> It's funny how various studios use similar techniques with the same
softwares.

Should be "the same game oriented software". ;-P


On Fri, Sep 13, 2013 at 2:00 PM, Mathieu Leclaire <mlecl...@hybride.com>wrote:

> Funny... we did something very similar for Jappeloup here at Hybride. We
> had 404 crowds shots to do in 5 or 6 different locations with different
> clothing styles. Some agents where to be seen very close to camera so we
> created high resolution geometry for the agents with ICE logic to mix
> various textures, clothing items, hair styles, etc. and we pre-baked a ton
> of cloth and hair simulations. We lined them all up on the timeline like
> you did and then artists put probabilities for each cycle appearing and it
> would randomly chose depending on the probabilities. We had about 50
> animations cycles pre-baked for each man and woman agents. We started
> developing our deep compositing pipeline for this show since we though
> Arnold wouldn't be handle to handle all that high res geometry (some crowds
> where over 80 000 high res agents) but Arnold chewed everything up so we
> only finished our deep compositing pipeline a few months later for use on
> White House Down. We used the actual Ubisoft mo-cap studio to do all our
> mocap. We also created a 2D cards agent system as well with a few tricks to
> allow us to actually relight the footage in the cards. Those also gave very
> good results, but sometimes, having full 3D agents made it easier to
> integrate. It depended on the situation really. And we reused the same
> techniques for the Opera House in Smurf 2 as well and a very similar
> approach for our White House Down crowds. We don't have any making-of yet
> (we've been crazy busy for the past 2 years), but once we do, I'll gladly
> share. It's funny how various studios use similar techniques with the same
> softwares.
>
> -Mathieu
>
> ------------------------------
> -----Original Message-----
> From: "Alan Fregtman" <alan.fregt...@gmail.com>
> To: "XSI Mailing List" <softimage@listproc.autodesk.com>
> Date: 09/13/13 13:01
> Subject: ICE Crowds in "Now You See Me" (making-of/breakdown video)
>
> Rodeo FX has just put up a short reel of the crowds we did for "*Now You
> See Me*" to fill the MGM Grand stage with the help of ICE and Arnold...
>
>  https://vimeo.com/74393635
>
>
>
> It's not done with *CrowdFX* as SI|2013 was in beta while this was being
> made and they didn't need to be too intelligent, so we went with a bunch of
> nice cycle instancing tools and stationary particle instances. There were
> various variations of animation clips of various different variations of
> people.
>
> Animation was mocap captured with iPiSoft's playstation-eye-based mocap
> software, then cleaned up in MotionBuilder, brought back into Softimage
> (thanks to the MotionBuilder template rig) and caches exported out.
>
> The cycles were in one long timeline of one clip after another and we
> stored start & end frame numbers along with an array of ICE strings (of the
> cycle names.) We might have "clappingA", "clappingB", "clappingC" with
> different frame ranges and then we had a neat ICE compound where you could
> give it in a substring (eg. "clapping") and it would find all variations
> for that name and randomly assign those frame ranges and cycle.
>
> If I recall correctly the general behaviours were: standing idle looking
> around, clapping normally, clapping hyperenthusiastically with bonus
> fistpumping, and grabbing money bills from the air. There were three or so
> variations of each.
>
> Furthermore, the crowd on the floor near the stage is CG, but the one in
> the stadium seats is actually 2D cards of footage of real people -- Rodeo
> employees, in fact -- doing various motions, instanced in Nuke with some
> scripted magic. (I was not involved with the 2D crowd so that's as much as
> I know.)
>
> The 3D crowd models are Rodeo folks too, by the way. I'm among them, as
> are most of my coworkers. We used some software with the Microsoft Kinect
> to get some general 3D scan meshes of us as a reference for volume/form,
> but they were modeled by hand as the scan wasn't quite perfect as-is. It
> was super helpful to have the scans though! Its pretty amazing how often
> you can tell people apart from their silhouette/stance alone.
>
> I co-developed the ICE side of it together with Jonathan Laborde (who is
> in the list and probably reading this.) Hats off to my other fellow
> coworkers who modeled, textured, lit and comped everything so well. :)
> Teamwork!
>
>
> Cheers,
>
>  -- Alan
>
>
>
>

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