Interesting! Max has a "vector map" shader node now. Nice.

The trick they seem to use is taking a big illustrator image with all the face expressions, and in max animate the map's x postion on the head via a custom parameter wired to an "attribute holder" modifier.
They don't really animate the vector shapes, just blend them.
Uaaa! Max' interface...

Anyway, one of the really cool thing about Max is it's support for all the relevant file formats out there, Illustrator CS6 in this case. Softimage's EPS importer supports Illustrator 8... how old is that one? 10 years?


Am 20.06.2013 11:39, schrieb Christopher:
You wouldn't have to worry about resolution, hopefully :)

::Christopher::
For a start, it would be nice to be able to use Vector data fils as
image input in Softimage:
Like this: http://www.youtube.com/watch?v=Ib5sgkpXQ7k


No problem. Thanks for the info!

In an ideal world the FXtree would get an overhaul... it does not
deserve to be treated like legacy garbage.
Funny how much "vector paint" node can do already, including animation,
but when it gets complex, it's not convenient any more.
There's so much you could add, e.g. it being able to derive curves from
the scene via some camera link, mixer support, booleans, whatnot...
... just dreaming ...


Am 20.06.2013 09:21, schrieb Raffaele Fragapane:
It's the OGL texture shader that rasterizes the vector operations we
mentioned before.
It's propietary, much as the rest of the steps other than creating the
base curves which is the only Vanilla Soft bit, so it's owned by AL
and unlikely to ever be released to the public, sorry.


On Thu, Jun 20, 2013 at 5:02 PM, Eugen Sares <[email protected]
<mailto:[email protected]>> wrote:

     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
     <[email protected] <mailto:[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]
         <mailto:[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] <mailto:[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] <mailto:[email protected]>>
                 wrote:

                     Woow Woow !
                     Thumb up to the Animals !


                     On 18 June 2013 20:58, Ivan Tay
                     <[email protected]
                     <mailto:[email protected]>> wrote:

                         Fantastic ! looking forward to watching it.



                         On Wed, Jun 19, 2013 at 8:03 AM, Raffaele
                         Fragapane <[email protected]
                         <mailto:[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!






--
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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