How did Softimage help production?
This project was huge (140 shots), so I built tools inside Softimage for importing characters, creating and naming scene and render layers, and so on. When you have a big project you need consistency. I built a little toolbar for that purpose with buttons to import characters, handle the renders, but also apply the dynamics and cache them. It was a lot of little scripts that really helped to keep the process smooth.Referencing characters was really helpful, but we had a few issues that made some scenes unstable - animation being lost on some controls - so I wrote a script that fixed that: It imported a rig with the characters' controls only, copying the animation to it, deleting the messy referenced character, imported a blank clean one, and reapplied the animation to it.
Would you say Softimage was vital?
Softimage has great animation tools, built-in IK/FK for every bone you create, and that made rigging the characters easier. One vital feature was the non-destructive aspect of the workflow: you can keep on tweaking the model even after it’s rigged and it handles it perfectly. The shapes adjust all by themselves, and any tweaks you have on top of that keep working nicely as long as the topology doesn't change.How did you create the stormy sea?
I used ICE inside Softimage to deform a simple grid to create the waves' animation. There is a plug-in that does that very well for Softimage, called aa_Ocean, but I wanted a bit more control. I found a simple version of the deformer on SI-Community.com and used it as a base.After the geometry had been deformed, I used ICE to analyse the polygon density to create a weightmap of the crests, which I used both for shading it in a foamy texture, but also to emit foam particles. I added a bit of a procedural bump to give some nice detail.
No comments:
Post a Comment