25 May 2008 @ 5:57 AM 
 

The critics are already speaking…

 

and it's not even in the theater yet - but the trailer is.

If you've seen Indiana Jones and the Kingdom of the Crystal Skull in theaters this weekend, then I'm certain you've seen the first trailer for David Fincher's The Curious Case of Benjamin Button. You might remember seeing a rather weird trailer with Brad Pitt and Cate Blanchett and no dialogue but with beautifully melancholic music - that was the Benjamin Button trailer. Remarkably it's not online yet, so I can't exactly show it to everyone, but I can say that is absolutely phenomenal. I was not expecting it when I went in to midnight showing of Crystal Skull a few nights ago, but I was astounded at what I saw. I've got to start talking about this now, I can't constrain myself, because this trailer looked downright amazing, so much so, that I'm already claiming this is next year's Best Picture.
- FirstShowing.net

It's not often that a movie that's neither a remake nor a sequel creates such a staggering worldwide buzz within days of the appearance of its trailer (and only in theaters!  Except for a Spanish bootleg, there's still nothing online).  But just as I'd said weeks ago when I first saw the edit (when there was still bluescreen and placeholders for some scenes and we were watching versions of it with various pieces of temp music): the freakin' *trailer* gave me a lump in my throat.

Apparently it's not just because I was emotionally connected to it.  I've seen several bloggers say that they've gone back to their local theater 4-5 times SINCE THURSDAY NIGHT just to see this trailer again.  With words like "phenomenal", "masterpiece", "extraordinary" and people already insisting this will be the next year's shoo-in for the "Best Picture" Oscar, and finding that others have commented months back that just reading the script made them cry, I think I'm working on a great, great film.

DD's work looks great (I've seen a good bit more than is visible on the trailer, now, and I'll leave it to the future to reveal exactly what they're doing on it since I have yet to see any mention of it in the press) and I'm proud as hell of what we've been doing at Asylum.

It was good to come home today after a really long day  (I was on set for something else today from 7am to 10pm) and check the internet for the trailer and comments which I'd heard were appearing.  When you're doing something you love, have the respect of your peers, and get to work around people you actually look up to: it's a pretty nice way to live your life.  If I ever start aging backwards, like our dear friend Mr. Button, remind me to start doing this sooner.

Tags Categories: Uncategorized Posted By: Eddie
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 24 May 2008 @ 12:06 AM 
 

The Visual Effects Society Knows What to Call You

 

So this week, the Visual Effects Society (VES) published the first ever set of guidelines for titles in the visual effects industry. They assure us that Many Very Important People have looked over the list and given it the thumbs up.

"Through these collective efforts, a harmonized master list of titles has been created that should be useful as a touchstone for all effects stakeholders," says VES Exec Director, Eric Roth. "We think it represents a major step forward for our craft in standardizing the use of titles in the credits process for effects artists."

Of course, I'll interject here that if the Visual Effects Society actually carried any weight, someone would care. I'll further interject that if they'd actually attached descriptions to these titles it would mean a bit more - but since a good chunk of these are too nonspecific to mean anything (or at least vague enough to get people to fight over them) they've basically left us where we were before. (Except that since my responsibilities shift and sway on a regular basis, I can dig through the list for suggestions of what I should be calling myself - like this weekend, I think I'm calling myself the Visual Effects Photographer)

Questions regarding these guidelines can be addressed by calling the VES at 818-981-7861. Credits/Titles to be submitted in accordance with VES Guidelines follow after the cut:
More »

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Categories: kvetching, movies and tv, visual effects
Posted By: Eddie
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 22 May 2008 @ 6:39 AM 
 

Interactive relighting of practical footage

 

I know I sound like a broken record to some, but I had this footage sitting on my workstation and didn't want it to go to waste.

Since my earlier blog about normals-based relighting of rendered cg elements (something that can obviously be done in the original CG software if time allowed), I'd written a short piece on relighting real-world footage. Since then, I expanded on it slightly and now I've put it up on YouTube as a quick technique video.


A detailed video covering the normals-based relighting process is located here.

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Posted By: Eddie
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 16 May 2008 @ 12:49 AM 
 

XML, Python and the Visual Effects Pipeline

 

I was talking to a friend today about what I'm doing with regards to managing data through an animation pipeline using XML. The more I work with it and the farther I get into the project, the more flexible and powerful the whole thing seems. Of course the goal to doing the implementation in Python is that virtually every software package in the vfx industry is python-friendly - so once the core routines are written, everything from Nuke and pyShake (the python plugin for Shake - if you haven't seen it yet, check it out here) to Maya, Houdini and RealFlow will be able to make use of them. I think most places are doing that these days, with a few nods to TCL/tk here and there - but broadly supported scripting languages are King and open description formats like XML are Queen.

My friend marveled at how nice it would be if one day, a couple years from now, everything was able to talk that smoothly: that a character animated in Maya could be pulled into Houdini, for instance, as something other than an OBJ sequence or a separately rigged character that you had to tediously (or with a lot of specific coding) link to exported channel data.

I wonder if that interoperability thing will ever extend beyond each individual studio's implementation. Everybody has a way of getting software to talk amongst themselves, some solutions being more elegant than others, but when you invest in creating something as elaborate as this it becomes your own proprietary tool. If you develop a tool that an animator can take an animated character with a complex rig on it, arbitrarily select additional elements that were never *really* meant to be animated and animate them anyway, and the modeling team can modify the model and issue a new version of it - and the animation gets seamlessly transferred over to the new model, even able to be read into RealFlow, substituting a different set of low poly independent objects that are driven by the data in that XML file: you don't put that pipeline tool on the internet for everyone to download for free.

That tool becomes your secret weapon. As a studio with an investment in a powerful and unique proprietary tool, even charging for it may not mean as much to you as the edge you gain during the heat of production.

Being XML based and implemented in Python does put my current project a wee bit closer to being an open standard, though. Even Shake will take Python scripts now - and they're really powerful in it and getting more so as development continues. The readability thing for XML is a gigantic plus, and the way it represents data is great. I can build a module that will write out the translation of a locator in both world and local space, as a baked set (every frame has a value) and as a set of keyframes (values only for those frames where the value was explicitly set by the artist), as well as screenspace UV values - so the same XML file could reconstruct a scene for a lighter to light and render from or another animator to tweak the animation curves, or for RealFlow to drive low-poly proxy objects with to disturb a drifting mist, or for a compositor in Toxic to link an effect to. And it's all one XML file - not a half dozen formats (often multiple versions of each) and a hundred-unit sequence of geometry exports.

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Categories: geektalk, python, visual effects, visual effects pipeline, xml
Posted By: Eddie
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 14 May 2008 @ 7:36 AM 
 

XML is like violence. If it doesn’t solve your problem, you’re just not using it enough.

 

I don't know where I read that, but it amused me and stuck in my head.

Hi!  I haven't been updating the vfx blog because I've been crazy busy.  Work has me deep in MEL and Python code most of the day, writing software to manage animation data, shuttle it this way and that and process it in interesting ways.  There's also the secret project that everyone isn't talking about but is quietly and excitedly waiting for (assuming they have any idea what it is).   We're on super-special-secret-lockdown at work, I'm guessing for the rest of the month.  I can scarcely go to the bathroom or grab a soda without passing through at least two security doors now.

Ok, I admit it, we've been contracted to create the lost tapes of the lunar landing.  Seems NASA has gotten enough flack about the original landing with people claiming they can prove it wasn't real that they've decided to create more proof to put the concerns to rest.

Or at least that's my amusing cover story until I'm allowed to talk about the other thing.

Between all the other little tasks, I'm in the process of working up a new tool for moving complex animation data around the pipeline.  The idea is to be able to read and write an XML file that contains as much data as anyone would care to put onto a model.  The model can be updated, have new elements added to or removed from it, all sorts of parts of that model can be animated at a whim by the artist and passed along to subsequent versions of the model, low res or high res versions, keeping all of the data intact, allowing for scaling of the animation data if it's transferred to a different model entirely, even passing along worldspace location and orientation of parts of the model (and maybe even eventually the full animation) to other platforms like Houdini and Realflow.

It's a little important for what we're doing on The Curious Case of Benjamin Button, but the existing tools I developed are working ok there (even if they're still a little limited and occasionally awkward - they're getting better on a weekly basis).  There's already a small test of what I'm doing in a broader sense: we have a particular element with a moderately complex rig on it that I'm publishing and subscribing the animation data on.

The Big Goal for this tool will be on T4 which we should be working on soon.  That'll be a huge show and we've got some really epic-scale work on it: most likely we'll be needing the more sophisticated animation tools for managing our data throughout the pipeline - so that's what I constantly keep in the back of my mind as I script the current version of the tools.  They need to serve the current project in the most complete way possible, and they need to be able to expand to do more than I'd currently dream of asking them to do.

It's a lesson that's come up recently because of a little tool I wrote that I've mentioned here before "CurveBaby" - CurveBaby allows me to take a scene with an animated camera and one or more animated objects, preserve the camera's relationship to one of those objects but change that object's animation - or, conversely, reanimate the camera and have the animation of the object automatically adjust to still look the same from the camera.  It's a powerful tool, and one that I can barely imagine how I'd get through half a day without using it at least once.

Big tools make big projects go a lot more smoothly.

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Categories: geektalk, mel scripting, movies and tv, visual effects
Posted By: Eddie
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