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! >> > > >

