Hello Vince.  Thx a lot for jumping in to explain why you chose Softimage
as part of your arsenal to such a wonderful piece.

And how wrong is Autodesk to end Softimage in such way when they have no
substitute for it in the tools they are offering.

-------------------------------------------------------
Emilio Hernández   VFX & 3D animation.


2014-03-11 16:22 GMT-06:00 Raffaele Fragapane <raffsxsil...@googlemail.com>:

> There seems to be this mis-conception that benefits to small freelancers
> are irrelevant to larger teams working on longer schedules and bigger
> volumes.
>
> Of course the priorities of a place doing feature animation differ from
> those of one producing MMOs, to those of a high end TVC boutique like the
> Mill, to those of the individual hopping between 5 members rock-bands doing
> 30 seconds skits.
>
> That said, there are good reasons, and considerable advantages, that are
> shared across fields.
>
> If you look at something like brick-blur in the LEGO movie (objects
> becoming a streak made of bricks representing large, real world volume
> pixel equivalents past a certain velocity threshold) of course we could
> have done it in another app. Parts of it towards the very end of it in fact
> are in-house. But you know what? In the end it's practically a full
> rendering engine that includes sampling options, bias adjustment and all,
> and it was all done in ICE until the brick replacement and injection stage
> that represents maybe 20% of the final effect.
> Could I have done it in Maya? Yeah, I could, but for the same amount of
> time I would have had a polished but really slow solution that would have
> had mandatory flipbooks, instead of a 60fps brixel rendering engine running
> in the viewport for animators to tweak in real time with controls
> indistinguishable from the rig's own controls.
> Could I have got it to run to 60fps in Maya? Again, probably yes, but I
> would have had to manually and painfully write, tweak and debug some fairly
> involved thread management, instead of being able to simply re-commit an
> ICE graph that transparently updated for animators, and focus instead on
> the creative challenges of nailing the effect.
>
> In the end ICE was preferred to both Houdini and custom solutions that we
> had plenty knowledge and fire power to deal with had the need arisen. These
> things add up, and they add up to the reason why Softimage has survived in
> the rare film shop so long despite the added challenges of adopting a non
> mainstream software.
>
> I've seen people genuinely surprised when they learnt that all the animals
> in Life of Pi were handled by three riggers and one supervisor. Normally
> that quality and amount of work would require more than double that crew if
> you look at most credit rolls.
> Well, Walking with dinosaurs was done with an average staff of 3.5 riggers
> and one supervisor for its duration, and it had close to 20 unique species
> and dozens and dozens of rigs once variations and ages are considered, with
> 10 unique hero characters, and that's for a department that also took care
> of a lot of conceptual work, creative iterations, simulations, and was
> later migrated to take care of character FX. I think by the end of the
> project the whole rigging department hadn't made it to the 100 hours of
> overtime mark, and that's several people over two years.
>
> What do those have in common? Neither used Maya for rigging (Pi was
> Voodoo, not Soft, just in case people don't know) :p
> Had we used Maya several hundred hours worth of RnD and asset triage would
> have been added to the bid, and the team would have probably have had to be
> close to twice the size.
>

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