thanks for the info Alan!!!

 

seeing it tomorrow, cannot wait!!

 

interestingly the first trailers left me cold, not a big fan of the 'speed
racer' palette, and much as i love Idris Elba, the "cancelling the
apocalypse" line is up there with the cheesiest bits of Hollywood writing
ever...

 

but a lot of people i trust in both vfx and writing/directing have seen it
and said don't be put off by the cheese....

 

a

 

  _____  

From: [email protected]
[mailto:[email protected]] On Behalf Of Alan Fregtman
Sent: 15 July 2013 20:07
To: XSI Mailing List
Subject: OT: Pacific Rim

 

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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