You'd be surprised. You know how many bricks are in those renders???
Having to load and manage all those bricks in each asset and load them
into the viewports so animators could see what they are doing... some
really awesome tech was done for it by the AL RnD team.
Eric T.
On Wednesday, January 29, 2014 9:25:03 AM, Marc-Andre Carbonneau wrote:
The question that comes to mind is: “Why hasn’t a Lego movie done
before now?!!”
I mean, for sure there is technology developed for this movie alone
but it looks to me like it could have been done 5 years ago!
Hope what I am saying comes out right. I don’t mean to say that it
looks dated here! ;)
I know what I am doing next Friday!
MAC
*From:*[email protected]
[mailto:[email protected]] *On Behalf Of
*Sebastien Sterling
*Sent:* 28 janvier 2014 19:25
*To:* [email protected]
*Subject:* Re: The Lego Movie: Behind the Scenes and How They Made the
Movie
In a time where big feature companies are concerned with not being
able to afford bigger and better spectacles, endlessly upping the
ante, where entire compagnies go bankruped in order to pull of "ONE"
effect, this film looks like an elegent little solution. not to say it
isn't challenging, i'm sure such an endeavour comes with its own list
of issues and challenges. but it must have been a breath of fresh air
not to deal with fur, hair. :) million hour rendertimes (i'm
guessing). there will probably be a sequel to this.
On 28 January 2014 23:24, Ahmidou Lyazidi <[email protected]
<mailto:[email protected]>> wrote:
Everything is CG, some people were talking about stop motion after the
first trailer release,
but they were just abused by the extraordinary work did by the team :)
The purpose of the face rig was to simplify the select > move >
keyframe workflow and the hierarchies to the maximum.
So instead of having a lots of control object to drive the curves we
decided to work directly with the curves (which has to be bezier ones ).
Shape animation wasn't an option either, as we needed more flexibilityity.
Actually there was 3 levels of manipulation:
1- the curve itself fot SRT
2- the soft controls basic and predefined shaping mostly driven by ICE
3 -A custom manipulation tool was built that was kind of like the
tweak tool with extra options for fast and
direct point manipulation (click> drag, without selection).
But instead of moving the points, it was updating per point
translation parameters
then a custom C++ operator was reading those parameters to drive the
points.
another operators was doing the curves offsetting to give thickness.
The curve had some color and other properties used by a realtime
shader applied on the heads.
And that's pretty much all, I hope you'll enjoy the movie!
Cheers
-A
-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com
2014-01-27 David Gallagher <[email protected]
<mailto:[email protected]>>
Great work. Excited about this! My children were sure this was a
stop-motion movie. (heh)
On 1/27/2014 8:13 AM, Alan Fregtman wrote:
Nice!! Great work, animals. :)
On Mon, Jan 27, 2014 at 7:56 AM, Sofronis Efstathiou
<[email protected]
<mailto:[email protected]>> wrote:
With loads of Softimage goodness!
http://www.youtube.com/watch?v=6N9jr0FqYMk
Really looking forward to this, Will done Animal Logic!
Sofronis Efstathiou
Postgraduate Framework Leader and BFX Competition and Festival
Director
Computer Animation Academic Group
*National Centre for Computer Animation*
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Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation
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