Hi Alan,
Yea, do share with us some visuals (especially screenshot of SI in 
production)... so that we could share your thoughts with everyone here in A ;)

Regards,
Chris

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Tuesday, July 16, 2013 3:07 AM
To: XSI Mailing List
Subject: OT: Pacific Rim

Hey guys,

A lot of people say Softimage doesn't get used much in movies, so I personally 
love to hear stories when it does happen. Therefore, I wanted to share some 
details with you. :)

I'm the lead rigger at Rodeo FX http://rodeofx.com and we did all of the 
interiors of the control pods (the cockpits, that is), including the visors, 
foot actuators & mechanical stilts, some digidoubles, etc. (except the 
holograms/UI graphics that were done by the folks at Hybride.) We also had the 
chance of doing our first organic creature, the brain in the lab (which 
involved a lot of "gross" ICE deformations), as well as many beautiful matte 
paintings and a couple of helicopters.

Overall, we did over a hundred shots. CG was done in Softimage and as far as I 
know it was all rendered in our favourite renderer, Arnold! We'd still be 
rendering today if Mentalray had been used. :p We threw countless ~8k textures 
with displacement and stupid amounts of topology, and good ol' Arnie performed 
like a champ.

The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 
separate meshes and on average about 150 segments (solid groups of parts that 
moved as one.) Once we identified the "segments" by the end we had a rig of 
Arnold stand-ins with each segment saved as one ass file, and low-res geo 
representing that segment constrained to some part of the rig. It then became 
relatively "light" to have the standins rigged instead of the full raw geo, and 
it made it quite easy to replace parts or textures later in the pipeline during 
or after animation. (Also caching was a piece of cake in this scenario, as we 
only needed to plot the segment nulls instead of thousands of meshes or 
pointcaching anything.)

On the brain there was procedural pulsing animation driven by ICE deformers. 
Globules would "breathe", a heart-like organ would pump its ventricles 
intermittently and an intestine-like organ flowed with bulges travelling along 
its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of 
ICE, there was a kind of lettuce behind the brain that was also moving a bit. 
The modeling was done with strips that were procedurally curled and then if I 
remember correctly the whole thing was driven via Syflex as the brain gently 
floated. This lettuce thing was handled by another guy on this mailing list, my 
 coworker and friend Jonathan Laborde. Maybe if he's reading this he can give 
more details of how he used ICE in a few other shots.

It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes 
a reality. :) Anyway, did you guys go see it? What'd you think?

Oh and speaking of other movies, we did a ton of work in "Now You See Me" as 
well, including hundreds of stadium dudes with our propietary ICE static crowd 
system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, 
flying cards, many vehicles, the projected motiongraphics near the end and a 
few invisible fx. (I feel like I probably missed something, but anyway, we did 
a lot.) We were the main vfx vendor on that film, delivering just over 20 
minutes worth of vfx "magic" (pun intended.) Again, Soft & Arnold and lots of 
effects in ICE all throughout.

Cheers,

   -- Alan

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