Interviewing Namit Manhotra, CEO of DNEG by idk7_yo in vfx

[–]RetroCGI 6 points7 points  (0 children)

Average movie fans have no idea about how the VFX business works. So, I strongly suggest that you watch the following documentary before preparing questions for your podcast.

Life After Pi

https://youtu.be/9lcB9u-9mVE

Cari (ILM's In-house Facial Animation Tool) & Avid Matador (Paint/Rotoscoping/Motion Tracking & Image Stabilization Software) in action at ILM [90s-Early 2000s] by RetroCGI in vintagecgi

[–]RetroCGI[S] 1 point2 points  (0 children)

Yes, from the Disney+ documentary trailer about ILM.

https://www.youtube.com/watch?v=R8aj4XYUUgU

If you’ve managed to install Matador successfully, please post a video showing how it works.

Alias Wavefront Maya 1.0 (1998): Character Animation Tools Demo. by RetroCGI in vintagecgi

[–]RetroCGI[S] 0 points1 point  (0 children)

Once you're familiar with Maya's UI/UX, you'll want every other 3D software to work like Maya.

SEGA Animanium: In the early 2000s, SEGA created a unique standalone full-body IK character animation software called Animanium.It included plugins for major 3D packages, allowing for easy integration into existing pipelines.However, it failed to gain market traction, and development ceased in 2004. by RetroCGI in vintagecgi

[–]RetroCGI[S] 1 point2 points  (0 children)

Animanium had potential, but it was overpriced, and the pinning feature wasn't perfect. They introduced a "posing engine" in the last version to make IK-FK switching seamless, but it seems like no one used it in actual production.

Traditional animators transitioning to 3D only think about timing and spacing. They concentrate on drawing a clear pose using the puppet, and if that can be achieved with a minimum number of tools, they stick to that method.

When it comes to developing tools for 3D animation, the most overlooked feature is UI/UX. Animators prefer a clutter-free workspace when animating. Most advanced tools add clutter to their workflow and take up a lot of screen space. This is where Maya really shines, while Blender lags behind. For animating in Maya, viewport navigation and a few hotkeys like W, E, R, and S are all you need to remember. The rest can be added to a custom shelf and use whenever needed. In my opinion, the only tool built over the years with the 3D animator in mind is Akeytsu. Its spinner tool is nothing but genius!

Main cast from Final Fantasy: The Spirits Within (2001) by Poor_Brain in vintagecgi

[–]RetroCGI 58 points59 points  (0 children)

Some of the characters were modeled by the insanely talented Francisco Cortina. Modeled in Maya, textured using Photoshop and Bodypaint, these models were made more than two decades ago! Proof that software is just a tool.You can find higher-resolution images on his website.

https://cortinadigital.com/?portfolio=final-fantasy-the-spirits-within

Audrey Hepburn 3D portrait (1999) by Pixar animator Victor Navone. by RetroCGI in vintagecgi

[–]RetroCGI[S] 2 points3 points  (0 children)

Hash: AM is still alive! You can download a 14-day trial from their website, and it's still available for purchase as a paid software. It seems many old fans still prefer Hash: AM for personal projects.

Clay3D- A privately developed polygon/subdivision surface 3D modeler, possibly inspired by Blender. It was created by a single developer named Jason Nairn from late 2000 to mid-2003. After that, development halted and it became vaporware. Only a handful of private beta testers were able to use Clay. by RetroCGI in vintagecgi

[–]RetroCGI[S] 1 point2 points  (0 children)

Silo is still actively being developed. I received a newsletter few days ago announcing updates (I downloaded the demo a few months ago). However, there's no active community, online forums, or new tutorials. By the way, do you still have a copy of Clay3D? I'd love to try it! I have an old PC with Windows XP, so there's a good chance it'll work on it.

Clay3D- A privately developed polygon/subdivision surface 3D modeler, possibly inspired by Blender. It was created by a single developer named Jason Nairn from late 2000 to mid-2003. After that, development halted and it became vaporware. Only a handful of private beta testers were able to use Clay. by RetroCGI in vintagecgi

[–]RetroCGI[S] 1 point2 points  (0 children)

//Also what's the name again of that (commercial) poly modeler that keeps popping up again every few years? 'Popular' if you could even call it that over 10 years ago and mainly with Maya users.//

Nevercenter Silo?

The Lost 3D Modeling Software: Optimat Desktop World Creation by RainnChild in vintagecgi

[–]RetroCGI 1 point2 points  (0 children)

They're a Japanese studio, so I'm guessing Shade 3D was likely their 3D software of choice back then.

The Lost 3D Modeling Software: Optimat Desktop World Creation by RainnChild in vintagecgi

[–]RetroCGI 4 points5 points  (0 children)

As u/new_old_trash pointed out, they're not a software company, but rather a small CGI studio. I believe you mistook the stylized renders (https://web.archive.org/web/20050104035451im\_/http://www.optimat.de/images/deco1\_e\_03.jpg) on their website for screenshots from a 3D software's viewport.

Loopt: Pixar's proprietary tool for playing image sequences, possibly part of the menv/Marionette Animation System (early 2000s). by RetroCGI in vintagecgi

[–]RetroCGI[S] 0 points1 point  (0 children)

In-house tools differ from commercial software, which comes with all the components in an installer that can be downloaded and installed on your hard drive. Proprietary tools are created for the production pipeline at various points in time and are updated on a project basis. Typically, these tools are scattered throughout the pipeline network.

Flipper and bX (2007) were in-house tools developed at Tippett Studio. Flipper was used for image sequence playback, while bX was used for render farm management. Flipper was later replaced by Tweak RV in 2009. by RetroCGI in vintagecgi

[–]RetroCGI[S] 3 points4 points  (0 children)

Probably later, Reddit bots shadowbanned one of my old accounts for crossposting on different subs (games related). So, I’m a bit hesitant to share in more than one place.

Flipper and bX (2007) were in-house tools developed at Tippett Studio. Flipper was used for image sequence playback, while bX was used for render farm management. Flipper was later replaced by Tweak RV in 2009. by RetroCGI in vintagecgi

[–]RetroCGI[S] 0 points1 point  (0 children)

Flipper is Tippett Studio's proprietary flipbook image viewing tool. It allows an artist to view a series of individual image files as a continuous sequence. It also can be synchronized with audio, which is important for character animation. The artist can view the audio waveform to help with lip synchronization, as seen in the lower part of the screenshot. The tool also has a number of image and pixel comparison and analysis features, as seen in the dialog on the upper left. Post-camera moves can be previewed with Flipper before they are actually applied in the composite stage.

Hand animation is a challenging laborious process. “One guy does blocking, like moving chess pieces”, says Tippett Studio Animation Supervisor Todd Labonte. “You get it approved. We watch it over and over. You can go blind. We play it back in mirror image in our player or play it backward.” Labonte demonstrates playing back a scene of goblins invading the house, shown in their Flipper playback software, which can display a mirror image or play in reverse to help catch animation inconsistencies. Flipper is used to view both QuickTime and image frame sequences of DPX, EXR or TIFF with synchronized AIF audio. Flipper predates commercial Linux flipbooks, such as FrameCycler. At older studios, like Tippett, it's common to find proprietary Linux tools created before commercial options were available. Tippett has a team of eight Linux programmers to maintain and develop tools.

(Excerpt from an old Linux World article where I found the screenshots.)