Hey Eugen
It's a custom shader developed for the movie and it's not a MR one. Any way
it's very dependant on our pipeline and can't be used without it.
And about the realtime version, it's not very useful as it can't be
rendered.
Cheers.
A.

-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/20 Eugen Sares <sof...@mail.sprit.org>

>  It seems I can't find that shader folder... I suppose that's an addon
> you guys use?
> Thanks anyway!
>
> Am 20.06.2013 01:40, schrieb joshxsi:
>
> 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 <sof...@mail.sprit.org>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 <raffsxsil...@googlemail.com>
>>
>>> 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 <sof...@mail.sprit.org>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 <gerem....@gmail.com
>>>> > wrote:
>>>>
>>>>> Woow Woow !
>>>>> Thumb up to the Animals !
>>>>>
>>>>>
>>>>> On 18 June 2013 20:58, Ivan Tay <ivansoftim...@gmail.com> wrote:
>>>>>
>>>>>>  Fantastic ! looking forward to watching it.
>>>>>>
>>>>>>
>>>>>> On Wed, Jun 19, 2013 at 8:03 AM, Raffaele Fragapane <
>>>>>> raffsxsil...@googlemail.com> 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!
>>>
>>
>>
>>
>
>

Reply via email to