new paradigms

Part of working at anything, of being a craftsperson, is the constant search for new techniques that either aid you on your process or add something new to your process, making you better in the process.

Over the last few weeks I’ve heard about a number of rigging techniques that sounded counter-intuive at first, but the more I think about them the more interesting they become.

The one I’m most interested in trying out will be arriving soon as a very expensive DVD: the Mastering Maya: Developing Modular Rigging Systems with Python. The autorig itself is almost identical to something I’ve worked on in my spare time, but what’s crazy about it is that the autorigger works by layering on top of referenced FK skeletons in shot files.

I’ve never built a rig that was feature limited, or where an animator asked for something that I thought wouldn’t benefit everyone. (I do only IK limbs in my own work, but that’s a different story.) But before, the rig would be modified and the change would move downstream as part of the referencing system. The idea that you’d want to not reference characters as a whole, and allow animators to pick and choose their favorite controls, seemed ludicrous on first listen.

The pros are very compelling. You can always strip out the control rigs and put the keys on the FK rig; pure FK rigs are very compatible across all programs. Not to mention, feature-level control schemes could be applied to game characters as well (and moving forwards, I fully expect more and more projects in this industry to target all “three screens”). There’s also the ease of fixing issues on a single animator basis: once a fix is in the autorig, they can bake their keys down to the FK rig, remove the old controller, them reapply the rig in the scene with no need for the TD to come over and swap things around.

But what of multiple scenes? Does a script run on scene load and alert animators to updates controls as they become available? How are major changes propagated to all shots throughout the pipeline?

Right now the answer I’m coming up with is: the animators apply changes on their own. If they want the new rig with fixes, then they opt in by baking their keys to the base FK rig and blowing away the broken contol rig, replacing it with the fixed version. I can’t wait to see if that’s how the 3DBuzz tutorial solves this problem.

It also gets around a nasty issue: because broken rigs live in scene files, you don’t have to have multiple copies of fixed rigs that travel downstream for shots that used the respective broken rig iterations.

Then there’s the idea that this makes character referencing less important– in software that doesn’t support animated references like Lightwave and Cinema4D, you get the benefts of a tool that gets around the issues of rig updates. You still need to force tool updates on all artist machines, but that’s less of an problem for me.

Anyway, it’s been over a week and I’m still waiting on my purchase, so all I can do is speculate and look forward to what’s in store.

On the music front, I finally got something out of Live that did not suck. In fact, I just might like the drum beat. The weird part is that while nothing I have in my head comes out when I sit down to write music, what does come– however different it may be– still makes me happy.

fear of flying high (poly)

We’ve had a number of new hires recently at March. Our new Character Lead showed me something the other day that on the surface of it was so simple, but the application of it is likely to change the way I work entirely with regards to character workflow.

I’m not a bad modeler. (I’d prove it with some images, but all my coolest stuff is still under NDA.) I’ve spent the last year or so focusing on topology flow for animation, and until about a week ago I thought I was doing alright.

But yesterday I was watching the Character Lead remodel (or rather, reshape) a character on our show. The mesh is much more dense than I’d expected, and his technique for doing mass changes in large sections of verts is very interesting (similar to how I do retopology in Blender).

While the new application of that modeling technique is going to be very useful to me when I return to modeling, what really got me was when I asked him about workflow and on keeping triangles out of the mesh. His answer? Add edge loops / splits to the model and force the triangles into quads; don’t be afraid to make the mesh higher resolution.

I ended up thinking about that for the rest of the day. It echoes a conversation I had with Mike years ago when I was dithering over the purchase of my current MacBook Pro. He was pushing for me to get it because he thought my work was being limited too much by hardware considerations. At the time I hadn’t considered that I was doing more work than was necesssary on my 12″ Powerbook, building scenes with a lot of structure for keeping a limited number of polygons on screen to keep the interaction speed usable. When I moved to the new laptop and loaded the animation I was working on at the time, the difference was night and day: the file in which I was previously hiding so many things and using low-res proxies now ran at full speed with final geometry. I realized Mike had been right all along (as he is with many things), and that simple hardware change had a fundamental and lasting effect on how I work and how my work has developed.

However, that nagging sense that things can always be lighter, more efficient, has never really left. I model defensively for rigging– there are always exactly enough loops and lines for the shape I want, but no more. I try to keep poly count low so things like skin clusters and other deformers don’t work overtime, and so that weight painting isn’t painful. While these are valid concerns, the conversation I had yesterday made me realize that there’s a fine balance between keeping things light and having enough polys in there to make modeling and blend shape building easy.

I guess the point is, the next model I make is going to be significantly higher poly. And I need to always be aware of my old habits and whether or not they hold me back as I continue to hone my skills. When it comes to animation, don’t fear the poly!

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new yaaaawk, baybee!

Dimos and I headed out over the weekend to see Mike in New York. The title of this post is what Dimos screamed, cheerleader-on-prom-night-in-the-back-of-a-volkswagen style, every five minutes. Somehow it never got old.

There are amazing pictures taken by Mike of both Dimos and myself on Facebook; hopefully I’ll find some time this weekend to get the pics of my own camera and Flickrize them.

I might talk a bit more about the trip in a few days, but what I actually wanted to write is this:

To project a worldspace point into camera space, you need to multiply the camera’s view matrix by its projection matrix. The projection matrix is grabbable through the OpenMaya API (there’s a function for it on MFnCamera). The view matrix is simply the inverse of the worldspace transform matrix.

Needed to get that out of my head and into a place I wouldn’t lose it. If that makes no sense to you, just pretend it wasn’t there. :)

coffee

I’ve been out of sorts for the past month and a bit with a number of health issues. I saw a doctor about a week ago and, on top of being put on some headache meds that completely cut drinking out (and have caused some stupendously insane dreams), I was also instructed to cut coffee out of my diet.

I haven’t not had coffee on a morning since Tiny Toons was still airing. I started with a cup here and there to stay awake for late evening violin performances when I was eight, but I’ve been having proper cups on my own since I was twelve. As you can imagine, this has been a difficult transition for me.

Coffee has been my one last vice. When I turned 25, I made a conscious decision to cut out of my life as many things that are bad for me as possible. I went from two pots of coffee a day to one, to a pot of half-caf, to my would-be current: a large cup of half-caf followed by a large tea at work. I cut my sugar intake significantly; nowadays, if I put something sweet in it’s less than a teaspoon of honey. And as far as drinking goes, I’m very moderate now. There are whole months I take off.

But coffee… I feel how Jack felt before he met Tyler, now. And while I’m still getting my caffeine fix from tea (lucky that I cut back on caffeine, or that would be more difficult), I nearly ninja every cup of coffee my coworkers enjoy when I smell them passing by, all warm and alluring.

Pics of San Francisco are still coming. It’s been a busy few weeks on the TV show. That said, I had a look through the assets Friday night and man! This show is going to be made of awesome. Right now, I’m on my way to see Labyrinth on the big screen. Yes, the David Bowie + Henson + Jennifer Connoly film! February 2010 is being good to me.

hello, 2010

At least I’m still working at a post a month, ish. I was worried that I hadn’t used this blog at all in December.

A lot happened in December, but it was mostly work-related. Projects have picked up at March, and the project I wanted to work at March to work on is now in full swing. If you haven’t heard about it, it’s tentatively titled Yoko, Mo, and Me, and if you saw the designs you’d be as excited to work on the show as I am. It’s 26×24′, and while it’s geared at young girls it should have enough fun and action to appeal to anyone.

I finally passed a first hump with Live. I actually sat and read through most of the manual. The funny thing is, all the difficulty I was having with it was because I was looking for complexity where there was none. It astounds me how well Ableton has made Live’s workflow so quick and easy to use. You can open the program, load up an instrument or two, and have a song going in minutes. Minutes! Maybe it’s just how my head works but I don’t think GarageBand is this easy. Anyway, my next trick will be figuring out drum loops. I’ve sorted through Live’s Drum Kits and a lot of the samples that came with Live Suite, but I need to decide which ones will be in “my” kit. I’ve been reading a lot on sites like [xxxxxx], and I saw this one bit of really good advice: Choose all your samples and sounds to start with, and then see how you can use them in multiple ways. Good advice, especially when you’re trying to maintain a kind of acoustic consistency between tracks.

As far as 2010 goes, I went to a Christmas party in December where everyone wrote down their goals for 2010. I guess they were supposed to be private but I’m going to post them anyway. I have no doubt I’ll only be able to accomplish a few, what with how busy I’ve been, but having the goals is important.

  • Find a better balance between work and life.
  • Write at least three songs.
  • Make soap in Toronto. (Need to find a good place to get the supplies at a fair price.)
  • Get the book for my TV show idea off the ground.
  • Find a drawing teacher or a music teacher.
  • Write one new story or more chapters of my book.
  • Have a masquerade ball for my 30th birthday.
  • Make at least one game on my own.

Funny thing is, I wrote all that down before I started watching Bones and before I had a few conversations about technology, and suddenly I’m not so sure what my goals should be for 2010.

Bones and I had a rocky start. Part of it was Emily Deschanel; I had a hard time with the fact that Zooey Deschanel had a sister who wasn’t either Katy Perry or Emily Blunt. I also wasn’t ready to get in bed with a David Boreanaz who was both religious and not a vampire. But a few weeks ago I left it on in the background while I was working one night and really enjoyed the episode. (Coincidentally it was the one with Zooey on it.) I’ve since watched every episode from season one onwards, DVD by DVD to on-demand.

It’s funny; I’m not usually drawn to science-oriented shows. Science Fiction, sure, but pure science? Bones tends more towards real science than shows like CSI. (Warning: Spoilers follow.) Part of it is the characters’ connections to each other. Temperance and Booth evolve together almost as a single character over the five seasons. The addition of Cam in season two added a much-needed mother figure to the cast, strengthened by the addition of a ward in season four. And the burden of comic relief gets put on Brennen’s interns, meaning the main characters feel like they’ve grown, become older (although Hodgins is still attempting to blow things up).

The thing that’s struck me the most about the show, however, is the idea of forensic anthropology. Every episode that goes by, I find myself less and less shocked by the gore and more interested in the ways they keep identifying the bodies. Granted, the show is full of Hollywood flair and the plots are very neatly set up, but they’ve made a serious effort to keep the science as close as possible to real life without alienating a lay audience, and I find the science fascinating.

In fact, I found it fascinating enough to order a book on the topic and I’m considering classes in biology, osteology, or forensics if I get to the end of the book and find I still like the topic.

It’s been a while since a new topic lit a fire under my imagination like this. I love my job, and I love reading papers on code / rigging / rendering techniques, but this is different. This is far outside my field(s), and yet, my mind keeps wandering to it. So I have to add a new item to my list of goals: figure out what I like so much about this topic, and see how far my interest takes me.

I’d like to write more on it but I should have been in bed an hour ago already, and I have to hop on a plane tomorrow. Animation Mentor graduation: it’s time to take California.

press releases!

There have been a number of nice press releases lately about my company, March Entertainment. You can’t tell as much from the main website, but March is into both show production and video games. Here are a few of the stories:

Dex Hamilton Gets Movie Prequel

March Entertainment Co-Produces Full 3D Interactive movies for Playmobil

M4E Greenlights Hybrid Toon (This is about Yoko, Mo, and Me)

What’s more, the first Playmobil DVD, The Secret of Pirate Island, just received a nice review at Wired.com. Give all the above links a read!

good news everyone

I’ve been meaning to post what’s below for about a week. I suppose it’s only going up now because at this moment I’m in the waiting room at the doctor’s office; took a bad spill down some stairs yesterday and everyone keeps telling me to go in and get checked out.

I don’t quote Dr. Farnsworth just any day: Mac users will be pleased to note that Snow Leopard 10.6.2 fixes almost all compatibility issues with Maya. And the graph editor no longer corrupts! So if you were waiting on Maya before upgrading, your wait is over. I haven’t tried 2010 (haven’t upgraded since there’s nothing new in it) but 2009 now works better than it did under Leopard. I think Dimos tried 2010, though, and dubbed it good.

But today I want to talk about music. Specifically: I finally bought an Axiom 49.

I bought one of M-Audio’s Oxygen 25-key keyboards years back. It was a solid piece of hardware despite being the entry-level unit, and traveled with me to and from Japan. I recently gave it to a friend who wants to start producing her own music with Garage Band. I’d like to say it was for wholly selfless reasons, but the truth is I wanted an excuse to get a keyboard with more octaves.

The Axiom 49 doesn’t disappoint. It’s not a keyboard you want to lug to a gig; it’s heavy as sin. However, it’s well-constructed and sturdy. I feel like I could fight off a zombie with it and still play a round of lounge jazz afterwards. Also, I dig how the drum pads feel and control. They’re pressure sensitive like the piano keys, and they’re lovely for hammering out tom hits or even for a quick lead pattern.

The best part is that it came with Ableton Live Lite 6, which was upgradeable to Live Lite 8 for free with their current ten-year promotion. I’d been thinking of getting the recently-released Intro version of Live 8, but this was close enough to help me decide if I needed the full version or not, saving me a hundred bucks.

I think that a lot of people out there would be fine with Live Lite. The one feature that I found a dealbreaker is that a single song can only have up to 6 effects in total across all instruments. (In Live Intro it’s 12.) The way I design my sounds, I hit that limit playing around on a single loop a few nights ago. It wouldn’t be a problem if I could freeze tracks or if the limit were for simultaneous effects in use, but even effects on tracks currently producing no sound count.

So I’ll be picking up the full version of Live pretty soon. I had a look at the Studio package but I’m dithering on whether pay the extra cost for a lot of samples I might not need at the moment, and I’m only interested in two of their custom software instruments.

The bonus of using Live: PureMagnetik has really cheap sample packs, and their guitar rig kits sound fricken’ awesome. I also can’t wait to use Sampler to make kits from sounds around town.

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our dvd was reviewed in wired!

How awesome is this: the DVD we made at work that was just published got a great review in Wired magazine. Check it out, and check out the link to buy a copy on Amazon so that we can keep making them. :)

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good news everyone

I don’t quote Dr. Farnsworth just any day: Mac users will be pleased to note that Snow Leopard 10.6.2 fixes almost all compatibility issues with Maya. And the graph editor no longer corrupts! So if you were waiting on Maya before upgrading, your wait is over. I haven’t tried 2010 (haven’t upgraded since there’s nothing new in it) but 2009 now works better than it did under Leopard. I think Dimos tried 2010, though, and dubbed it good.

But today I want to talk about music. Specifically: I finally bought an Axiom 49.

I bought one of M-Audio’s Oxygen 25-key keyboards years back. It was a solid piece of hardware despite being the entry-level unit, and traveled with me to and from Japan. I recently gave it to a friend who wants to start producing her own music with Garage Band. I’d like to say it was for wholly selfless reasons, but the truth is I wanted an excuse to get a keyboard with more octaves.

The Axiom 49 doesn’t disappoint. It’s not a keyboard you want to lug to a gig; it’s heavy as sin. However, it’s well-constructed and sturdy. I feel like I could fight off a zombie with it and still play a round of lounge jazz afterwards. Also, I dig how the drum pads feel and control. They’re pressure sensitive like the piano keys, and they’re lovely for hammering out tom hits or even for a quick lead pattern.

The best part is that it came with Ableton Live Lite 6, which was upgradeable to Live Lite 8 for free with their current ten-year promotion. I’d been thinking of getting the recently-released Intro version of Live 8, but this was close enough to help me decide if I needed the full version or not, saving me a hundred bucks.

I think that a lot of people out there would be fine with Live Lite. The one feature that I found a dealbreaker is that a single song can only have up to 6 effects in total across all instruments. (In Live Intro it’s 12.) The way I design my sounds, I hit that limit playing around on a single loop a few nights ago. It wouldn’t be a problem if I could freeze tracks or if the limit were for simultaneous effects in use, but even effects on tracks currently producing no sound count.

So I’ll be picking up the full version of Live pretty soon. I had a look at the Studio package but I can’t justify the extra expense for a lot of samples I don’t need at the moment, and I’m only interested in two of their custom software instruments.

The bonus of using Live: PureMagnetik has really cheap sample packs, and their guitar rig kits sound fricken’ awesome.

this week in meetings

Work has been topsy-turvy; this week our partner company on one of the current projects is here from Germany so that certain ideas (both technical and otherwise) can be sorted out. It’s been a lot of fun, especially since one of the visitors represents the merchandising part of the project.

It’s interesting to catch even these small glimpses of how toys, characters, and story have to play symbiotic roles for a project to be successful. This is my first real exposure to such things, so I’ve mostly kept my head down and just listened.

But I have better news than what’s going on at work: I finally have my Permanent Resident card for Canada! I’ve been a permanent resident since 1990, well before the cards were used, and the road to getting a card has been a trial, so I’m ecstatic that it’s all done. The benefit is that I can finally leave the country and return without having to carry a million and one documents proving that I who I say I am. I also don’t have to waste hours on returning, explaining to someone with no sense of humor why I don’t have my card.

I sense a New York shopping spree in my future, after Animation Mentor graduation in January.