Re: Softimage Production Challenge 2008: Getting started

Date : Wed, 30 Apr 2008 18:20:19 -0500
To : XSI(at)Softimage.COM
From : "Bradley Gabe" <withanar(at)gmail.com>
Subject : Re: Softimage Production Challenge 2008: Getting started
We're starting to veer off topic a bit. The purpose of the Production Challenge is not to stump the people involved or try to make things as difficult as possible. It isn't even attempting to approach being a real world production. It's basically a Master Class, except the materials are created live rather than canned.

The situation poses a challenge: Create a production shot in one day.The subject of the shot is known in advance, but not worked on in advance.
  • the artists involved don't have a lot of experience working together
  • the equipment and work environment is unfamiliar
  • there is a relatively short time to get the work done
  • the artists doing the work have to explain what they are doing as they do it, and hopefully be entertaining along the way
The above conditions are quite conducive to error and comedy. Those who attended last year's event can confirm we experienced some crashes and plenty of unforeseen stumbling blocks. Where things got interesting is in how we took advantage of the tools and experience in order to overcome those problems. Those moments are where the magic happens, the stuff you simply can't get from a textbook, traditional master class, or canned demo.


On Wed, Apr 30, 2008 at 5:43 PM, Matt Lind <mlind(at)carbinestudios.com> wrote:
If the Softimage production challenge only creates linear content within 'x' amount of time, then it's not really pushing much other than the energy reserves of the people making content.  It's more or less post production for a day, no?
 
Just my opinion, but I feel that the production challenge would be a better demonstration of XSI's competitive edge (or flaws) if it truly mimicked what goes on in a typical production studio including the overhead of getting set up and dealing with the unexpected.
 
For example, grab a few non-XSI users at random and train them on the spot to participate in the challenge.  Many studios deploying XSI don't have the luxury of having a large talent pool of XSI users to draw from.  So trying to overcome this hurdle would be a good test to see how friendly XSI is to new users who need to get going fast and largely do so on their own.  Don't put these users solely in non-lead roles either - give them responsibility.  yeah, in 12 hours that's asking quite a lot, but hey, our employers ask as much all the time.  Fair is fair.
 
I'd like to see more use of realtime technologies.  Everybody talks about how games and film/video are merging and have been doing so for years.  Let's see it.  Not just as a shallow case of using an OpenGL/DirectX viewport to see your objects, but rather to prototype as well as optimize the entire workflow.  for example, how can we use vertex color properties and user normal properties to cut down the amount of work we do, the amount of data we store, without sacrificing quality or integrity (for those of us who produce functional content)?  What can be pushed to hardware that has traditionally been done in software?  Oh, and here's the real catch - the computers in use cannot be identical.  There needs to be variety of graphics cards (brands and models) and system configurations to account for the true mixed environment that exists in studios.  Some graphics cards shouldn't be on the XSI certified list (Nvidia GeForce, for example).  Why?  because if this is to be a genuine production challenge, XSI must adapt to the production environment, not the other way around.
 
Those are just off the top of my head, given time I'll think of other things.
 
Matt
 


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Bradley Gabe
Sent: Wednesday, April 30, 2008 2:35 PM
To: XSI(at)Softimage.COM
Subject: Re: Softimage Production Challenge 2008: Getting started

Due to NDA, and as Chinny reminded us, I'm not allowed to discuss the next gen tools. If we have access to them for the event, we would certainly take advantage of anything they can provide. I've done plenty of flocking effects with the current XSI particles.

Don't forget, the tools we use will be dependent on the shot we're trying to produce. We could ask for shot submittals to involve some kind of crowd theme or abstract art, but that might be too tough to do in a single day from scratch! :-)


On Wed, Apr 30, 2008 at 4:28 PM, Tim Leydecker <baueroink(at)gmx.de> wrote:
Hey Brad,

I´m not sure how powerful the next-gen XSI tools already are
but would still expect to see great examples of the classic
flock of birds, nice example:

http://images.google.com/images?hl=en&q=manuel+presti+&btnG=Search+Images&gbv=2

In a nutshell, scripted interaction that might even look
great without having to render but "just capture in realtime".

More wishful thinking? Classic FX:

Volumetric Smoke, Fire, Explosions.

Some tough nut?

Ice or Glass melting/shattering, then morphing into an
animated character, sort of reliving Abyss or Terminator.

General emphasis on "abstract" imagery, possibly driven
interactively, either by realtime input or possibly audio.



Cheers

tim



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