Way to go Matt! Hat's off to you and the rest of the team!
-Tim

On 6/4/2014 9:39 AM, Chris Johnson wrote:
Looks Amazing!

Can't believe you've been working on just this since Barnyard!!! It shows.

Congratulations!


On Tue, Jun 3, 2014 at 10:00 PM, Matt Lind <[email protected] <mailto:[email protected]>> wrote:

    I don’t get to say this often, but I’ve finished a project using
    Softimage which all can see.  Well, it’s not actually ‘finished’
    as it’s an online game which is continuously maintained, updated,
    and ongoing, but it’s now live and I can talk about it beyond
    generalizations.  Yay!   My last completed project was my previous
    production –Barnyard the animated feature back in 2006.  It’s been
    a long time coming, a relief, and refreshing to be able to refer
    to something I did in the current decade.

    Wildstar officially launched last Friday night at midnight for
    early access, but opened up the flood gates today for everybody
    else.  The game is now running smoothly in North America and
    Europe for all to see and experience.  If you were part of the
    beta, let it be known significant improvements have been made
    since on all fronts.  If you haven’t tried the game yet, point
    your browser to www.wildstar-online.com
<http://www.wildstar-online.com> and click on the shiny buttons. The first 30 days are free with initial purchase.

    Production started in 2005 using Softimage XSI v3.5 and launched
    with Softimage 2013 SP1 – all of it in 32 bit land.  Majority of
    the content created in Softimage 7.5 which we used for roughly 5
    years.  Softimage was used for a heavy majority of the 3D artwork
    including characters, props, environments (other than the ground),
    buildings, dungeons, and everything inside of them. We didn’t use
    ICE at all (but not for lack of trying, and we tested heavily), so
this is a good example of what the fundamental toolset can do. Heavy use of custom properties, vertex colors, user normals,
    clusters, envelopes, UV spaces, and hardware (real time) shaders
    to customize and iterate on our content.  What made these simple
    components really nice is they were general and could be
    re-targeted for many uses outside of their original intended
    purpose. Our particles were created and applied in Softimage, but
    simulated only in engine.  The SDK was used to write 500+ tools to
    assist artists to create their content include tools like ‘mimick’
    which is a command similar to GATOR which can transfer attributes,
    but do so on select subcomponents instead of the entire object,
along with other bells and whistles. Often overlooked and understated, but Softimage scaling was incredibly powerful for
    controlling the squash and stretch scaling of deformers used in
    our envelopes to animate characters with cartoon whimsy and
    without ugly shearing often associated with other software. It is
    used on every asset that moves.  Relational views were used to
    create tools such as a face editor to view and animate faces for
    our player characters, and adjust face customizations to see how
    they’d appear in the game as each of our characters have multiple
    faces and other components which can plug in like a Mr. Potato
    head doll.  It was important to see the various components in
    context side-by-side for comparison while creating the content so
    consistency could be maintained.  This was achieved using many
    ‘object view’ embedded into the relational view. Under the hood
    the face editor drove the animation mixer to perform face pose
    blending so artists could see the animation in real time on their
    characters. Also, NURBS, that’s right, NURBS surfaces were used to
    transfer face poses and clothing between characters. The details
    must remain a trade secret, but I just had to mention we used
    NURBS in all their unfinished glory to get meaningful work done
    with significant contributions to the end product.  Render passes
    were used to re-dress environments to allow artists to create
    geometry once, then swap textures, shader settings, and other
    details many times for each variant of the environment.  Not only
    does it simplify the artist workflow by centralizing all their
    interaction to a few clicks, but it also allows assets to be
    packed into compact files for use in our engine. Render passes are
    used in housing and dungeons.  If we had to do this in Maya, we’d
    probably have to break up each variant into its own scene and have
    to figure out a way to merge all the scenes together that shared
    the same geometry.  These polished touches matter. Softimage for
    the win.

    So that said, while many 3D software could create the assets in
    their own time and space vacuum, Softimage (in my opinion) was the
    only software that could’ve tackled this project given our
    specific time, resources, and budget as there were many close
    calls along the way.  I say Softimage because many of the
    aforementioned features came out of the box with us ready to roll
    and not have to spend oodles of time reinventing the wheel.  Not
    having to write an animation mixer to do face pose blending, or
    render pass systems to do texture/shader swaps were incredible
    time savers and something we could lean on.  Spreadsheet queries
    and custom selection filters allowed us to quickly and easily find
    our custom data in any scene with just a click, view the data in a
    clean environment, and change it in bulk, if necessary without
    worry of missing a spot – highly important for finding and fixing
    bugs.  The elegant user experience was paramount to getting work
    done on tight schedules at high quality with minimal development
    resources available.  Everybody says that, but in our case it
    couldn’t be more true.  That user experience extends to the SDK as
    well.  Not having to relearn or rewrite code over many versions
    and upgrades over the span of nearly a decade was quite important
    in maintaining continuity and stability.  The scripting object
    model was more than a blessing to get under the hood and target
    only what we needed rather than having to rely on combinations of
    commands which do more work than necessary or don’t do exactly
    what we need as is available in most other 3D software.  Backward
    compatibility with the API for C++ development was very important
    too.  While today’s OpenGL/DirectX viewport may seem antiquated,
    at the time this project started it was ahead of and more capable
    than any other in the industry, and fully compatible with all the
    other tools such as render passes.  That cannot be overlooked.

    Finally, I should thank all the hard work and contributions from
    the Softimage developers and support, past and present, who put
    such an application together to make it possible.  Not just the
    foresight to see and understand the artist’s point of view, but
    also in the continued listening and support when we needed help
    along the way whether it be to fix bugs, augment existing
    features, or implement new features to accommodate our needs.
    Building such an application is more than just writing and
    compiling code – it’s about understanding people. You cannot
    understand people without forming relationships and maintaining
    those relationships over the long haul.  Softimage made the effort
    to establish and maintain those relationships contributing help
    and advice along the way, and that is why so many successful
    projects have resulted.  As much as I’ve ragged on many points,
    the bigger picture is not lost on the fact Softimage is a very
    capable and strong swiss army knife of 3D software to tackle many
    projects fearlessly.  It’s just a shame that in all my years of
    working with Softimage|XSI, this is only the 2^nd long form
    project I’ve been able to call complete (due to project durations)
    and will be a shame that there will likely not be a 3^rd .  One
    point of satisfaction is of having worked on one of the first XSI
    projects in ‘Panic Room’, and now finishing one of the last in
    ‘Wildstar’.  Both poetically apropos as Panic Room was a project
    fighting with a then beta-quality release rushed to market full of
    many bugs while Wildstar is a game about exploring and settling
    the planet Nexus much like the old west of America’s pioneer days
    of the 1800’s with wagons, staking claims to territory, gold
    rushes, and shootouts.  Only fitting as I must now look forward to
    a new destiny in uncharted territory as Softimage has literally
    been part of half my life in the 21 years I’ve used both
    Softimage|3D and Softimage|XSI….(and Eddie too!).

    Thank you, Softimage.

    Matt



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