Congrats Matt, killer job!
Not shameless we all need a pat on the back after an exhausting marathon.
I love all the clothing transfer stuff the that opened my eyes.
Jentzen
 On Jun 4, 2014 9:45 AM, "Emilio Hernandez" <emi...@e-roja.com> wrote:

> 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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