The curves themselves are just standard bezier, the boolean operations
happen at the shader level (XSI curves > points in space > vector curves >
boolean ops > shader).


On Wed, Jun 19, 2013 at 11:35 PM, Eugen Sares <[email protected]> wrote:

>  What do you mean with "customized curves", and "vector-like operations
> like booleans", if I may ask? Real Nurbs-curve mangling in the 3D-scene?
> If you did curve booleans already, I could spare me the effort and ask you
> for considering releasing them as an addon...
> Cheers,
> Eugen
>
> Am 19.06.2013 14:20, schrieb Ahmidou Lyazidi:
>
>  I couldn't have explained it better !
>
>  -----------------------------------------------
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/19 Raffaele Fragapane <[email protected]>
>
>> The most effort intensive way you could possibly imagine :p
>>
>> A custom renderman shader, with a custom OGL shader aligned, with a
>> custom OGL manipulator for custom data driven by... customized curves. Per
>> rig. Dozens of the F'in things. With wardrobes. And variations. For dozens
>> of characters.
>> All with vector like operations like masking, bool in, bool out, exclude
>> and so on set up for each rig.
>> Yeah they're a lot of "fun" to set up.
>>
>>  Ahmidou on this list was responsible for the the entire rigging/tools
>> stretch of it (Softimage), OGL shader (always inside Soft) was Christian
>> Breitling (but it might have passed other hands) in the animation
>> department. The actual offline rendering I can't credit (don't remember who
>> did it).
>>
>>  The animators are basically free to use basic controls, or go in and
>> sketch point by point any expression they can come up with on the sorted
>> rendering planes, vector art style.
>>
>>
>> On Wed, Jun 19, 2013 at 9:10 PM, Eugen Sares <[email protected]>wrote:
>>
>>>  Wow!!
>>>
>>> I wonder how you pros did the "face rig"... you know, 2D vetor animation
>>> projected onto 3D -  a "classic" case for cartoony/abstract characters.
>>> Could you elaborate a bit, please?
>>> Did you use some other software, or did you stay inside Softimage?
>>> Because it would be possible for example to animate some curves with
>>> blend shapes and the mixer, render some 2D view of those and map this
>>> animation onto the faces.
>>>
>>> Best regards and congratulations!
>>> Eugen
>>>
>>>
>>> Am 19.06.2013 08:22, schrieb Serguei Kalentchouk:
>>>
>>> Great sharp look and appears to be loads of fun!
>>>
>>> Well done AL!
>>>
>>>
>>>
>>> On Tue, Jun 18, 2013 at 10:47 PM, Jeremie Passerin 
>>> <[email protected]>wrote:
>>>
>>>> Woow Woow !
>>>> Thumb up to the Animals !
>>>>
>>>>
>>>> On 18 June 2013 20:58, Ivan Tay <[email protected]> wrote:
>>>>
>>>>>  Fantastic ! looking forward to watching it.
>>>>>
>>>>>
>>>>> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
>>>>> [email protected]> wrote:
>>>>>
>>>>>>  Well, trailer's out:
>>>>>> http://www.youtube.com/watch?v=lPnY2NjSjrg
>>>>>>
>>>>>>  Animal Logic, so layout, rigging and animation are Softimage.
>>>>>>  Still in production.
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>>
>>>  --
>>> Technical Director @ DreamWorks Animation
>>>
>>>
>>>
>>
>>
>>   --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>

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