The Wild & Wonderful World of Wagster


When I was a kid in suburban London I used to spend hours staring through the front window of the toy shop on Penge High Street, which featured a dazzling diarama of pre-Subuteo table soccer games, HO gauge model trains and houses, Airfix models and packets of toy soldiers, and of course Britains' 'Swoppet' knights. I can still get this same feeling when I visit the German Faller site: http://www.faller.de/start.php?lang=gb&naviUp=0&naviDown=0 or thumb through any of its catalogs that are sold as collectors' items on eBay. The feeling of magic in miniature, the sensation of world-building. This is what a CG 3D artist/animator like Wagster does for a living. He builds worlds on his screen.

In the beginning was the vertex. This is a simple mathematical point that is expressed as a set of numbers in flat space. Create a second, connect them, and you have a vector line. In the old days of computer art--the mid 80s, the vast bulk of vector art was in 2 dimensions and ad agencies were full of Adobe Illustrator experts who were kept busy converting art to this format for printing. In those days, the rival of the vector, the bitmap, was still a messy and hugely RAM-intensive format--art museums and high-end magazines could afford to reproduce photographs that way, but any sort of local or 'desktop' publishing (then in its infancy) had to stick with vectored art, which could create headlines with no jaggies, perfect curves, and linear graduations and tints of color, color that could be assigned truly from a printer's color catalog like Letraset. By the early 90s, however, the bitmap, fueled by the incredible popularity of Photoshop and by faster PCs with far bigger hard drives, took off. Advances in scanning optics, digital cameras, and software more or less sealed the doom of the vector as anything but a low-memory type and specialty illustration envelope for bitmapped art. It still forms the framework for Flash--but most of the content has long since become bitmapped.

But the humble vertex survived--by moving sideways into Z-dimension, depth, and added a third point and two more vector lines to form a polygon. And thus was born 3D art on the home computer. The art of the polygon, which swiftly became a quadrangle, then a NURBS, then 'UberNURBS', all them mathematical expressions of the atomic structure of virtual forms, models that are created by the user and inhabit imaginary space. Shapes are lathed, extruded, run along 'rails', 'morphed' with other organic looking forms, smoothed, blobbed then added or subtracted to create these models, then they are repeated, mirrored, or merged together to form immensely complex ones--city buildings, cartoon characters, space-ships, flowers, trees, anything that exists or can be imagined by the artist. Next these vertices are compiled together into a mathematical map and textures are assigned; these can either be generated by complex mathematical formulas called 'shaders' or assigned directly to bitmapped files. But these files can do more--they can actually sculpt the model itself with grey-scale height mapped versions of themselves that act directly on the geometry to 'displace' it into new shapes, or simply lend that illusion through 'bumping'. Then the models can be assembled together, 'rigged' so that they walk, talk, fly, rumble around, turn their wheels, and in general emulate all the motions and actions of people, animals, and machines. The art of creating motion is a complex one; for films like the 'Polar Express' millions of dollars were spent to 'capture motion' through tiny sensors attached to actors--which then is mathematically assigned to each lowly vertex and polygon.

Nowadays in a modern studio, all this work has become too complex for a single person to do. Wagster may have begun his career dreaming of doing it all, but as he progresses in his profession, he finds he must begin to specialize a bit. There are now creative directors, conceptual artists, modellers, texturers, lighting and rendering experts, motion-capture experts, motion-matching experts--even clothing and hair specialists. The film 'Final Fantasy' for example, devoted 60% of its render-farm capacity (which was record-breaking at that time) to the physics and rendering of the lead character's hair alone. It's now possible to spend one's career in 3D as a 'digital hair stylist' and do nothing more.

But that's not enough for dreamers like Wagster. Because once you've known the thrill of playing god, of building a scene, a city, a woman, an entire world atom by atom from a void of nothingness, you find yourself mentally returning to it over and over, longing for the simplicity, the beauty of creation, the view through the toyshop window. It's a sensual addiction. In the old days, Wagster would have spent much of his career learning or even writing proprietary software--my first gig in the business was using an application called 'ElectricImage' which was created entirely on the spot for David Cameron's 'Terminator' movies. Remember the nuclear blast that took out LA? That was the birth of ElectricImage, which employed a technique called 'camera-painting' to short-cut the usual painstaking 3D process. But nowadays commercial applications have become so sophisticated that even non-proprietary ones can be used by studios with a minimum of modification--though some, like Pixar's Renderman, are marketed after and not before they have functioned in this way. Wagster has his choice of XSI, which used to be called 'SoftImage' and ran only on SiliconGraphics machines, and Autodesk's Maya and 3DMax empires. Independents and hobbyists sometimes choose Lightwave or Cinema4D. There are also a host of separate modeling applications, from the architectural (AutoCAD, Form-Z) to the more organic (Z-Brush, Truespace). All of these take years of hard work to learn--and beware! Wagster has found that if he's away from any application for too long, he often has to start learning it all over again.

Luckily for the beginner, the enthusiast, the fantasist, the 'low-end' 3D application and specialty markets have kept up with the flagships in terms of complexity and development. If you are not a model-builder, you can choose from a vast array of pre-built and pre-assembled packages, including the Evermotion (http://www.evermotion.org/) and Dosch3D (http://www.doschdesign.com/) collections. There are human models you can shop for, clothing, props, textures, scenes, even pre-defined motions that you can apply to them all. Browse here at http://www.daz3d.com/and you will have a glimpse of the digital toyshop. These are built for a popular posing and motion application called Poser (http://my.smithmicro.com/win/poserpro/index.html). Once despised by professionals, it now boasts comparable features to many high-end applications at a fraction of the time. Though Poser's native renderer is woeful, its animated scenes can be popped in their entirety into my favorite application, the amazing 'Vue XStream', http://www.e-onsoftware.com/,which now interacts as an add-on to the programs Wagster uses in his work. Vue is the premiere environment and landscape application, capable of creating digital 'ecologies' that are then scattered and 'flocked' over realistic terrain. In fact it's even possible to import genuine height-map data from the USGS for total realism.

And so, very gradually, applications that used to be incompatible with each other are groping toward a universal interface. Which means that even the rankest novice, his nose pressed up against the toy-shop pane, can at last take the toys home and learn to play with them...


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Wags, didn't we talk about Zemeckis (#107797)
by Jordan

and the evils of mocap? I rant about Polar Express and Beowulf just about every time I meet someone who does animation, which is pretty often.

The dark side of animation technology, IMO Kierkegaard, is that there are people who want to use it not to produce animation as most people understand it, but to produce stylized verisimilitude. Photorealistic SFX are one thing, but Zemeckis seems to think Maya is a tool for importing Angelina Jolie and Tom Hanks onto a digital set. Animation for starf@#kers. :)

On the other hand it's widely understood that George Lucas would like to replace live actors altogether, using animated models on green screen with movement and gesture algorithms driving them through a storyboard. SAG won't like it but DAG -- the droid actors' guild -- is poised for an irresistible rise.

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Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you're a mile away and you have their shoes. -JH

Makes perfect sense (#108071)
by Macallan

"George Lucas would like to replace live actors altogether"

Since he's a pathetic director, obviously it must be the actors getting in way of his genius.

[/sarcasm]

--

“I serve as a blank screen on which people of vastly different political stripes project their own views.”

Seriously, heh. (#108074)
by Jordan

I love the guy, and nobody can make a 3lb hunk of plastic look and feel like thousands of tons of steel hurtling through space like he can, but he's got no business trying to get convincing emotions out of professional actors. Or writing dialogue. Maybe for R2.

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Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you're a mile away and you have their shoes. -JH

If you're interested... (#107833)
by Wagster

... in what went wrong with The Polar Express, read this brilliant post (actually posts) about it. The first one is some predictable kvetching, but the second post takes some stills and alters them to make some points about the art direction.

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More Wagster!

Very good stuff, thanks. (#108068)
by Jordan

Now I can kvetch with more authority. :)

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Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you're a mile away and you have their shoes. -JH

"The Uncanny Valley" (#108069)
by Jordan

such a great expression.

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Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you're a mile away and you have their shoes. -JH

Ever heard of Yuri Norstein? (#107794)
by Jordan

I know it's perverse of me to mention such an atavistic figure in animation on a thread about the cutting edge of 3D technology, but he's worth bringing up whenever the subject turns to animation.

Here's what you should know about Yuri. He photographs cutout drawings on multi-layered glass plates in a painstaking process:

The camera is placed at the top looking down on a series of glass planes about a meter deep (one every 25-30cm). The individual glass planes can move horizontally as well as toward and away from the camera (to give the effect of a character moving closer or further away). He does not use computers in his work.

By way of reference, he's been working on his unfinished masterpiece, an adaptation of Gogol's Overcoat, since 1981.

Here's part I of his best-known completed work, "Tale of Tales" (the remaining parts are on youtube):


http://www.youtube.com/watch?v=Tmcp4XNCWRY&feature=related

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Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you're a mile away and you have their shoes. -JH

I'm no animation buff (#107822)
by nyoos junkey

but just got done watching Ghost in the Shell. What a joy good animation can be.

Thank you... (#107780)
by Wagster

But let me make clear... although I've worked in animation for close to 10 years now, I'm a rank beginner in 3D. Mainly I've been compositing, editing, and only lately have I gotten my feet wet in 3D.

Like you, I share the fascination with the technology. You make me wonder... might there be a format one day that is a 3D bitmap? Perhaps today's computers couldn't handle so much information, but in the future? Who knows.

You also talk about specialization. Let me say, I'm no technical genius, but I'm no idiot either, and 3D intimidates me a bit with its complexity. When my short was in circulation (not Blue Guy vs Red Guy but a previous one) I went to a lot of animated film festivals. You meet some obsessed artists who spend years... sometimes, more than a decade... handcrafting these incredible short works. However, there aren't that many successful 3D shorts that are made that way; usually, the 3D shorts are the work of professional studios using their downtime to make a promotional product. Of course, it's possible for one person to conquer the 3D pipeline in an impressive way, and it is done, but it's difficult. LIke you say, the complexity encourages specialization.

My curse is that I want to do it all. I know specialization would be good for my career, but the whole package is what interests me.

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More Wagster!

There are 3D bitmaps (#107817)
by HankP

the units are called voxels and they're used in volumetric rendering and particle systems. The premier game engine in use today (CryEngine 2, check out some high res movies of Crysis if you can find them) uses voxels for terrain and atmospheric effects. The only reason it can be used in real time graphics systems is because of the unbelievable advances in graphic rendering hardware (nVidia is offering a GPU based 1 teraflop (1012 floating point operations per second) deskside supercomputer for $7500.)

I used to play around with 3D graphic rendering about 15 years ago using POV-Ray. I'll post some rather primitive looking examples, the thing to keep in mind is that back then there were no entry level modelers - they cost thousands of dollars. All the images and movies I did were done by visualizing and doing the math in my head, then writing the source code to generate the scene. All the objects are unions or intersections of 3D geometric shapes. Using a 33 Mhz 486 with 4 Mb of RAM running Windows 3.1, it took upwards of 2 days to render a single 800x600 image. I'd love to start fooling around with this stuff again, the problem is that I just don't have the time.

landscape 1
landscape 3
space station 2
dome study 1
dome study 2

movies - should play in quicktime, set player to loop if possible
klick klack
too many mushrooms
demo of my company initials for a tradeshow

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I blame it all on the Internet

Yes, voxels (#107861)
by Kierkegaard

are often called 'blobs' as well and are used for smoke and other billowing organic objects. But they're not easily sculpted and are too ram-intensive to replace regular models as yet. Someday someone may invent a 4-dimensional set of windows for simultaneously sculpting and texturing them--then maybe they'll challenge the traditional way of modelling. But right now puters are still too slow.

Given the method... (#107832)
by Wagster

That is amazing.

Modeling has been transformed by some news apps like Mudbox and Z-Brush. They let an artist with a WACOM tablet to push and pull at geometry like it was clay, then paint right on it. It's FAR more intuitive than the old way. And the detail of the work that comes from it is nothing short of amazing.

I'm thinking for illustrators in particular, people that don't have to animate, voxels might be the way to go in the future. Anyone who's worked with Illustrator and Photoshop knows that Photoshop is way easier and more satisfying.

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More Wagster!

Damn you Kierkegaard and Wagster (#108058)
by HankP

now you have me looking at the updated version of POV-Ray and the various free modelers and utilities that are available. Yet another thing to keep me from doing the stuff I'm supposed to be doing.

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I blame it all on the Internet

Sorry about that-- (#107790)
by Kierkegaard

I remember your showing me a 3D title sequence you'd done in 3DMax, I believe, and foolishly thought you exported all your work out of it into Flash.

I got my start in old-fashioned animation, too, working in a ghostly deserted studio with a two-story Oxberry camera in the middle of it. I did everything from blocking out sound from celluloid by hand on a sort of film editor with a crank handle and a single sound head to using a 12 foot horizontal Xerox camera to convert paper sketches to plastic cels (developing them in a sort of toner kiln) to hand-inking, coloring, and cleaning. Oh and getting rid of mice ;)

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