Tim,

You're hardly "just a freelancer".
I believe you're inspiration and XSI guru. Well, to me at least.
Every time, I wanted to show someone what ice is I directed them to your
page as the first example.

I got hooked to XSI, after seeing this:
http://typotrope.com/?p=300
A box I know, weird. I even reproduced it for myself.
That in itself got me to convert from 3ds ever since then.
What a journey.

Thank you Tim for sharing your view and story. We need, studios and
personalities such as yourself to speak out loud.

Artur


2014-03-11 23:32 GMT+01:00 Emilio Hernandez <emi...@e-roja.com>:

> 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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