I also saw it in Imax 3D, I agree a 100% with Tim, it was great to be a kid
again! And it was fun to see a few familiar names in the credits, great job!

--
*Ben Davis*
www.moondog-animation.com

+1 (423) 313 9304


On Mon, Jul 15, 2013 at 3:59 PM, Tim Crowson <[email protected]
> wrote:

>  Alan, I saw Pacific Rim in Imax 3D and was absolutely blown away! In my
> opinion, it's the film that is best suited for Imax 3D projection. Other
> films may be fun to watch like that, but Pacific Rim really steps it up.
> Major ass was kicked in the making of this film.
>
> Congrats to you Alan, and everyone else at Rodeo! Impressive stuff, and
> glad to know Soft was used!
>
> I don't really understand the naysayers complaining of thin plots. Who
> would possibly be naive enough to go see this film for any other reason
> than to satisfy the 10-yr old kid in you? It's all over the previews! Don't
> fool yourself... you know why you're there! :-D
>
> -Tim
>
>
>
> On 7/15/2013 2:41 PM, David Gallagher wrote:
>
> Congratulations!
>
> On 7/15/2013 3:07 PM, Alan Fregtman wrote:
>
>  Hey guys,
>
>  A lot of people say Softimage doesn't get used much in movies, so I
> personally love to hear stories when it does happen. Therefore, I wanted to
> share some details with you. :)
>
>  I'm the lead rigger at *Rodeo FX* http://rodeofx.com and we did all of
> the interiors of the control pods (the cockpits, that is), including the
> visors, foot actuators & mechanical stilts, some digidoubles, etc.
> (except the holograms/UI graphics that were done by the folks at Hybride.)
> We also had the chance of doing our first organic creature, the brain in
> the lab (which involved a lot of "gross" ICE deformations), as well as many
> beautiful matte paintings and a couple of helicopters.
>
>  Overall, we did over a hundred shots. CG was done in Softimage and as
> far as I know it was all rendered in our favourite renderer, Arnold! We'd
> still be rendering today if Mentalray had been used. :p We threw countless
> ~8k textures with displacement and stupid amounts of topology, and good ol'
> Arnie performed like a champ.
>
>  The stilts (the leg controls in the cockpit) had anything from 1500 to
> 2500 separate meshes and on average about 150 segments (solid groups of
> parts that moved as one.) Once we identified the "segments" by the end we
> had a rig of Arnold stand-ins with each segment saved as one ass file, and
> low-res geo representing that segment constrained to some part of the rig.
> It then became relatively "light" to have the standins rigged instead of
> the full raw geo, and it made it quite easy to replace parts or textures
> later in the pipeline during or after animation. (Also caching was a piece
> of cake in this scenario, as we only needed to plot the segment nulls
> instead of thousands of meshes or pointcaching anything.)
>
>  On the brain there was procedural pulsing animation driven by ICE
> deformers. Globules would "breathe", a heart-like organ would pump its
> ventricles intermittently and an intestine-like organ flowed with bulges
> travelling along its tract. It was gross and (in my opinion) kind of
> awesome. lol Speaking of ICE, there was a kind of lettuce behind the brain
> that was also moving a bit. The modeling was done with strips that were
> procedurally curled and then if I remember correctly the whole thing was
> driven via Syflex as the brain gently floated. This lettuce thing was
> handled by another guy on this mailing list, my  coworker and friend
> Jonathan Laborde. Maybe if he's reading this he can give more details of
> how he used ICE in a few other shots.
>
>  It was crazy fun project to work on. Fingers crossed that Pacific Rim 2
> becomes a reality. :) Anyway, did you guys go see it? What'd you think?
>
>  Oh and speaking of other movies, we did a ton of work in "Now You See
> Me" as well, including hundreds of stadium dudes with our propietary ICE
> static crowd system, falling/flying money, cg bubbles, an art-directed
> liquid, lockpicking, flying cards, many vehicles, the projected
> motiongraphics near the end and a few invisible fx. (I feel like I probably
> missed something, but anyway, we did a lot.) We were the main vfx vendor on
> that film, delivering just over 20 minutes worth of vfx "magic" (pun
> intended.) Again, Soft & Arnold and lots of effects in ICE all throughout.
>
>  Cheers,
>
>     -- Alan
>
>
>
> --
>
>
>

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