RE: Mill 98% Human
Thanks for such a detailed reply Vince, this is the sort of stuff that puts the wind back in the sails of our little community! Inspirational. N From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vince Baertsoen Sent: Saturday, 25 May 2013 9:32 AM To: softimage@listproc.autodesk.com Subject: RE: Mill 98% Human Hi everyone, Thank you so much on the great comments. It feels good to hear all this. It was such a pleasure working with the whole team and supervising this project. It's not every day you get a project with great script for a good cause, with good schedule and have time to RnD so much stuff. It was roughly 3 to 4 months of work, to get tools done and spot out of the door. Seriously we couldn't have done it without ICE in the time we had. I am always looking at any software for commercial, to get things done to a really high quality level, in a short amount of time, and i still can't find anything which can beat the combination XSi, ICE and Arnold. Everything on this project used ICE, from rig, muscle, skin, hair, rendering. I started early test on skin with syflex and handover to Jimmy with Verlet which was much faster while I was carrying on and finishing the muscle system and leading the project. Jimmy was working on the grooming of the hair and did a lot of super awesome compounds and scripts (yes he is being very modest). Dave did an amazing work on the hair interaction in a couple of weeks... like proper Siggraph paper staff... to get the stiffness and collision of the hairs right. On the muscle, it was one very simple and generic muscle which had a lot of control to expend to more complex shapes and dynamic. It was extremely fast, and could control stiffness, handles, tangeant, jiggle and more, through few parameters and weight maps. The main strength was the speed to setup the whole body. I just needed to place each muscles close to the skeleton geometry and they would stick to it automatically: zero rigging involved. Anyway XSi and ICE are awesome, i know i don't need to convince you guys. It's not just about the software it's a lot about the talents and people, but seriously...XSi/ICE help a lot! Thanks again for the feedback everyone. Best, Vince Baertsoen co-head of CG The Mill NY Ext.: 2311 www.themill.comhttp://www.themill.com From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of César Sáez [cesa...@gmail.com] Sent: Wednesday, May 22, 2013 1:50 PM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human Awesome work guys! Thanks for sharing :)
RE: Mill 98% Human
Hi everyone, Thank you so much on the great comments. It feels good to hear all this. It was such a pleasure working with the whole team and supervising this project. It's not every day you get a project with great script for a good cause, with good schedule and have time to RnD so much stuff. It was roughly 3 to 4 months of work, to get tools done and spot out of the door. Seriously we couldn't have done it without ICE in the time we had. I am always looking at any software for commercial, to get things done to a really high quality level, in a short amount of time, and i still can't find anything which can beat the combination XSi, ICE and Arnold. Everything on this project used ICE, from rig, muscle, skin, hair, rendering. I started early test on skin with syflex and handover to Jimmy with Verlet which was much faster while I was carrying on and finishing the muscle system and leading the project. Jimmy was working on the grooming of the hair and did a lot of super awesome compounds and scripts (yes he is being very modest). Dave did an amazing work on the hair interaction in a couple of weeks... like proper Siggraph paper staff... to get the stiffness and collision of the hairs right. On the muscle, it was one very simple and generic muscle which had a lot of control to expend to more complex shapes and dynamic. It was extremely fast, and could control stiffness, handles, tangeant, jiggle and more, through few parameters and weight maps. The main strength was the speed to setup the whole body. I just needed to place each muscles close to the skeleton geometry and they would stick to it automatically: zero rigging involved. Anyway XSi and ICE are awesome, i know i don't need to convince you guys. It's not just about the software it's a lot about the talents and people, but seriously...XSi/ICE help a lot! Thanks again for the feedback everyone. Best, Vince Baertsoen co-head of CG The Mill NY Ext.: 2311 www.themill.com From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of César Sáez [cesa...@gmail.com] Sent: Wednesday, May 22, 2013 1:50 PM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human Awesome work guys! Thanks for sharing :)
Re: Mill 98% Human
Can you talk a bit about the skin collision with the muscles? Did you go with a plain raycast or something more fancy? :) On Fri, May 24, 2013 at 7:31 PM, Vince Baertsoen vi...@themill.com wrote: Hi everyone, Thank you so much on the great comments. It feels good to hear all this. It was such a pleasure working with the whole team and supervising this project. It's not every day you get a project with great script for a good cause, with good schedule and have time to RnD so much stuff. It was roughly 3 to 4 months of work, to get tools done and spot out of the door. Seriously we couldn't have done it without ICE in the time we had. I am always looking at any software for commercial, to get things done to a really high quality level, in a short amount of time, and i still can't find anything which can beat the combination XSi, ICE and Arnold. Everything on this project used ICE, from rig, muscle, skin, hair, rendering. I started early test on skin with syflex and handover to Jimmy with Verlet which was much faster while I was carrying on and finishing the muscle system and leading the project. Jimmy was working on the grooming of the hair and did a lot of super awesome compounds and scripts (yes he is being very modest). Dave did an amazing work on the hair interaction in a couple of weeks... like proper Siggraph paper staff... to get the stiffness and collision of the hairs right. On the muscle, it was one very simple and generic muscle which had a lot of control to expend to more complex shapes and dynamic. It was extremely fast, and could control stiffness, handles, tangeant, jiggle and more, through few parameters and weight maps. The main strength was the speed to setup the whole body. I just needed to place each muscles close to the skeleton geometry and they would stick to it automatically: zero rigging involved. Anyway XSi and ICE are awesome, i know i don't need to convince you guys. It's not just about the software it's a lot about the talents and people, but seriously...XSi/ICE help a lot! Thanks again for the feedback everyone. Best, Vince Baertsoen co-head of CG The Mill NY Ext.: 2311 www.themill.com -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of César Sáez [ cesa...@gmail.com] *Sent:* Wednesday, May 22, 2013 1:50 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Mill 98% Human Awesome work guys! Thanks for sharing :)
RE: Mill 98 Human
OMG. Very emotional piece, and great technical info. It'd be nice to see a screenshot of the facial rig J So basically, the hair was based upon XSI Hair, and Melena was used to create the final look? Melena is great, it's a shame that it is discontinued. I am very interested in the muscle rig as well, I've seen the weightmap is animated during the walk cycle. It's some kind of stressmap? Amazing piece, I hope one day Mill will make a tutorial book... Cheers Szabolcs PS. Videos like this makes me consider leaving games industry to the VFX... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg Sent: Tuesday, May 21, 2013 11:34 PM To: softimage@listproc.autodesk.com Subject: Re: Mill 98 Human Just to add to what Jimmy nicely rounded up: the facial animation rig was pretty much all done with envelope deformers rather than blend shapes. Chimp lips are surprisingly flexible so having the deformers being driven by curves was certainly the way to go with that. The eyelids were also controlled with nulls looking at curves so the animators could define pretty much exactly what kind of shape they wanted - there's a lot of nice, subtle movement in them which is pretty much all down to their keen eyes and decision-making, really. Not much of it was automated so they did a really nice job - pretty much everything you see was something they chose to move, I just gave them the option! Throw on a few sticky controls in key areas for secondary movement and you've pretty much got it as far as the control rig went. Then off it went to Vince's muscle system (though by that stage I unfortunately had to head back to the UK office, so I never got to see the cool stuff in action). On 21 May 2013 22:05, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
Re: Mill 98% Human
We had this too - we used end on frame setting in the end to get as close as possible! S. On 21/05/2013 22:17, Steven Caron wrote: ok, thanks. we tried strand velocity but had issues with underlying geometry being blurred differently. On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net mailto:ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
Re: Mill 98% Human
It is spectacular, great work . Thanks for sharing the details! Interesting especially to hear how you have used the old hair to groom - I also find the ICE hair tools coming short in that respect. Morten Den 21. maj 2013 kl. 22:41 skrev jimmy gass ji...@nervegass.net: Thanks everyone. The hair was nothing revolutionary. It was using the Melena set up to convert the XSI hair to curves, then the curves to strands. It wasnt fast. It's just a lot easier to groom that way, using the built in hair system. Especially using a lowrez hair set up and copy styles to a highrez set up. So that is what you saw on the behind the scenes. The basic groom was combed the old school way, then layers of ICE manipulations on top of that to get more variation, color dynamics etc. Dave Barosin helped in getting the hair dynamics to work with a pretty ingenious set up. Vince built the muscle setup which I'm not really able to comment on too much. He handed a cache of that geometry over to me, and I had a skin simulation stage that is basically a verlet set up that conforms to the muscles. It was used mostly for the body, but was also used sparingly on the face. (the stuff you see in the behinds the scenes is an embarrassingly old test scene, but you can see the verlet wrinkles) The face was largely done with maps to drive deformation at render time. Based on the compression and stretch of the underlying geometry. Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of the shading and lighting.
Re: Mill 98% Human
Awesome! Not only the CG but everything was amazing. And thanks for sharing details ! Can I ask how many people and months did it take? M.Yara
Re: Mill 98% Human
That is beautiful stuff. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Mill 98% Human
Ha! That's because Jimmy Gas is way too modest. Awesome work guys! Eric On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote: When Jimmy says it was nothing, that usually means he only built about 20 custom ICE compounds or so to do his bidding... On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose. -- Ajit Ajit Menon | CGI artist www.ajitmenon.com Success is not found in what you have achieved, but rather in WHO you have become. - Larry Bertlemann -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Mill 98% Human
Impressive work. With the quality of The Mill, as usual. Congratulations! *Javier Vega* www.zao3d.com Visita mi blog: http://blog.zao3d.com móvil: *616 64 73 57* 08922-Santa Coloma de Gramenet (Barcelona) 2013/5/22 Eric Lampi ericla...@gmail.com Ha! That's because Jimmy Gas is way too modest. Awesome work guys! Eric On Tue, May 21, 2013 at 5:14 PM, Ajit Menon xsia...@gmail.com wrote: When Jimmy says it was nothing, that usually means he only built about 20 custom ICE compounds or so to do his bidding... On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose. -- Ajit Ajit Menon | CGI artist www.ajitmenon.com Success is not found in what you have achieved, but rather in WHO you have become. - Larry Bertlemann -- Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work
Re: Mill 98% Human
Awesome work guys! Thanks for sharing :)
Re: Mill 98% Human
Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses ICE strands. I'm sure one of them could elaborate. -- darren macpherson | 3d artist | +2772 355 0924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/05/21 07:03 AM, Graham D. Clark wrote: I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob \/-\/\/ On 21-5-2013 9:28, Mirko Jankovic wrote: Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.com mailto:darren...@gmail.com wrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses ICE strands. I'm sure one of them could elaborate. -- darren macpherson | 3d artist | +2772 355 0924 tel:%2B2772%20355%200924 | www.darrenmacpherson.com http://www.darrenmacpherson.com| dar...@darrenmacpherson.com mailto:dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/05/21 07:03 AM, Graham D. Clark wrote: I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com mailto:krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com mailto:mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.com mailto:jda...@kungfukoi.com wrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca mailto:christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
Re: Mill 98% Human
awesome stuff ! congratulations on the work done 2013/5/21 Rob Wuijster r...@casema.nl big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob \/-\/\/ On 21-5-2013 9:28, Mirko Jankovic wrote: Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses ICE strands. I'm sure one of them could elaborate. -- darren macpherson | 3d artist | +2772 355 0924 %2B2772%20355%200924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/05/21 07:03 AM, Graham D. Clark wrote: I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
Re: Mill 98% Human
Amazing work , any technical info is appreciated . On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote: awesome stuff ! congratulations on the work done 2013/5/21 Rob Wuijster r...@casema.nl big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob \/-\/\/ On 21-5-2013 9:28, Mirko Jankovic wrote: Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses ICE strands. I'm sure one of them could elaborate. -- darren macpherson | 3d artist | +2772 355 0924%2B2772%20355%200924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/05/21 07:03 AM, Graham D. Clark wrote: I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
Re: Mill 98% Human
Just amazing work Vince and all other guys at The Mill! /Jens On Tue, May 21, 2013 at 12:22 PM, Nour Almasri mr.nour.alma...@gmail.comwrote: Amazing work , any technical info is appreciated . On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin frycr...@gmail.com wrote: awesome stuff ! congratulations on the work done 2013/5/21 Rob Wuijster r...@casema.nl big kudos to all involved. This looked awesome! Wouldn't mind to see some more on all the stuff done for this, like muscles, hair, rendering etc. Great Softimage showpiece! :-D Rob \/-\/\/ On 21-5-2013 9:28, Mirko Jankovic wrote: Great work! Gratz to everyone there. Also muscle system looks great. Would be great seeing more about that as well. On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson darren...@gmail.comwrote: I would guess that the hair is based on an in house tool developed by Vince and Bradley which uses ICE strands. I'm sure one of them could elaborate. -- darren macpherson | 3d artist | +2772 355 0924%2B2772%20355%200924 | www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype: darren.macpherson On 2013/05/21 07:03 AM, Graham D. Clark wrote: I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13 -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
RE: Mill 98% Human
Stunning work, congratulations to all who worked on this spot. N From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Tuesday, 21 May 2013 4:27 AM To: Softimage List Subject: Mill 98% Human Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Amazing stuff. Kudos to the mill team. O
Re: Mill 98% Human
Incredible work, Mill team! Here's hoping one of you shares a few more technical details about the hairs, face and muscles. :) On Tue, May 21, 2013 at 8:35 AM, Octavian Ureche okt...@gmail.com wrote: Amazing stuff. Kudos to the mill team. O
Re: Mill 98% Human
simply jaw dropping! amazing work The Mill!! as always! sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/http://www.shedmtl.com/http://WWW.SHEDMTL.COM On 5/20/2013 2:26 PM, Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
RE: Mill 98% Human
Agreed. m From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau Sent: Tuesday, May 21, 2013 11:13 AM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human simply jaw dropping! amazing work The Mill!! as always! sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/ http://WWW.SHEDMTL.COM On 5/20/2013 2:26 PM, Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris This e-mail has been scanned for all viruses by Star. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk This e-mail has been scanned for all viruses by Star. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk
Re: Mill 98% Human
Thanks everyone. The hair was nothing revolutionary. It was using the Melena set up to convert the XSI hair to curves, then the curves to strands. It wasnt fast. It's just a lot easier to groom that way, using the built in hair system. Especially using a lowrez hair set up and copy styles to a highrez set up. So that is what you saw on the behind the scenes. The basic groom was combed the old school way, then layers of ICE manipulations on top of that to get more variation, color dynamics etc. Dave Barosin helped in getting the hair dynamics to work with a pretty ingenious set up. Vince built the muscle setup which I'm not really able to comment on too much. He handed a cache of that geometry over to me, and I had a skin simulation stage that is basically a verlet set up that conforms to the muscles. It was used mostly for the body, but was also used sparingly on the face. (the stuff you see in the behinds the scenes is an embarrassingly old test scene, but you can see the verlet wrinkles) The face was largely done with maps to drive deformation at render time. Based on the compression and stretch of the underlying geometry. Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of the shading and lighting.
Re: Mill 98% Human
you cached the strands to icecache? alembic? we found issues with motion blur if you didn't cache the strands and we use the same process. On Tue, May 21, 2013 at 1:41 PM, jimmy gass ji...@nervegass.net wrote: Thanks everyone. The hair was nothing revolutionary. It was using the Melena set up to convert the XSI hair to curves, then the curves to strands. It wasnt fast. It's just a lot easier to groom that way, using the built in hair system. Especially using a lowrez hair set up and copy styles to a highrez set up. So that is what you saw on the behind the scenes.
Re: Mill 98% Human
No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
Re: Mill 98% Human
When Jimmy says it was nothing, that usually means he only built about 20 custom ICE compounds or so to do his bidding... On Tue, May 21, 2013 at 5:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose. -- Ajit Ajit Menon | CGI artist www.ajitmenon.com Success is not found in what you have achieved, but rather in WHO you have become. - Larry Bertlemann
Re: Mill 98% Human
ok, thanks. we tried strand velocity but had issues with underlying geometry being blurred differently. On Tue, May 21, 2013 at 2:05 PM, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
Re: Mill 98% Human
Just to add to what Jimmy nicely rounded up: the facial animation rig was pretty much all done with envelope deformers rather than blend shapes. Chimp lips are surprisingly flexible so having the deformers being driven by curves was certainly the way to go with that. The eyelids were also controlled with nulls looking at curves so the animators could define pretty much exactly what kind of shape they wanted - there's a lot of nice, subtle movement in them which is pretty much all down to their keen eyes and decision-making, really. Not much of it was automated so they did a really nice job - pretty much everything you see was something they chose to move, I just gave them the option! Throw on a few sticky controls in key areas for secondary movement and you've pretty much got it as far as the control rig went. Then off it went to Vince's muscle system (though by that stage I unfortunately had to head back to the UK office, so I never got to see the cool stuff in action). On 21 May 2013 22:05, jimmy gass ji...@nervegass.net wrote: No strand caching. We wanted to save our self the extra step, since there were already like 5 stages of cache and sim. So the strands were left live. To get Motion blur to behave properly, I just made a compound at the front of the entire system, that calculated the strand velocity and stored that every frame, but then set it back to what it was the frame before at the beginning of the sim to keep the behavior right. Basically just forcing the velocities for the rendered to do what it needs to do. That node has become quite popular here for that purpose.
Re: Mill 98% Human
Particle systems nowadays :) They used regular hairs ? Le 20/05/2013 20:26, Kris Rivel a écrit : Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Subtle and efficient. Great work ! On Mon, May 20, 2013 at 2:54 PM, olivier jeannel olivier.jean...@noos.frwrote: Particle systems nowadays :) They used regular hairs ? Le 20/05/2013 20:26, Kris Rivel a écrit : Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Jesus, this is insane! Muscle system looks superb, would you care to further comment on how the face is controlled vs. simulated? Congratulations to all involved! 2013/5/20 olivier jeannel olivier.jean...@noos.fr Particle systems nowadays :) They used regular hairs ? Le 20/05/2013 20:26, Kris Rivel a écrit : Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris -- Gustavo E Boehs http://www.gustavoeb.com.br/blog
Re: Mill 98% Human
I was actually waiting for the cg to begin... :) Awesome Job! Thomas Kris Rivel krisri...@gmail.com hat am 20. Mai 2013 um 20:26 geschrieben: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
RE: Mill 98% Human
Yeah, it made me rather uncomfortable, which means it really works. Very awesome job. The first time I played heard the VO only, without the video I thought it was about working in the CG industry. We have a lot in common. ☺ jeff From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann Sent: Monday, May 20, 2013 4:00 PM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human I was actually waiting for the cg to begin... :) Awesome Job! Thomas Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com hat am 20. Mai 2013 um 20:26 geschrieben: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
You guys using the XSI Hair tools as a base to control the strands though? Why I ask is that there was a point in the making of where it looked like the artist grabbed the end point and was going to move it around to style just like the Shave setup. Or was that an actual curve object? Eric Thivierge === Character TD / RnD Hybride Technologies On 20/05/2013 5:40 PM, Jeffrey Dates wrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca mailto:christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.com wrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
RE: Mill 98% Human
Is it rendered in Arnold? How much time does it take to render the hair? And how many strands are we talking about? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates Sent: Tuesday, May 21, 2013 5:40 AM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris attachment: winmail.dat
Re: Mill 98% Human
well played mr Gass and mr Dates and co, looks great, Many similarities to the plight of lindsay lohan? On Mon, May 20, 2013 at 8:21 PM, Chris Chia chris.c...@autodesk.com wrote: Is it rendered in Arnold? How much time does it take to render the hair? And how many strands are we talking about? From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates Sent: Tuesday, May 21, 2013 5:40 AM To: softimage@listproc.autodesk.com Subject: Re: Mill 98% Human Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris
Re: Mill 98% Human
I don't know if they did this but you can write a strand to hair-curve tool and toggle to visa versa so one can use the hair groom etc tools and go back n forth as needed Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On May 20, 2013, at 8:11 PM, Kris Rivel krisri...@gmail.com wrote: I was wondering the same. Looks like it was rockin the old-school hair. Was very impressive regardless but yeah...would love to know more details and exact approach. Kris On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark mailgrahamdcl...@gmail.com wrote: Congrats Jeff and send my congrats to Vince too! Cheers, Graham PS ignore trolls -- Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D phone: why-I-stereo http://www.linkedin.com/in/grahamclark On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates jda...@kungfukoi.comwrote: Actually, That's false. Hairs are strands in ICE. Source: Jimmy Gass sits across from me. On Mon, May 20, 2013 at 5:30 PM, Christopher christop...@thecreativesheep.ca wrote: Nice work. The Hairs are old school XSI Hair system. ::Christopher Kris Rivel wrote: Just wanted to say congrats to anyone at the Mill for the 98% human spot. An amazing piece of CG and probably one of the most impressive examples of Softimage that I've ever seen. Here's links to the spot and a brief making of for anyone who hasn't seen it: Spot: http://youtu.be/McD0dKuj5mA Making of: http://youtu.be/wLmVm0nc5Gg Kris