Congrats, Matt!
Now I have a new game to play this summer!
ATR

On Wed, 4 Jun 2014 02:00:34 +0000, Matt Lind wrote:
> I don’t get to say this often, but I’ve finished a project using 
> Softimage which all can see.  Well, it’s not actually ‘finished’ 
> as it’s an online game which is continuously maintained, updated, 
> and ongoing, but it’s now live and I can talk about it beyond 
> generalizations.  Yay!   My last completed project was my previous 
> production –Barnyard the animated feature back in 2006.  It’s been 
> a long time coming, a relief, and refreshing to be able to refer to 
> something I did in the current decade.
>  
> Wildstar officially launched last Friday night at midnight for early 
> access, but opened up the flood gates today for everybody else.  The 
> game is now running smoothly in North America and Europe for all to 
> see and experience.  If you were part of the beta, let it be known 
> significant improvements have been made since on all fronts.  If you 
> haven’t tried the game yet, point your browser to 
> www.wildstar-online.com and click on the shiny buttons.  The first 30 
> days are free with initial purchase.
>  
> Production started in 2005 using Softimage XSI v3.5 and launched with 
> Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the 
> content created in Softimage 7.5 which we used for roughly 5 years.  
> Softimage was used for a heavy majority of the 3D artwork including 
> characters, props, environments (other than the ground), buildings, 
> dungeons, and everything inside of them.  We didn’t use ICE at all 
> (but not for lack of trying, and we tested heavily), so this is a 
> good example of what the fundamental toolset can do.  Heavy use of 
> custom properties, vertex colors, user normals, clusters, envelopes, 
> UV spaces, and hardware (real time) shaders to customize and iterate 
> on our content.  What made these simple components really nice is 
> they were general and could be re-targeted for many uses outside of 
> their original intended purpose.  Our particles were created and 
> applied in Softimage, but simulated only in engine.  The SDK was used 
> to write 500+ tools to assist artists to create their content include 
> tools like ‘mimick’ which is a command similar to GATOR which can 
> transfer attributes, but do so on select subcomponents instead of the 
> entire object, along with other bells and whistles.  Often overlooked 
> and  understated, but Softimage scaling was incredibly powerful for 
> controlling the squash and stretch scaling of deformers used in our 
> envelopes to animate characters with cartoon whimsy and without ugly 
> shearing often associated with other software.  It is used on every 
> asset that moves.  Relational views were used to create tools such as 
> a face editor to view and animate faces for our player characters, 
> and adjust face customizations to see how they’d appear in the game 
> as each of our characters have multiple faces and other components 
> which can plug in like a Mr. Potato head doll.  It was important to 
> see the various components in context side-by-side for comparison 
> while creating the content so consistency could be maintained.  This 
> was achieved using many ‘object view’ embedded into the relational 
> view.  Under the hood the face editor drove the animation mixer to 
> perform face pose blending so artists could see the animation in real 
> time on their characters.  Also, NURBS, that’s right, NURBS surfaces 
> were used to transfer face poses and clothing between characters.  
> The details must remain a trade secret, but I just had to mention we 
> used NURBS in all their unfinished glory to get meaningful work done 
> with significant contributions to the end product.  Render passes 
> were used to re-dress environments to allow artists to create 
> geometry once, then swap textures, shader settings, and other details 
> many times for each variant of the environment.  Not only does it 
> simplify the artist workflow by centralizing all their interaction to 
> a few clicks, but it also allows assets to be packed into compact 
> files for use in our engine. Render passes are used in housing and 
> dungeons.  If we had to do this in Maya, we’d probably have to break 
> up each variant into its own scene and have to figure out a way to 
> merge all the scenes together that shared the same geometry.  These 
> polished touches matter.  Softimage for the win.
>  
> So that said, while many 3D software could create the assets in their 
> own time and space vacuum, Softimage (in my opinion) was the only 
> software that could’ve tackled this project given our specific time, 
> resources, and budget as there were many close calls along the way.  
> I say Softimage because many of the aforementioned features came out 
> of the box with us ready to roll and not have to spend oodles of time 
> reinventing the wheel.  Not having to write an animation mixer to do 
> face pose blending, or render pass systems to do texture/shader swaps 
> were incredible time savers and something we could lean on.  
> Spreadsheet queries and custom selection filters allowed us to 
> quickly and easily find our custom data in any scene with just a 
> click, view the data in a clean environment, and change it in bulk, 
> if necessary without worry of missing a spot – highly important for 
> finding and fixing bugs.  The elegant user experience was paramount 
> to getting work done on tight schedules at high quality with minimal 
> development resources available.  Everybody says that, but in our 
> case it couldn’t be more true.  That user experience extends to the 
> SDK as well.  Not having to relearn or rewrite code over many 
> versions and upgrades over the span of nearly a decade was quite 
> important in maintaining continuity and stability.  The scripting 
> object model was more than a blessing to get under the hood and 
> target only what we needed rather than having to rely on combinations 
> of commands which do more work than necessary or don’t do exactly 
> what we need as is available in most other 3D software.  Backward 
> compatibility with the API for C++ development was very important 
> too.  While today’s OpenGL/DirectX viewport may seem antiquated, at 
> the time this project started it was ahead of and more capable than 
> any other in the industry, and fully compatible with all the other 
> tools such as render passes.  That cannot be overlooked.
>  
> Finally, I should thank all the hard work and contributions from the 
> Softimage developers and support, past and present, who put such an 
> application together to make it possible.  Not just the foresight to 
> see and understand the artist’s point of view, but also in the 
> continued listening and support when we needed help along the way 
> whether it be to fix bugs, augment existing features, or implement 
> new features to accommodate our needs.  Building such an application 
> is more than just writing and compiling code – it’s about 
> understanding people.  You cannot understand people without forming 
> relationships and maintaining those relationships over the long 
> haul.  Softimage made the effort to establish and maintain those 
> relationships contributing help and advice along the way, and that is 
> why so many successful projects have resulted.  As much as I’ve 
> ragged on many points, the bigger picture is not lost on the fact 
> Softimage is a very capable and strong swiss army knife of 3D 
> software to tackle many projects fearlessly.  It’s just a shame that 
> in all my years of working with Softimage|XSI, this is only the 2nd 
> long form project I’ve been able to call complete (due to project 
> durations) and will be a shame that there will likely not be a 3rd.  
> One point of satisfaction is of having worked on one of the first XSI 
> projects in ‘Panic Room’, and now finishing one of the last in ‘
> Wildstar’.  Both poetically apropos as Panic Room was a project 
> fighting with a then beta-quality release rushed to market full of 
> many bugs while Wildstar is a game about exploring and settling the 
> planet Nexus much like the old west of America’s pioneer days of the 
> 1800’s with wagons, staking claims to territory, gold rushes, and 
> shootouts.  Only fitting as I must now look forward to a new destiny 
> in uncharted territory as Softimage has literally been part of half 
> my life in the 21 years I’ve used both Softimage|3D and Softimage|XSI
> ….(and Eddie too!).
>  
> Thank you, Softimage.
>  
>  
> Matt
Anthony Rossano
ant...@mesmer.com

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