blend virtual stuntmen with endorphln 2.5 means artlsts can create bunding boxes artist-friendly charactar interactlm
around objects for easy manEpulation and rnanipulnion capabilities
I r - COSMIC BLOBS 1.1
-
New 3D modelling program means kids can
easily create, model and animate blobby characters

I ASPIRING EIGHT-YEAR-OLD 3D
animators could jumpstart their careers
by learning how to create their own

ITE OF THE MONTH models and animations in the latest


version of the kid-friendly graphics
package Cosmic Blobs.
The application is claimed to be
the first to use easy pulling, pushing,
bending, stretching, flattening and

I sculpting tools and techniques to


create beautiful models out of Blobs,
which are akin to digital modellirig
clay. Users can then decorate their
Playful user interface and simple
interaction: your kid's new pastime could
prove a great way to decorate the fridge
there's some serious state-of-the-art
inventions with colours, textures and mathematics inside the software,
decals before bringing them to life which is linked to the creative brains
in an animation. of Solidworks' Scott Harris and 30
Various expansion packs are mechanical design software company
in development: Critter Chaos Dassault Systemes. There are also

-
includes animal-themed models, rumours that the core technology
textures, animations and background behind Cosmic Blobs will be finding its
options, wh~leKnights and Castles has way into professional products in the
a medieval theme. A holiday pack is near future -the patents are pending.
I also in the works, with the unconfirmed Primarily targeting 7- t o 14-year-
title Extreme Vehicles and Adventures. old children, the PUMac version of
Blobs 2.0is also on the drawing board, Cosmic Blobs I . 1 costs $40 for the

-
with a release likely next year. download or $45 for the packaged
The original PC-only version, version (about E251E37).A free trial
Cosmic Blobs - l o b Rot Edition, has version of the software can also be
already earned significant recognition, downloaded from the website below.
and it may surprise some of you that

S H O R T SC O M P O
Entriesto Virtuality's
2005Worldwide
StudentCanpetition
for the Best Digital
Shwt Video using
special Effectsand/or
3D Anirnaionmust be
receivedbylo October
2005.Preference
isgiven to works
illustratingcutting-edge

--
vsesoftednology,but
artidc value Will also be
rewardcd.TheWimers
WillbeaMounceda
Virtwlity 2005.3-6
Nowmber,inTurin.

almrk
Carlton Beer 'Big Ad'
Digital production company Animal Logic gets the drinks in with a surreal commercial for an

c Australian beer that's simply Massive

roving that big really can be clever, the latest In addition to crowd sim considerations, An~malLogic also had
'm
t P ad for Australla's Carlton beer spoofs the
epic approach used In other campaigns by
br~ng~ng thousands of robe-wearing beer
dr~nkerstogether rn a dramatic, widescreen collision of tightly
choreographed chaos W~tha sense of scale essent~alto the
to carefully pre-VIZall the live hellcopter shots, taking into
account altitude and lens types to determine how the crowd
would need to move across the landscape. While the live plates
were bemg filmed, the main film unit was busy shooting the
real extras in the adjacent valley. "We also shot a little footage
ad's humour, but with only 300 extras involved in the l ~ v e of about five of the extras from the helicopter, just to provide
shoot, Sydney-basedv~sualeffects facil~tyAnimal Logic was some reference material," says Jackson."In addition, we
respons~blefor populat~ngscenes with up to 15,000 of its own photographed the robes to help match our cloth shaders,
computer-generatedcast. and used photos as the bass of the facial textures,"
"R~ghtfrom the or~g~nalbr~ef,the intention was to use The character modelling and animation was created in
crowd s~mulat~on,"says An~malLog~cV~sualEffects Supervisor Maya, with this data imported into Massive, and the results
Andrew Jackson."The ~deawas to generate the entlre crowd for sent back agaln for lighting and then rendering with

integrate Massive into the pipeline. Tracking was carried out in

the plates enabling it to work without any extra input at all."

Instead, the team worked by eye to match CG-enhanced


Massive's slow turnaround, but here, we were able to arrange plates with those featur~ngthe extras. "We went through all
: for a longer schedule uslng fewer people." the live action shots and found sim~larangles to the ones we
were working w~th.Then we'd scale to the same size, layer one

debut, 'Big Ad' has proven enormously popular. "It's just one of
lteratlon And then you're usually stuck with that render, those jobs where everything fell into place," saysjackson.
because ~t'shard to Isolate a group In the crowd. For any "Right from the first meeting w ~ t hthe director and agency,
changes, It's usually a case of runnrng the s~mulationagain." watching the animatic created with penc~lsketches set to
"But one of the nice th~ngsabout Massive is the music, it was really funny. Even at that point, you could see it
-
randomness," continues Jackson."In the shot right at the was going to be huge."
end of the commerc~al,a couple of the guys are actually
. " runnlng off In the wrong d~rectionWe could have taken them CurrantEgr breadcast h Australia, t h e ad can be viewed in all
its operatic glory at www.bigad.com.au
IN FOCUS
"The shoot went on for 'Xeeping the poly coun
FRANKFURT. GERMANY

Rushes Soho Shorts Production line


I The month's other releases in brief
. . =.
-This year's Rushes Soho Shorts Festival saw record numbers of entries and
visitors, and as the reputation of the show soared, plans for it to tour the world were revealed I
TURTLE 2
FOR MAYA
Illuminate Labs' next-
generation Turtle 2
roving itself a prominent frontrunner in the Atlan has since paired up with former Supinfocom student
I photoreallsticrenderer for

P international short film festival circuit, the


Rushes Soho Shorts Festival is garnering
interest far beyond London's West End. This
year, the festival joined forces with Vue Cinemas, enabling
screenings of shortlisted films to take place not only within
Thomas Bernos (director of Hernondo)and formed Oury
and Thomas. The directing duo are represented by Partizan
Lab, the animation division of the LondonIParis-based
commercials firm Partizan, and they are currently working on
music videos and commercials together, as well as their own I
~tUdiOs -
with MOVO .~ i. ~ e i i n e s
is now shipping. Users can open and render
vast scenes with advanced lighting effects at
very high speeds. Licences start from $999.
www.illuminatelabs.com

FUSION 5
Soho, but also in the 'Boho districts' of Shepherds Bush and personal projects. Fusionfans have waited
Islington, as well in cinemas as far afield as Birmingham, A record-breaking1,900 short films, newcomer films, three years for this
Cambridge and Edinburgh. Film festivals around the world music videos, title sequences and idents were entered into compositing and visual
effects software. Packed
have also started screening the shortlisted films, and plans this year's Rushes Soho Shorts Festival, with screenings
with features and workflow
are underway to tour internationally. of the shortlisted films taking place in cafes, bars and enhancements, the 64-bit-ready application
In the Vue Animated Short Award category, Overtime screening rooms all over Soho for an audience of several has already been snapped up by Santa Monica-
(already a firm favourite on the festival circuit), from thousand people. Among the judges were creative guru based effects house RIOT. It costs $4,995.
www.eyeonline.com
directors Oury Atlan,Thibaut Berland and Damien Ferrie of Trevor Beattie, Paul Rothwell from commercials production
Supinfocom, took the top accolade this year. The runners-up company Gorgeous Enterprises, Paul Trijbits from the UK
were City Paradise, directed by Gaelle Denis at Passion
Pictures,and Maestro, by Ceza M T6th at Kedd Ltd.
Film Council and 30 Woridsvery own editor,]im Thacker.
1 5 1 , ,,\, j , ~ ~ l ~ l , ,.s.c3,!7,
;~~lo, I QUBE! 4
Qube! 4 offers batch
a u e u i n ~distributed

II,-
tools. The system prioritises and accelerates
renderingand compositing jobs and mlnimises
wait times for artists. It costs $250 per CPU.
www.pipelinefx.com

POWER NURBS
nPower Software's hybrid
surface and solid modelling
platform offers 3ds Moxand
VIZ users fine control wer

I
I the transitions between
sections of a model. Based on the SOLIDS++
kernel, it costs $895 and handles even the
C --- . .-.., . most difficult industrial modelling tasks.
saying: "Animation is beautiful, but sometimes cold emotionallr Supinfocom's Overtime has picked up a number of show awards www.npowersoftware.com
MeNT '.r Y
Fresh from a stint battling clients who think that Paint Effects are something
that happen when you get Laurence and Vivian to rag-roll your faux-Tuscan
- - -
dining area, - - vents his spleen on game-to-movie conversions

w E n TWEE
r THEY'RE MAKING Doom into a movie. I'm sorry, let
me rephrase that Break off my arms and beat me to
death with the wet ends, THEY'RE MAKING F*CKING
DOOM INTO A F*CKING MOVIE1
Now, people have been turning computer games
into movies for at least 10 years. The resulting hall of
shame includes such gems as Street Fighter, Mortol
Kombot. Resldent EvN. Super Morlo Bms., House of the Dead, Alone in the
Dork Lorn GUJ? Tomb Raider, and, in a fit of insplration. Lam C~J?Tomb
Roider: The Cmdle of Life. (Legend has It that on fine days during the
pitching process, the sound of barrels being scraped could be heard as far
afield as Orange County and San Bernadine.)
These are not accidentally inept movles. On the contrary, some of them
The reason for thls atrocity exhlbltion Is simple: none of the games
that have been turned into movies have decent plots. And, contraw to
popular belief, some games do have plots. Deus EX if you can ignore the
ludicrous cod-philosophising, was a smart, modem conspiracy thriller. Gmnd
Theft Auto: Vice City was a sprawling urban epic. Even tweetights-and-
trollslaylng epic Boldur's Gate had more twlsts than a weasel in a blender.
None of these are particularly obscure titles. They ail sold by the
bucketload, went on t o spawn sequels and featured on most critics'
end-of-year lists. Yet each of them was passed over for adaptation in
favour of Double Dmgon (OK, I know that Columbia has optioned a Deus
Ex movie, put it appears to be stuck In development hell.) There can only
be two posslble explanationsfor this: one, that cigar-chewingHollywood
execs have never heard of any computer game outside of the 'Hemes of
TIGHTS-AnD- were produced by major Hollywood studios, by experienced production
teams, on reasonable budgets, using casts of A-llst Hollywood actors. And
Mutilotion ond Mayhem' mould, or two, they think that the cud-chewing
multiplex cattle haven't. Idon't know which is the more depressing.
TROLLSLAYlnG yet they were all, utterly and Irredeemably,shite.
You want evidence? Consider this fact of the list above, three of its
And, yet again, it's 3D artists that will carry the can. We produce the
original source material and it falls to us to paper over the plot holes with
EPIC BALDUR'S members -that is, approximately a thlrd of the best-known recordedoutput
in this genre -are included in the Internet Movie Database's 'Bottom 1OW.
visual effects when the mwie adaptation emerges to block up the autumn
release schedules, like a stool in a constipation-sufferefs colon. In the
GATE HAD To make it onto thls list, you don't need to be any old dross. Oh no. Far from
it. On the contrary, you need at least 625 of the cinema-goingpublic to
minds of the movie-going public, IT'S OUR FAULT.
So if you're an aspiring visual effects professionalthinking of working
MORE TWISTS have voted you a worse movie than Frankenhooker.Or Tmnsylwnlo
6-5000. Or The Killer Shrews. I could go on, but that would be gratuitous
on an upcoming game-to-film franchise "cough* Holo *cough', please,
please, think again. You may love theoriginal Xbox version and the script
THAn A WEASEL ...
and cruel oh, what the hell. You also need to be worse than Howling 111: may be penned by Alex Garland, but the chances are that when It comes
out the audience will stlli vote it a worse movie than Attack of the
The Morsupiols, Connibal Women In the Awcodo jungle of Dwth, &m,
IPSUS Chrlst Vomnire Slaver. and at least three films starrine Steven Sea~al Mushroom Peoole. And that's even without Uwe Boll at the helm ...

t: PLUGGED IN
ANIMEX SHOW
GLOBAL ILLUMINL
The l October deadline - - ~ ~ ~-
for submissiomto
the Animex Student eMEBoti As a result
Animation Awards is
fast approaching. Last
year, over 450 entries
were receivedfrom
d e n t animatorsand
games developers.
AwardsfcfViition
and Motion Graphii
have beenadded to
this year's lie-up. The
festival is organised
by the University of
Teesside and will be
held in Middlesbrough m find wr. muno
from 6-10 Feb 2006.
**uu*wrrutl
Ywcll
pages, we review two decades
nfd i ~ i t aevolution,
l and ask ke\l
rchers to predict their
NE PELICAN
November 20053D WORLD 1039
Reallst~ceyes are a major
current area of research For
The Polar Express Sony Plctures

I
lmageworks even modelled a
menlscus that could be dialled in
Anotner solution IS to use real-worla aata. tw ~ r g nNlgnr
t Rouna 3
demo combines digital cloning techniques with real-time rendering

effects Mwtw's we
r w i n s , mre a h making great leap
fcmmd. Rapid in graphla

wi~M~ZDsprltea&1996,~CmRmQf3D
first true persodit& b o Y m acrm orx lure~s, whk M in
japan, Square popularismi flsny rendierarJ game c h a r m and
new-tihkqudity fud rmtien vkim in Finra' Fantasy WL
Badcinlic#padastheinaKtrleswem@rug,the
mt great faurapd ww through the population of the Tironic
(1997)by tlmmmh of extras dl animated wlth mtim
capture data. TIE fdcwdmg yea, PM bake new gmund with the
and musck-based

THE NEXT BIG THING I Intelligent facial capture

THE BIG IDEA Using motion capture to reconstruct


what is really
- ~- o i-n ~ beneath
on the surface of the -L:". .
face. Facial mo-cap data is used to drive an ., .,
accurate rig of bones, muscles and soft tissue. 2 c

WHO'S WORKING ON IT?Stanford Computer


Science Department
WHAT DOES IT INVOLVE?Scanning and medical f - A m r r n n r c ~ A ~
MRI data is used to build a detailed faclal model,
ED HOOKS. AUTHOR OF'ACTING FOR ANIMATORS'
includingbones, muscles and soft tissue Motlon
capture cameras then track marker positions on
the source actor's face during a performance. Ron W Fontmy The SpkrFs Withk, (ZQOl)a r h W a W of
Fedkiw, Assistant Professor, explains: The real
innovationis in the use of a new algorithm that
stybed reabm in its h m dwacters nnt seen before.
determines which muscle activations make the Synthctk lnmm ixm WE"tor #re first time, given raks that
digital face model match the motion capture covM&iyhbeenplaydbydham~crupwre
marker positions. We actually design a fully
animated face model and use motion capture data
whbk facial and
to try and determine parametersto drive it.'
PROS Accuracy, and a model that can only do its ~ M CEd W . s,iwtYwr of
what a real face is physically capable of. says "Pkap h the mptm of r n w m t s .
CONS Acquiring data with suffident resolution whstnesdsmbemismmann.*That~gulr@~to
has proved tricky Fedkiw's team are working to happen lntEl we saw GoElun. arguaMy the first CCi chwxter with
find better MRI and higher-resolution motion
capture technology to get a more accurate look w i n TheLardorftkRiingstridogy.
at the muscles of the face.
IN ONE YEAR Used in feature films. I FAClALCLONING
IN FIVE YEARS This will be a revolution In the . Mg b r c ? 8 k t w in skh x W r tectmollogy c a m wkth the
facial animation graphics and vision communities - o f ~ x ~ ( S S S ~ a s s e c Tnh tc nM
a big one,' says Fedkiw.
1
Human 2.0 FEATURE

@the Ttae Two Tawers (2002).Until then. human skin had


tenctedtokdcbrsh&w.macpmlinglIsa
/ THE NEXT BIG THING I Digital cloning

mc*chhsd of shwliting skin

"EYES ARm7 JUST WE WIN-


OF THE SCJUL - THFTRE THE PAW
OF THE HUMAN FACE 70WICH
ROB BREWW. DIGITALEFFECE SUPERVISOR. 5PI

was rezmtrurtPd .hrwn any @n angle, and under my l@~€iq


I
8ward4rWlhg ehkct.

t m at E X Entertdnment faced t
L
-
' v p u a ~ h ' ttw fH?atl p ~ ~ n cttaat
h
&Farmbftg Rk face in a stwtlirrg, exaggeratedfashion, and
caiptured by a ckseup camera mow. EbnhubJs team m a e d

wder diffenlrt IIgMhg mnditissrs." M t k K l i t l facial a&natk/01)5

B w s W . The mcwntvmM of Wtww'sal im&m and viural


artiery m&ed Agmt Smith's m e a l &&d elme
m~ypcrfwmmthrbigsueen.

FULL BODY AND FACIAL CAPTURE


The Fbkr Expms $2004)u t i l i the most compljra2dmian
capture set-upseen m our xrcens to date. WhNe the mi% WS
tik?e an anknated M feature, b f t Zwwckia actuaay dbxted
hiis acton' parfbrnrancesm wolld fa a l i u e - x t ~
film. Motion
w?lcaphrrcrdonttweesrages:ak~~ZSftweawherelM
cmmcayJ.turedfMWdauforWkingshots.Asecond
~ W w l l w c d f a s t u r t w o r k a n d M l y aIOxlDftstagewiZR
64rawtyw~VmPadc~mZmoZicncaptwecBmaas
ruslbadyasrdwmpt~eAsw
D

November 2005 3D WORLD 1041


FEATURE I Human 2.0

THE NEXT BIG THING I Next-gen crowd simulation I only awe the eyes the window of the soul, but they're ako where
. ,- - .-
Y(WH eye go@s to first," says Baedow. %
I

ARTIFICIAL LIFE
M n g o m victual actor locking good K quite some achievement.
Getting hundreds to Eook is another matter. Historical
methods for digital c f w d m t r a l used particle effects, but
modern techniques engineer crowds as groups of a u t m w s
individwk, or agents. Stephen s of Massive Software,
creator of the celebrated Massive crowd-simulation system, says: .
'
'NO ONE KNOWS WHAT'S WRONG
WITH CURRENT VIRTUAL FACES. .
.
ASK, AND YOU'LL GET DIFFERENT
ANSWERS, ALL OF THEM VAGUE"
m s e w k ~ ~
" W w emulates processes found in nature. By knpkmnting
machine virmn and sound propagation, agents can see and hear
each other. m n t s react, as they WM in life, in respome to
stimuli, so crowds appear highty convincing."
Other 3D stuclios hawe dwLop@d proprietarysystems. To
'
manage the vast crowds required in Troy, the Moving Picture
Company dwebopcd Alice (Artificial Lie Crowd Engine). Since 1
then. it has bem utilisd in many films, irrcludrngKingdom of -.
H@oven,Akxandw~Mor/kwxlthrOEocolateFostQry. .
According to FIPC'sd e v e m e n t twm "Motioncapture data is u-.
piped into aw Flotion Libmy Mirol (MLQ a proprietary tool that
finds relatiiships between chps.Technical directors specify whaT
@ ~ l r t s : ~ ~ t t h e d l ~ d d o n f y b c w e d f wkin ad of clips they'll ned for a given shot. MLE hunts through the , -
ma#pmmtage of the shots. We qu&My n d i d that 80-90per wdlabk m a p clips to find those efements, then selects and
cent of the time, peqk wanted to work with fa bady asrd facial mbbnes them to m a t e the best bknd. Mice takes this data and
...
capture It was the fhst time motion capture had becn e n W the VFX artist to lay out crowd dements of the shot, as
performed on h d y md face s i M m u s l y , and gwe a m s rreB as define other rules that will govern the crowd's behiour."
more I w a y to rd Ilb t k l r p~rfDmMnca:Despite the vast
mounts of data remded mimation on every shot was still LEAVINGTHE UNCANNY VALLEY ;, ,L .-
.
-': ,

$y W, MI Rp m m g n t s (rmtwiwsly diW~ult to get In 1978, robaticit Or ksahim Mori pbtted emotional response .'
thrcugh macap atme) wem hand-ac4mated. Much of the against similarity to human appearance and mowment in a studys.'
wark on The Podw E x p s went into getting the @yesright. "Fbt M i d to p r o v b insight into psychological reactionto robot

I include MK's ~ l l cused


i In "
Human 2.0 FEATURE 1

TALKING POINT I Where will we be in five years?


VIRTUAL EYES VIRTUAL BRAINS
Gwrge--
Computer Graphia Supe~isor.
Worldwide Stud'ms,
Electronic Arts
I hope that we will haw figured
P Stephen Regelom
Founder and ProctuaManager,
Massive Software
We'l see an emphasis
Jn hero performancesof
out how to learn' from captured data libraries, autonomous, digital characters, driven by
which would allow us to produce resultswith artificial life systems.Agents [virtual characters
the same fidelity as the UCAP [Universal within the system] will holdup
Capture] approach, but for situations not in more demanding situations and will be
actually captured The eye area will probably convincingwen when closer to camera.
be tackled, as people now adm~thow rmportant Secondary characters will already be looking
yet extremely diff icult it IS to get right" very good:
synems IlKe nrrce acnreve reallnlc cmwo mouon oy emulaung natural
; Ilfe processes, This image shows data from a shot from Kingdom of Heaven
I
VIRTUAL SKIN VIRTUAL- - MUSCLES
- - ----
Ron Fedksw
Assistant Professor,
omouter Science D e w m e n t
#tanfordUniversity '
"One of mv friends at a maior
humans. Shadingon thiikin, lightingand the studio recentlysaid thaihe thought it k y
motion of the eyes will ail get much better and take 10 years to get this sort of technology
becomea little easier. We'll be seeing some [determiningunderlyingmuscleactivation
highly realistic digital characters, setting a new in the human face from mocap data] into films.
high bar [for photorealism] in the next five My reply was that he would find himself nine
years. The more time a studio spends on a shot years behind next year when we do. That is,
the better it will look. " I'm very optimistic."

rather thanfms

m n w t two pm
"THROUGH RECONSTRUCTINGVIRTUAL HUMANS
FROM REAL-LIFE SOURCE DATA, WE MAY BE ABLE
TO CLIMB OUT OF THE 'UNCANNY VALLEY' AND
SET A NEW STANDARD FOR PHOTOREALISM"
-gR#IIRCQ.=m-wmm-m
A NEW KIND OF TURING TEST?

Further reading
lntellieent
" facial caoture:
hnp:l/graph~cs.stanford.edul
-fedkiwi (see 'Automatic
estlmation of faclal muscle...')
Digital cloning in films and games:
www.virtuaicinernatography.org
Next-gen crowd simulation:
www.massivesoftware com
Bring virtual fish to ~ ~byf creating
e
system, referencing the prebuilt

For this, we could use a particle system to drive

particle-to-particle interaction could result in erratic


DEFFKULTY movement, intersection problems, and crowd members
Advanced
TIME TAKEN
3 haws+ (depending on
1 slrnulation t~rne)
file prdided on't& CD, we'll set up the characteristics
ON THE CD
*Start and fmsh scenes
Full-s~zescreenshots
F~n~shed anlmatlon
ALSO REQUIWD
N/A
simulation and adding additional Delegates as necessary, www.xenomorph~c.c

046 130 WORLD November 2005


I TUTORIALS ( ~ c h o oof
l fish

ISTAGE ONE I nitial scene analysis and setting u target imatio 1

,en me rlsn-scnooi-sran.max scene lnclu~ Igo across ro m e noomer rao, you 11 I Ine r l r n antmarlon srare ser-up 1s m e s\n,

1 e CD (accept any unit change if prompted).


we have a basic scene, with the fish that we'
:he animation has been generated usi
al modifiers. Starting from the bonon
motion after an initial cruise period (no a
assigned). This is important as we'll assign thl
going to use with some initial animation states alread basic fish el), we have a Volume Select modifier st ary period to the system's animation later. After
applied. Select the 'mackerel anim source' object gab drives a soft selection, so that the strength of any n en Initial swim cycle generated by animating the Wave modifiets
the Timebar and scrub it from side to side over the (prSsSV we apply later is reduced along the length of the mb~.,. Phase. there are two additional turning cycles applied, which
300 frames. you can introduce to the system, if you want to, later on.

1 get the school t o travel around the scene, we're With the Geosphere object still selected, right-click The Geosphere object's position is now driven by the
I ling to create an object that the fish will attempt
follow. This object's motion will be smooth yet
in the Viewport and select Curve Editor in the quad
menu. Next we'll replace the existing position
Noise controller, so it's been immediately relocated.
Scrub through the animation. The object's motion is
random, so we'll generate this by using a Noise Position controller of this object with a random noise generator erratic, therefore we need t o smooth it out. Set the X, Y and
Controller and by setting its parameters accordingly. In the controller. In the Curve Editor, select the Position controller, Z Strength to 2000 for a larger range of motion, amend the
Top Viewport, create a Geosphere with a Radius of 100 and right-click and select Assign Controller. Select Noise Posnion Frequency to 0.01 to increase the wavelength and turn off
label it 'School Follow'. from the list and click OK. Fractal Noise.

1STAGE TWO I

I - ~n-renderal !Iper objects called Delegates. 01


renderable oqecrs (the fish) are linked to these
objects later on. Let's set up our single initial Delegate and
assign properties that will tell it how to move. In the Top
- axes. In the Dele s Motion Parameters I
set the Average >peed to 20 for a fast dart~ng
motion. Set the Decel Weight to 0.1 (turn angle) so it doesn't
slow down as much when turning. Set the Incline and Decline
- .- .-...... -.- -r, - - -
which is how many dc
.-.. .-...
s the Delegate c
rurn In a single frame. As we re dealing with fisn,
which can turn quite sharply, this value is set high. Set the
Max Turn Accel t o 10 so we can have a sharp turning
Viewport, create a Delegate helper object with a Width of 17, Angle settings to 10, so that we have a slight deceleration acceleration. Set the Max Incline and Max Decline to 30, as
Depth of 25 and Height of 17. Label it 'DelegateJIshOl'. when the Delegate is turning to travel up or down. the Delegate can't turn vertically as easily as it can sideways.

048 130WORLDNovember 2005


School of fish ITUTORIALS i=
ISTAGE TWO (Continued) I Creating the initial Delegate and setting parameter!

as with the Max Turn Velocity, indicates how many ( 12 m l e g a t e s established, we'll distribute a small
degrees that the banking will change- .per frame. So, number of them in the scene to test the simulation,
m o s t fish tend to stay virtually vertical uiless turning at we get a banking change that is sudden when turning at high n object as the dlstribution method. In the Top

I
exceptionally high speeds. Therefore, we want our fish to speeds, which fish like mackerel tend to do, to keep Viewport, create a Geosphere at 0.0.0 with a ~ a d i u s o500
f
stay upright as much as possible, reducingthis value so it's formation and avoid predators. and label itlDelegate Distribution'. Add a Nolse modifier and
more subtle. set its X, Y and Z Strength settings to 500.

STAGE THREE I icattering Delegates and adding behaviours with Crowd


EXPERT TIP -
Adding behaviour sets
We need 3 main behavioural events:
Seek Target - to find the moving
Geosphere we've set up using the
Noise Controller
Seek School - t o find the centre of
mass of the school
Avoid School - to prevent Delegates
hitting each other

We'll introduce an additional


behaviour driven by a Wind Space
efore we start setting up the behaviourai in the Position tab in the panel, select On Surface
Warp, to submit the fish to a
roperties, we'll first scatter a small number of and add the Delegate Distribution object to its Grid1
buffeting by the ocean swell. We're
elegates over the distribution object. In the Top BoxlSpherelSurfacelShapefield. Ensuring no
working with a reduced number of
Viewport create a Crowd helper object. Click its Scatter scattered objects intersect, enter a Spacing value of 1.5 and
Delegates so that our simulation
button and, in the dialog box, add the 'Delegate-FishOl' click on Generate Locations. In the Rotationtab, set the
calculation times are reduced.
object to its Object to Clone field. Set the number of objects Sideways and UplDown Deviatlonvalues to 180. Click on
to 49 and turn off Clone Controllers. Click Generate Clones. Generate Orientations and OK.

dit the name to'Seek Target'. In the new Seek Click the Multiple Selection button and select all the rease the repulsion force, which forces Delegates
IBehavior rollout, click on the None button and select 1 'Delegate-Fish' helper objects. Set the Look Ahead ' at close proximity to avoid one another. Set the
chool Follow object. Set the Method to Force, so the val~ 150, so that the Delegates look further forward to R , and Falloff to 10, so that even though we have a large
attraction to the target is constant. Add another Seek try to avoid objects instead of having to stop and wait. Set radius, the repulsion strength is stronger nearer to the
Behavior. Rename it 'Seek School: select the Multiple the Detour Angle to 90 and the Brake Pressureto 0.5, so that Delegate than at its outer boundary.
Selection button and select all of the 'Delegate-Fish' helpers. the Delegates will be more likely to try to find another route.

November2005 3DWORiD I049


7
TUTORIALS I School of fish

STAGE THREE (Continued) I Scattering Delegates and adding behaviours with Crowd

- .L

--
-
F>

-
." .

- 'iewport. Set its Strength to 0 so that direction isn't


affected, reduce Turbulence to 0.5 and set the Scale
to 0.001 for a large turbulent waveform. Finally, add a Space
Warp Behavior to the Crowd helper and add the Wind Space
Warp to its Space Warp Behavior rollout.
I to assign them to the Delegates and to weight them
as necessary. Click on the Behavior Assignments
button and, in the dialog box, create a New Team and add all
Delegates to it. Label the team 'Fish School'. This makes
managing multiple Delegates with the same properties
easier, especially when assigning behaviours.
e Teams list. Select the Fish School team and, in
the Behaviors list select ail four behaviours and
ciick on the New Assignment button to add them to the
Behavior Assignments list for weighting. We want the Wind
Space Warp to affect the Delegates overall, so leave the
weighting at 1.

Next in order of preference is finding the target In the Solve rollout amend the End Solve setting to Now we can go back and add more Delegates, but
so set the weighting for this at 0.75 and, finally, the length of our scene's animation, which is 300 it's advisable to remove all existing Delegates (apart
the Seek School weighting to 0.5. If the school frames. if we're performing multiple test from 'DeiegateJishOl') and clone another 199 as
was avoiding a predator, the fish would stick more closely simulations, it's always wise to use Delete Keys before Solve, -
before re-scatter, position, orientate, assign into behaviours
together, with Seek School having a higher weighting. so enable this. As we won't need every single keyframe, and teams before assigning to behavioun. This may sound
Click on OK to accept these values. Next, we need t o run the amend the Positions and Rotation's Save Every Nth Key like wasted time, but, as with particles, it's always wise to
simulation, but first we need to tweak a setting or two... settings to 2, save the scene and then click Solve. test simulations with reduced numbers.

- un, we can now assign the model to the full 200


delegates. For this, we'll go back into Scatter to
create the clones before orienting and linking them to the
Delegates using ObjectlOeiegate Associations. This binds the
objects, as we no longer need them. In Crowd, select
Scatter and select the Object to Clone as the
'Mackerel Anim Source'object. Set the number of copies to
200, because we still need to use the original object. Click
a
L

.
Because the fish are too big, we need to scale them
) down to about 2 per cent of their original size. Go to
the Scale tab and enter the value of 0.02 in the X, Y
Scaie fields, and ciick on Generate Scales. You'll notice
that the original fish model has also been scaled down, which
relevant model to its Delegate, so that animation properties the Generate Clones button. is normal. Click OK to exit this panel. Don't worry that the fish
can be derived from them later on. haven't been linked with the Delegates.
School of fish ITUTORIAL'_ ,

ISTAGE FOUR (Continued] Adding the fish model


-

ontrollers rollout. Select the 'Mackerel Anim Source'


To simulate a constant speed, we'll add another
animation state. Click on the New button as before
, In addition to this, we'll add a randomflick of the tall
/ to keep momentum. Click on the New button again
- abject and click OK to add it to the clip controllers
list. Highlight this entry and click Edit to set up its
- and rename the entry as 'Constant'. Set the Start
setting to 0 and End setting to 4, which is the non-animated
- and label the new entry 'Cruise'. Set the Start
setting to 5 and End to 15, as in the Accelerate motion clip.
parameters. Click on the New button in the Global Object section of the source animation sequence, so the f k h simply Next, we need to set up parameters that will call on these
gmup and rename it 'Accelerate'. Set the Start setting to 5, glides thmugh the water uslng its existing momentum. animation states when a certain motion event occurs.
and End to 15 (the Swim section of the source object).

" ""s ,,ssu .u as. up LVIIDLaII. 01 .,u,ac, ..I,,%,,


WIII

unon. Rename the new Synthesis State to


I'Accelerate' and click on the Add Clip button to select
additional panel. Click on the Accelerate tab and
enable Use Acceleration. Click on Unique and both ( called at random (due to equal weighting) via a
single Synthesis State. Click on New State and edit
iccelerate Motion Clip that it will reference. As we want IncreasingIcons to monitor for increasingvalues. Enable tl me to 'Constant & Crulse'. Set the Animation Start
the animation to blend to the central position of the swlm Scale Playback Speed and set Percentage to 300, which will Percentto 50, as before. Click on Add Clip and select both
cycle, we'll set the Animation Stan Percent setting to 50 so play the source swim cycle 300 Bmes faster to suggest rapid Constant and Crulse clips. Click OK to accept the selection.
that it's halfway through the cycle. acceleration. Click the Exit button to close the panel. b

Nowmber 2005 3D WORLD I 051


TUTORIALS 1 School of fish

ISTAGE FOUR (Continued] I dding the fish r lel

ick on the Edit Properties t


sulting properties panel, e
Speed tab. Enable Scale Playback Speed and
Base Speed to 3, which tells the system that the orig
animation cycle should be played at the Delegate mol
speed of 3, and should scale the animation cycle speea up
The last stage of the crowd set.
system which objects should bf
to tell the
cted by the
synthesis and how we blend the animation states
together using the Master Motion Clips and Synthesis Blend
Parameters. Click on the Synthesis tab and click on the New
Master Motion Clip button, and add all 'Mackerel Anim Source'
' eed the ch,
only need
!animation state t o be
2nd setting from one
clip to the n m . Therefore, go through the 'From
C,,, ,.id 'To Clip' lists for every combination and set each
Blend Stan setting to 2. Finally, click on the Synthesize All
button to apply the synthesis to all objects. Output a preview
and down accordingly. Click Exit. objects from 1 to 200 (this may take some time). from the Perspective Viewport to see the result.

nment r' ' ighting and foggin,

EXPERT T!I
Lighting the en nment
The lighting in the scene seems
straightforward, yet there are
several factors that need to be taken
into consideration. First, the main
key light (the sun) casts volumetric
rays through the water. Second, the
broken surface generates multiple
specular highlights, so we have a
large specular lighting array above
the school. Finally, we have
additional lights shaded and
In the Directional Parameters rollout set the
positioned to illustrate scattered
0.0.0 and label i t 'Volumetric Rays'. Move It vertically HotspotlBeam to 865 and the FallofflField to 5,000.
ambient lighting. In the final scene
upwards 10,000 units in the Front Viewport. Enable so that the light fades out between these two
on the CD, these lights don't have
shadows enabled as default, but you
Shadow Maps so that the fish cast shadow rays within the . Expand the Advanced Effects rollout and instance the
volumetrics. To control the volumetric ray falloff, enable Use ,.y. r'rojectof Mix Map from the Material Editor to its
can turn them on for a better effect.
Far Attenuation and set the End value to 12,000, so that we 'rejector slot. As we have a large area t o cover, we need a
get a large falloff. elatively large Shadow Map size.

cpand rrtr Shadow I - I ~ V rdrdrrls mllout and set tl Next, we II Lledre d Idrge ape~uldr~ l g l l u r l grlg r
as to 0.01 to bring the shadows In tight t o the simulate the broken light from the water's surf: the Left Viewport. Instance the lights to create
v objects that cast them. Set the Size to 1,024 and v Create a Target Direct light at 0.1 0000.0 in the Top another ring and reposition as illustrated. Enable
Sample Range to 1 6 to blur the shadow slightly. Expand t h Viewport and drag the light's target t o the centre. Instance w Maps, set the Multiplier to 0.25 and light colour to
Atmospheres & Effects rollout and click on the Add button this light at 90 degrees (at 10000.0.0) and twice again to RGB 184,198,208. Enable Overshoot and set the FallofflField
add a Volume Light effect. Select this entry in the list and create four instanced lights. Select all four and instance- t o 2,000. Set the Shadow Map Bias to 0.01. Size to 256 and
click on Setup. Enable Exponential. rotate them 45 degrees to create an array of eight lights. Sample Range t o 8 to blur the shadows.

052 13DW O R D November 2005


I
School of fish TUTORIALS 1

Environment set-up: lighting and fogging

Volumetric lighting
To simulate the rays of light that are
cast through the water in the final
scene, we're using volumetric
lighting. To simulate the moving
surface, we have a nested map tree
controlled by a Gradient Ramp map,
so that we have more control over
the light's falloff away from cam
Inside this map are additional m ,
that control the animation of the
rays to simulate the animated
Now to simulate subtle ambient light emitting from This time, turn off Specular in the light's Advanced
surface. Be aware that volumetric
the deep waters. Create a ring of instanced shadow Effects rollout as we don't want additional specular
lighting has an ad,verse effect on
casting lights as before, this time underneath the highlights on the underside of the fish. We just
rendering times, especially if the
school, labelling the initial light 'Deep Water IIluminationOl'. want some additional tinted diffused lighting. Expand the
quality is cranked up, so we advise
Set the Multiplier to 0.25 and colour to RGB 58.77.89. Set the Shadow Map Params rollout and then set the shadow map
using this sparingly!
FallofflField to 2,000 and turn on Overshoot. Copy the light settings as in the other lighting array (if the settings are not
colour to the Environment Backgroundcolour as illustrated. already inserted).

Usingthe Perspective Viewport, position the


riewing angle to get the best shots. Hit [Ctrl]+[c] to
- :reate a camera from this view. To simulate depth,
add a Fog environment effect above the Volume Light effect,
set its colour t o that of the background colour and enable
Exponential. Finally, enable Show Environment Ranges in the
Camera and set the Far Range to 5,000 for fog depth control.

uur r ~ r slrnuldnun
~d~ 1s ralrly convincing. However,
) there are a few things that could be added to take fish in a feeding frenzy! Finally, finish off the scene with
it to the next level. As some of the fish turn quickly, some additional debris in the water so that we get a sense
we'll need to introduce the turning animaions in the Source of travelling through the water when we animate the camera.
Animated Object into the synthesis. If you feel that the animation takes much too long to render,
Also, try going back to the Delegate simulation and add try reducing the quality of the volumetric lighting, or by
a few predatorsthat prompt the'herding' of the fish into a disabling shadows.

N& 20053DWORLD 1 053


TUTORIALS I Facial modelling

taces uways use reterence riles sucn as pnotos In your


~ackgroundviewport. Even you're not actually
modelling the same face as shown in the
Uncover the techniques used to create photograph, it will help you achieve the correct proportions.
our cover image with these expert tips Don't use photos taken with a short focal length (wide angle
lens), or close to the subject. The reference photos must
on facial modelling BYOLIVIERPONSONNET also have a perspective close to an orthographic view.

ne of the most fascinating things about 30 is that


you can bring life to your creations without
I having divine powers. Obviously, in producing a
credible, realistic character, the most difficult task
is creating the face, and the reason for this is simple: it's the
part of the body that allows us t o communicate. We can sense
one another's feelings at a glance. So any slight error on the
part of the artist will instantly be picked up by the audience.
This sounds obvious when talking about photorealisticdigital
humans, but it's also useful when you want to create cartoons or
caricatures.The fact that your character has a realistic mouth or
eyes will help your audience believe in it.
In this article, I'll be exploringsome of the techniques used
to create these kind of fine details in the image on the right, and
explaining how to resolve tricky problem areas of the face
- =yes can be modelled in two pans: the ocular globe,
nd a second form wlth the shape of the central pan
(Iris and pupil) modelled as a cavity. You can apply
The image took about a month to produce with 3ds Max, from subsurface scattering to this part because ifs translucent.
the first vertex to the final rendering.The rendering is almost pure, The inflated cornea and the liquid around the globe have the
same material as the one applied to the tear lines (see Tip 4).
with only an additional slight colour correction filter - no details
were added in postproduction.The mesh is built with polygons,
including eyelashes and hair, beginning with a single polygon and
then only extruding and cutting edges.
Tools are not so important during the modelling phase, but your
mesh topology is. Topology is the way your polygons are arranged,
and vital for the two most expressive areas: the mouth and eyes.
You have to build your mesh topology around these two parts,
because these are the most likely to be animated. If you don't have
correct topology in these areas, your model will not deform properly.
The final aspect of a convincing digital character is the skin.
While I don't have space to cover the process of setting up materials
and textures for realistic skin here, you can find an article on the
subject in issue 65 of 30 World, or download it from the website.
The model was created from a quad from which I
Olivier Ponsonnet i s a full-time student and part-time
digital artist. He spends most o f his time "creating digital
beauties and little scared or scary children"
@ then extruded and cut edges. A technique for
getting good topology is to create the mouth first
then the eyes, and finally connect the two. Your polygons
must form concentric rings around the open areas. Try to use
h t t p : l l r e l v.flee.fr four-sided polygons to avoid odd mesh smoothing results.

0% 130WORLD Novembw 2005


Facial modelling TUTORIALS I
Q

nalr, eyeomws an0 eyelasnes are polymesnes. rou


only need one map to get them right: an Opacity
map (the level of grey on the image determines the
degree of opacity of your object). Use this same map as a

1
Specular map so that your object only reflects light on the
hair. And, finally, plug this map into the Bump map channel to
get a slight volume effect.

A tear line (the line of fluld along the lower lid) adds
realismto the eye. Here, it's a renderablespline placed
w where the eyelid and ocular globe meet. its material
is a fully transparent material with Fresnel-typereflections.
If you're using 3ds Max, you can also add a slight Noise map
in the Bump map channel t o achieve irregular reflections.

e Most of the shaders here are reflective, so create


w something for them to reflect. Using an HDRl map as
an environment map IS a good solution. YOU can also
use self-illuminated whlte boxes with classical lighting.
Combined wlth global illumination, the boxes produce a
diffuse light. This is the solution adopted in this instance.

Nwember2005 3DWORLD 1055


.. -
TUTORIALS ( Get started in CG lighting . . ;. . . .

wKriy ljke rezd MgM5

Sucrmfu& Mtm interior


a d an PX' scene
t
m
-q.p*(rw

*I

lighting
4Z~tartedi~'C G
In this new series of beginners' , we'lr bp Wploring the techniques required to create subtle,
We'll start above, adding complexitv as we go
I
, *r

elcome to the world of computer-generated have physical dimensions and do not exist as a single point in space
lighting. In this series we'll uncover the path to Secondly, they radiateomnidirectional light from their entire
FACTFILE accurate CG light focusing on Lightwave 3D, luminous surface (the filament or fluorescent tube, for example).
although you'll find that the principles described Thirdly, lights cause shadows that are sharp near the object casting
FOR
Lightwave 30 apply equally well to any 30 application you prefer to use. them, but increasinglysoft the further you travel from their source.
Here, in part one, we'll tackle the five lighting instruments (Go outside on a sunny day and have a look at a shadow cast by a
DIFFICULTY
Elementary available in Lightwave.You'll learn the vast differences between lamppost - it will be very sharp near the post but soften along its
TIME TAKEN
these 'fake' CG lights and the behaviour of lights in the real world, length.) Finally, all lights cause shadows that will soften more
30 minutes gain the insight necessary to create better-looking renders, and gradually over distance if the light is very small, and more abruptly if
ON THE CD finish up by generating a simple, four-point lightingset-up. the light source is large. A huge light source - such as the sky - will
Full-stzedscreenshots Subsequent instalmentsof the series will cover advanced produce immediatelysoft shadows.
Base models lightingtools, some tricks to force CG lights to behave like real lights, Armed w ~ t hthis know-how, it's time to delve into LightWave
(LWO format)
Start and fin~shscenes
and a practical example of how to analyse and set up an indoor and and start experimenting with natural CG lighting We'll be starting
outdoor lightingenvironment.All supporting objects, images and slowly at first, then refiningthe test scene in future issues.
ALSO REQUIRED
A more detailed model
scene files can be found on the CD.
(shown above) can be Before we begin the tutorial, it's crucial to understand that all Nicholas Boughen is CG Supervisor at Rainmaker in Vancouver.
found in the Stop Press real lights and their shadows have the same basic properties- unlike His work includes Dead Like Me and I,Robot He is the author
section of our website the five different types of CG light and the wide array of properties of UghrWove 3D 8 Lighting, and training videos for KURV studios.
you can select. In reality, lights have four characteristics.First, they www.rainrnaker.com

056 13DWORLD November2-


Get started in CG lighting TUTORIAL5 1 I
w

STAGE ONE I UnderStandlng LightWave lights

Point Linear

- This photograph demonstrates some basic light


~roperties.The shadow edges lying furthest away
upell ~ryrriwuvr.L I ~ I I LL Y ~ ~

) shadow types, object exclusions and advanced


~illell
~ I ~I eU> pe~i~ve The Distant light casts all parallel rays, partly like
the sun. The Point light acts a little like a tiny LED
W from the sunglasses have softened slightly (not parameters can be set in the Lights Properties while, as you would expect, Lightwave's Spot light
much, because the shadow lies just a couple of centimetres pa )pen this by selecting any light and pressing the [PI like a spotlight! It has a cone angle defining where the
away). If you do the lamppost experiment mentioned in our key. Advanced parameters can be accessed by clicking the light shines. The Linear light performs somewhat like a
introduction, you'll see an obvious softening several metres Global Illumination button on the main Lights Properties fluorescent tube, and the Area light acts like a window, a
away at the top of the lamppost shadow. panel. Let's run through what each light type does. -
computer monitor or just about any light you may need.

The Distant light is meant to simulate sunlight. All The Point light emits omnidirectional light rays from The Spot light is similar t o the Point light, but the
light rays from this instrument are parallel, therefore a single non-dimensional point in space. Once again, angle of its light cone can be adjusted, the cone
shadows cast by objects are always exactly the shadows are always hard-edged. Like the distant edge can be made soft or hard, and it can use either
same size as the object. Shadow edges are always hard. You light, this one also displays only one or two of the properties raytraced shadows or shadow maps. The Spot light is the
can probably already see some major limitations of using this belonging to real light. most commonly used light in Lightwave scenes due to its
light as a 'real' light source. flexibility and low render times. Shadow maps enable artists
t o 'fake' soft shadow edges.

EXPERT TIP
Working with shadows
Raytraced shadows from Distant,
Point or Spot lights are always hard-
edged, because the rays either emit
from a single point or are perfectly
parallel (unlike illumination from real
lights). Shadow maps enable us to
use Shadow Fuzziness, which blurs
the edge of shadows and adds
realism. Be aware, though, that while
real shadows change sharpness
As you've probably already discovered, the Linear The Area llght Is the most attractive and physically based on their distance from the

- ight is a strange beast. It's meant to provide a cheap


alternative t o lights such as fluorescent tubes. It
acts like a string of Point lights, which is actually how this
accurate light in the toolbox. This type creates
natural-looking shadows that soften along two axes
and become softer further away from the object just as they
object casting them, shadow map
'fuzziness' doesn't. It's exactly the
same all over the shadow. so i f your
sort of light was made in the old days. Notice that the would in the real world. The main drawback to area lights is shadow is too fuzzy or soft, it will
shadows soften along the width of the glasses but not the they take a long time to render, but this is only a minor soon begin to look unrealistic.
length, making strange, rather unrealistic shadows. inconvenience if you're looking for stunning results.

November 20053D WORLD 1057


_Sp TUTORIALS I Get started in CG lighting

[ STAGE TWO I ?eating four-point lighting


m

EXPERTTIP I
What is four-point lighting?
Most CG artists are familiar with the
term three-point lighting. This refers
to a 'key', or main light source, a 'fill'
source to fill in the shadows, and a
'rim' light to highlight the edges of
the object in the shot. What is
missing from this recipe is a 'bounce'
light. In the real world, the key, fill
and rim lights would reflect off the
floor adding reflected illumination
from below. However, since most
renders are done without light
bounces (radiosity) turned on, adding
a fourth light from below will
lights. There's one Distant light in this scene. Switch to Lights from Distant Light to Spot Light. This is where you would also
simulate this effect without the
mode at the bonom-left corner of the interface, or use the change a light to one of the other types if required.
render times, increasing realism.
[Shlft]+[L] hotkey, then select the light. Hit the [PI key to
open up the Light Properties panel.

Now we'll position the light. Use the [5] hotkey to


hadows tab to access the shadow's parameten. light name and edit it so I t says'Key'. Set the Light
to Shadow Type, there's another drop-down. Intensity to 125 per cent by cllcking inside the Light and use the mouse to position the light while you're
it. The LMB covers the X and Z axes the RMB covers

any shadows. Set the Shadow Map Size to 1,024 and the and dragging to the left or right until the desired number is a light. Make the view similar to the above image.
Shadow Fuzziness to 5. Leave all the other settings. set. Use the values 255,221,190.

Lighting angles
For a good three- or four-point
lighting set-up, the Key and Fill lights
should start on opposite sides of the
camera axis, each at an angle of 45
degrees to that axis, and point
downwards (in pitch) by 45 degrees.

--
This will provide even coverage for
the camera, plus good form.
definition and colour mixing over
the sides of the object facing the
Check the upper-left corner of the Lighti With the new Fill light selected, enter Top view camera. Rim lights usually sit directly
interface to ensure you're currently in the Items tab. press [2]) and position the Fill light on the side of opposite the camera, and are more
Along the left bar, find the Clone bunon or press .he camera oppositethe Key light. Now roughly steeply angled to get a 'halo' of light
[Ctrl]+[CI to clone the light. When the dialog box appears, position the light using the Top View and fine-tune the around the object. The Bounce light
simply click OK to make one clone. Now open the Light position using the light view (press [5]). sits at a point below from which its
Propertiespanel, if it isn't already open, and rename the new light is visible: the angle isn't crucial.
light you've created (also called 'Key') to 'Fill:

058 150WORLD November 2005


Get started in CG lighting I TUTORIAL!

EXPERTTIP I
R i m light intensity
The Rim light provides a highlight
along the outline of the object in
frame. Since there's already a Key
light and a Fill light adding light
intensity to the scene, you'll need
your Rim intensity bright enough to
cut through both. While lighting
requirements and situations vary, it's
useful to start by adding the
intensity of the Key and Fill lights
together. So, where the Key is 125
per cent and the Fill is about half of
that at 60 per cent, the Rim will start
at 185 per cent. once you render,
lntensity to 60 per cent. Now adjust the Light Color box by position the light behind the sunglasses, directly opposite
vou'll know whether vou need to
clicking on the colour swatch to the right of the RGB values. the camera and pointing down onto the sunglasses, as In the
Set the Hue, Sat and Lum boxes to values of 148,240.21 3. image above.
You'll notice that the Fill light is now light blue.

Clone the Rim light and rename it'Bounce'. Set


Intensity to 25 per cent and the colour t o 254,227,
167. This is similar to the colour of stonewall.jpg,
which has been applied to the ground texture. Position the
light below the camera and aim it up at the glasses. Open the
Objects tab on the Properties panel and exclude 3dwjround.
Switch to the Rlm light and exclude the ground layer from it.

,. ..., ...
At the batto... terface, select Camera mode, Analyslng thls rendel, . ., decided t o make some shadows is tinted blue by the skylight. Skylight falls
or use [Shift]+[q to select the camera. Press [p] to changes. I've moved the Key light further camera- werywhere, but you only really notlce it in the shadows.
open the Camera Properties panel. Halfway down, left for better compositlon. Note that the amber Key Everywhere else, it mixes with the relatively amber sunlight
find the Anti-aliasing dmp-down. Clkk this and select light and the blue Fill llght mix to near-whlte on most pans of to create near-white light. Also note t h a t in this scene, the
'PLD 3-Pass'so we have smooth anti-aliasing. leave all other the image, but where one or the other is occluded, the fuzzy shadow maps are soft everywhere, unlike real
settings as they are and press [F9] for a prevlew render. shadow colour is different. This is how real-world lighting shadows. The final settings can be found in the scene called
works: notice on a sunny day how the lighting wlthin 3dw-1WUghtinuartlfinished.lws on the CD.

November 2005 30WORLD 1059


This issue's answer is supplied by Gary Noden, Head of 3D The s~mplestsolut~onwould be to create a partlal extrude down a
at 422 Hanchester. If you inspect this magazine thoroughly, path curve that follows the motlon of our source object frame for
you may notice that he's quietly attempting t o take it over frame We could then give ~ta glamorous shader, such as a Lambert,
mapplng ~ t Incandescence
s wlth a couple of ramps, then perhaps
hose clever boys and girls at The Mill did it again with deform ~twlth a displacement It's a s~mpleplan, but ~tm~ghtjust

TIME T A W
T w hours
WMtD
T the Dyson 'Motion' commercial, which shows the
company's latest vacuum cleaner travellingthrough
space, leaving a skein of twisting light trails behind it.
Lovely stuff, that's for sure. So lovely, it was covered in a big article
in issue 65. (In case you missed it, a PDF can be found on the CD.)
work. But did we just say that we need to create a curve that
follows the motlon of the Object frame for frame?That could take a
very long time Indeed - and we're gong to need more than one tra~l,
too, otherw~sethe flnlshed effect will look underwhelm~ng

Fun-sire s m s h o t s But, using Dyson's vision as inspiration,how do we even begin CURVACEOUS CODE
Stapt and f m h to create somethingjust as beautifully wispy and ethereal in Moyo, This is the point at which some people will assume that their dreams
xm f&s
P#C scrpts fw
especially when The Mill used a combination of SoftimogeV(5Iand of colourful contrails are over, but fear not - we can write a handy
st-4-1 5 itsown proprietary code? This is the question posed by reader Emil little piece of code that will build our curves, as well as a small
FinishedMEL script Nilsson, and the one on which this Q&A will attempt to shed some expression to animate the partial extrude. By parenting locators to
light. The obvious solution would be to use particles emitted from the exact positions where we want our trails to grow, we can use a
well-positionedlocators using a high oversampling rate to keep simple yet powerful MEL command called 'xform' to find their world
fluid-looking lines, then disturb the results with turbulence. It's a position per frame. We can then translate the data into a linear curve
IS us&ul ul m*
nice technique, but very production-heavy.We want a 'lite' version that adds points to itself for each frame of our timeline, making a
rm~knrv that will render more quickly, so a poly or NURBS object that can be path curve. It may sound difficult, but it's not. As Douglas Adams
rendered using Moyo or mentolroywould be ideal. once said, don't panlc.]ust don't expect pretty pictures on each step.
Trails of light I Q&A P'
ISTAGE ONE I Setting up for scripting

If you haven't got it go to www.digimation.com and If you look at the paperplane node in the Outliner, Now select the tip locator,'tiploc'. In the Channel
download Me1Studio LE. It's a free IDE scripting tool you'll see four locators parented to it. Select the box, you can see that Its relative parented position
that has more functionality than the Script Editor. paperplane and, in the Script Editor, type the is 0,0,1 .013. This never changes through the
Install it, load it via the Plug-in Manager, start a new project following: xform -q -t -ws paperplane, then press [Enter]. In animation, as it's only moved by its parent. In the Script
and then open the file'shot1.mb'from the CO. It's the flight the bottom of your Script Ediior, you should see: 11Result: Editor, type: xform -q -t -ws tiploc. The result is: I f Result:
of a paper aeroplane bumping into a couple of pillars, and it 0.676806 0.01 36475 1.030718 11.This corresponds to the 1.096589 2.90932e-005 1.952664 11. We can do lots of nice
gives us some interesting moves to create curves from. translate nodes on the plane. things with this information.

I
STAGE TWO Building the curve script

The 'xform' command is powerful. The command Open up Me1Studio LE by typing 'melStudloLE'into We need the timeline range to create our curves, so
flags here are -q (query), -t (translate) and -ws the command line and hitting [Enter]. Create a new I add: lnt Sstart = 'playbackOptions -q -mlnTime'; (on
(worldSpace), which return a result of the object's X X MEL script file. We'll add lines of code to this to build the next line). This creates an integer variable called
Y and Z position in the scene world, regardless of what it's our curve script. For now, type: //Hake Trails Script (on the Sstart that gets its value from querying the start time. Don't
attached to. If you want to find out more about it, simply first line). Two forward slashes stop anything that's written forget the semicolon, as this terminates a line of code. On the
type 'help xform' in Me1Studio LEand press the numberpad's after then from belng regarded as a command, so these are next line, type: int Send = 'playbackoptions -q -maxTimem;
[Enter] key (or see the documentation). used to annotate our script as we go. which finds us the End Time.

+ Send); Now highlight the three lines and select


-
On the next line, add the following: prim ($start + ' The $start and Send variables are Integers, but now
we need different types of numbers. Type: float
On the next line, type: swing StraiIObjg = 'Is -sl';
Here, the list selected command is used t o give us
'Execute'. In the panel at the bottom of Me1Studio SworldX; float SworldY; float SworldZ; float SarrayO; a name (StrailObjg) that we can use in the script.
-
LE, you'll see 1 150. Congratulations you've just written a A floating point variable is one that can have a decimal point. Beneath this, type: string SanimCurve = (StrailObj[O] + "-cv");
ME1script that prints two numbers1With these, we can make We'll use these for our world positions. Sarrayn is a floating This creates a name for the curve using the name of our
a loop that will run the'xform'command on every frame. point array and can hold multiple items Indexed from 0 to object appending it with -cv, which keeps everything nice
However, before we do this, save your script. infinity. Save the script into your project's ME1directory. and tidy. Save your script again.

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