i can see the love that went into this project, it shines out from every
frame
 
http://www.wildstar-online.com/en/media/videos/flicks/
 
congrats!

  _____  

From: [email protected]
[mailto:[email protected]] On Behalf Of Tim Crowson
Sent: 04 June 2014 16:35
To: [email protected]
Subject: Re: Shameless plug


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]> 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 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 2nd 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 3rd.  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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