Amazing job Matt!  Congratulations for you and all the ones involved!

I wish you big success with the game and more to come!

Cheers!



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


2014-06-04 11:40 GMT-05:00 Anthor <ant...@mesmer.com>:

> 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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