great news Alan, thanks for sharing. go go gadget Softimage & Arnold! (and
of course, well done to the talented crew)


On 16 July 2013 11:12, adrian wyer <adrian.w...@fluid-pictures.com> wrote:

> ** ** **
>
> thanks for the info Alan!!!****
>
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>
> seeing it tomorrow, cannot wait!!****
>
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>
> interestingly the first trailers left me cold, not a big fan of the 'speed
> racer' palette, and much as i love Idris Elba, the "cancelling the
> apocalypse" line is up there with the cheesiest bits of Hollywood writing
> ever...****
>
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>
> but a lot of people i trust in both vfx and writing/directing have seen it
> and said don't be put off by the cheese....****
>
> ** **
>
> a****
>
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>  ------------------------------
>
> *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
> softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Alan Fregtman
> *Sent:* 15 July 2013 20:07
>
> *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.****
>
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>
> Cheers,****
>
> ** **
>
>    -- Alan****
>
> ** **
>   ------------------------------
>
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> ***
>

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