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® WORLD Computer THE MAGAZINE FOR DIGITAL CONTENT CREATION AND PRODUCTION $4.95 USA $6.50 Canada Animated shorts hit a high note with viewers At Your Service Service providers bring 3D scanning to studios The Race Is On Project Gotham Racing 3 revs up gaming Hanging A Shingle The ‘hidden costs’ of opening your own shop Music for the Eyes February 2006 www.cgw.com ® Contents Zoom In Zoom Out Search Issue Next Page For navigation instructions please click here Contents Zoom In Zoom Out Search Issue Next Page For navigation instructions please click here Forward Forward COMPUTER COMPUTER GRAPHICS WORLD GRAPHICS WORLD to a friend! to a friend!

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  • ®

    W O R L DComputer

    T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N

    $4.95 USA $6.50 Canada

    Animated shorts hit a high note with viewers

    At Your ServiceService providers bring 3D scanning to studios

    The Race Is OnProject Gotham Racing 3

    revs up gaming

    Hanging A ShingleThe ‘hidden costs’ of

    opening your own shop

    Music for the

    Eyes

    February 2006 www.cgw.com®

    Contents Zoom In Zoom Out Search Issue Next PageFor navigation instructions please click here

    Contents Zoom In Zoom Out Search Issue Next PageFor navigation instructions please click here

    ForwardForward

    COMPUTERCOMPUTER

    GRAPHICS WORLDGRAPHICS WORLD

    to a friend!to a friend!

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  • Image created by Meats Meier (www.3dartspace.com)

    © Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and MotionBuilder are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries.

    Maya® 7, the latest release of the award-winning 3D software, is packed with innovative new features allowing you to realize your creative vision faster and more easily than ever before.

    Capitalizing on Alias MotionBuilder® technology, Maya 7 makes character animation easier and more accurate. Other improvements such as advanced render layering and new modeling, texturing and effects tools help you achieve more with Maya.

    To find out how the new and innovative features of Maya are changing the face of 3D, visit www.alias.com/maya7.

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  • T H E M A G A Z I N E F O R D I G I T A L C O N T E N T C R E A T I O N A N D P R O D U C T I O N

    W O R L DComputerAlso see www.cgw.com for computer graphics news, special surveys and reports, and the online gallery.

    w w w . c g w . c o m FEBRUARY 2006 Computer Graphics World | 1

    Departments

    Editor’s Note 2

    French Inspiration

    France has always been known for art, and today, the country has carried over that tradition to the CG realm, teaching and inspiring digital artists to pursue their passions and dreams.

    Spotlight 4

    Products

    Silhouette FX’s Silhouette Paint

    Autodesk’s Discreet Combustion 4 for the Mac

    Dosch Design’s Viz-Image series

    Video Viewpoint 6Adobe’s Suite Production

    As video turns digital, a host of new applications are becoming available. With its Production Suite, Adobe is ready to help users migrate to these new markets.

    Portfolio 34Jiri Adamec

    Digital Training 36A wide range of virtual tutoring and training options allow artists to master software at their own pace.

    Reviews 38Bauhaus’s Mirage 1.5

    Features

    Cover storyShort and Sweet 10ANIMATION | Artists and fi lmmakers test new styles, equipment, and ideas with animated short fi lms, some of which may end up on this year’s Oscar short list.

    By Barbara Robertson

    Point Person 20SCANNING | 3D scanning technology is proving itself as an important studio modeling tool, and service providers are helping the facilities get this job done.

    By Debra Kaufman

    The Fast Track 26GAMING | Bizarre Creations revs up its Project Gotham Racing 3 franchise, injecting the title with fi lm-like effects running on the new Xbox 360 engine.

    By Karen Moltenbrey

    Starting a Small Studio 30BUSINESS TRENDS | Ready to hang your own shingle? Don’t forget the importance of location. Some other things to consider: planning for expenses, fi nding clients, and pricing your work.

    By William “Proton” Vaughan

    On the cover:Pixar’s “music men” told the story of the

    studio’s animated short fi lm “One Man

    Band” with music, not words. See pg. 10.

    10

    February 2006 • Volume 29 • Number 2

    See www.cgw.com for a more

    in-depth version of this article.

    [email protected] story exclusives:

    The French Student RevolutionE-Magiciens in Valenciennes, France, showcases animation from some of the most creative students in the country. See the winning entries from this annual event.

    Integration is KeyAt Autodesk University in Orlando, Florida, the crowds were big, but the emphasis on “keeping it digital throughout the production pipeline” was even bigger.

    Iomega’s REV Drive Backs It UpCheck out this fi rsthand look at the Iomega REV 35GB/90GB drive, a low-cost, portable backup device that redefi nes the way data is archived and shared.

    20

    26

    © 2

    006

    Pixa

    r.

    30

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  • KELLY DOVE : Editor-in-Chief

    [email protected]

    KAREN MOLTENBREY: Executive Editor

    [email protected]

    CONTRIBUTING EDITORS:

    Jenny Donelan, Audrey Doyle,

    Evan Marc Hirsch, George Maestri,

    Martin McEachern, Stephen Porter,

    Barbara Robertson

    SUZANNE HEISER: Art Director

    [email protected]

    DAN RODD: Senior Illustrator

    [email protected]

    BARBARA ANN BURGESS: Production Manager

    [email protected]

    CHRISTINE WARD: Ad Traffi c Manager

    [email protected]

    SUSAN HUGHES: Marketing Communications Manager

    [email protected]

    MICHELLE BLAKE: Circulation Manager

    michelleb@pennwell

    MARK FINKELSTEIN: Vice President,

    Computers & Electronics Group

    [email protected]

    COMPUTER GRAPHICS WORLDExecutive and Editorial Offi ces:

    98 Spit Brook Rd.

    Nashua, NH 03062-5737

    (603)891-0123; FAX:(603)891-0539

    CGW ONLINE: www.cgw.com

    For customer service and subscription inquiries only:

    [email protected] TEL: (847) 559-7500 FAX: (847) 291-4816

    POSTMASTER: Send change of address form to Computer

    Graphics World, P.O. Box 3296, Northbrook, IL 60065

    We make portions of our subscriber list available to

    carefully screened companies that offer products and

    services that may be important for your work. If you do

    not want to receive those offers and/or information,

    please let us know by contacting us at List Services,

    Computer Graphics World, 98 Spit Brook Road,

    Nashua, NH 03062.

    ROBERT F. BIOLCHINI

    President and Chief Executive Offi cer

    ADVANCED TECHNOLOGY DIVISION

    GLORIA S. ADAMS

    Vice President Audience Development

    ATD PUBLISHING DEPARTMENTS

    MEG FUSCHETTI

    ATD Art Director

    MARI RODRIGUEZ

    ATD Production Director

    PRINTED IN THE USA GST No. 126813153

    Publications Mail Agreement No. 40052420

    2 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    editor

    ’sno

    teKelly DoveEditor-in-Chief

    French InspirationLively, captivating, and often dark, French animation continues to inspire

    artists worldwide. And, in Valenciennes, France, art is more than pretty pictures;

    it is a way of life—even for the local government.

    On a recent trip to Lille and Valenciennes, two cosmopolitan towns near

    Paris, I was introduced to a new way of teaching and inspiring artists to pur-

    sue their passions while helping them to “achieve the dream.”

    It all starts in the schools, where artists are put through rigorous testing to prove their

    talents long before they are accepted into an art program. One such school, Supinfocom,

    which I visited in Valenciennes, requires students to work on a project, such as a brand

    identifi er for a mock company, creating a unique artistic treatment based on a strict list

    of criteria. This type of project is a pre-qualifi er for admittance, and only a handful of

    students will make the cut—space is limited, and only the crème de la crème students

    will be fortunate enough to add the school to their resume. While it would certainly be

    easy for the school to expand and admit students who have more promise (and money)

    than talent, it’s pretty obvious the school’s leaders value a solid reputation more than a

    hefty bank account. Also at Supinfocom is SupinfoGames, which offers similarly struc-

    tured admittance requirements, but with a focus on game creation and development.

    During the fi rst and second year, students at Supinfocom focus on design and ani-

    mation using programs such as After Effects. Teamwork becomes vital in the third year

    as groups of three and four students are challenged to use the latest 3D modeling and

    animation software to create animated projects. Team-based learning is certainly not a

    new concept. The challenge for the small team of students is to work together to create

    an animated short—from start to fi nish—and compete against other classmates and stu-

    dents from other schools at E-Magiciens, a small trade show and conference similar to

    SIGGRAPH in the early days, only with an enormous animation festival/competition.

    While there are certainly many training facilities in the US that offer team-based learn-

    ing, most are focused on instructor-driven projects and ideas that utilize large groups of

    students to produce an animated project. At Supinfocom, the average team size is three

    students, and everyone is involved in each phase of the production

    pipeline—from modeling and animation to compositing and edit-

    ing of the fi nal project. Clearly, as the teams establish a rhythm, the

    individual strengths of the team members are identifi ed, and the

    team divides and conquers to meet their deadline. The ultimate

    goal for the students is to be on the winning team at E-Magiciens;

    winners are quickly recruited to join top studios.

    Perhaps the most inspirational part of my trip was realized while visiting with The

    Valenciennes Chamber of Commerce, and seeing fi rsthand its commitment to the DCC

    community. The Chamber funds a business incubator with self-contained offi ces, where

    content creators can move right in and get right to business, utilizing their talent with-

    out worrying about overhead, business equipment, etc. The incubator has everything

    you need—a boardroom, a small television studio, and even a cafeteria—to get business

    off the ground. But the gravy train doesn’t last forever. There is a three-year time limit to

    get established, and once companies are successful, they must move on to allow for new

    businesses to incubate. It’s a commitment to the DCC community that cities in the States

    should consider adopting to help more small studio owners “achieve the dream.”

    Pretty pictures

    help launch

    small business

    in France.

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  • 4 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    spotlightE F F E C T S T O O L S

    V I S U A L E F F E C T S

    Your resource for products, user applications, news, and market research

    PR

    OD

    UC

    TS

    PR

    OD

    UC

    TS

    I M A G E L I B R A R I E S

    PR

    OD

    UC

    TS

    Autodesk Media and Entertainment’s Discreet Combus-

    tion 4 visual effects software is now available for the

    Mac OS. The latest release offers vector paint, particles,

    effects animation, and 3D compositing for use in the cre-

    ation of motion

    pictures, episodic

    television shows,

    and commercials.

    New features in

    Combustion 4 in -

    clude a diamond

    keyer, time warp,

    B-spline vector

    shapes and group

    pointing, custom

    capsules, an optimized Gaussian Blur, merge operator,

    and enhanced paint tools. Combustion 4 for the Mac is

    priced at $995.

    Ready for Combustion 4 on the Mac?

    Silhouette Paint from Silhouette FX

    offers a nondestructive motion-sta-

    bilized paint tool for image resto-

    ration, dust busting, and wire and

    rig removal that the company says

    can handle the demands of motion-

    picture and television visual effects.

    The product is available as an add-on

    to Silhouette’s Roto application, a stand-

    alone tool, or a plug-in for Adobe’s Final

    Cut Pro and After Effects.

    In addition to multi-layered match-

    moving capabilities, Silhouette Paint

    can nondestructively apply color, tint,

    erase, blemish, mosaic, and grain

    brushes to 8-bit, 16-bit, and fl oating-

    point clips. To match a foreground ele-

    ment, paint sources can be transformed

    on the fl y by rotation, corner pinning,

    and scaling in addition to being offset

    in time or XY space. Four independent

    clone sources are maintained simulta-

    neously for added fl exibility.

    Silhouette Paint can be integrated

    with Silhouette Roto’s Shape tool for

    motion tracking, variable-edge soft-

    ness, and realistic motion blur. Brushes

    can be applied to shape layers and auto-

    matically matchmoved. Blemishes, for

    example, can be automatically erased

    over time. Silhouette Paint is priced at

    $495 and Silhouette Roto sells for $595.

    Silhouette FX Introduces Nondestructive Painting

    See the Forest, the Trees, and the SignsDosch Design has introduced fi ve new collections in

    its Dosch Viz-Images series, offering everything from

    road signs and streetlamps to plants and trees. Three

    new Road Sign libraries each have 500 images that

    include hazard, right-of-way, speed limit, construc-

    tion and tour-

    ism signs and

    symbols in

    JPEG format.

    The Forest

    Trees collec-

    tion features

    100 trees, and the Urban Features collection includes

    benches, hydrants, streetlamps, mailboxes, and more.

    The images in these two collections are supplied in

    uncompressed TIFF, PSD, and JPEG formats. All col-

    lections support CAD, 3D design, and image-process-

    ing programs, and are priced at $79 each.

    Previous Page Contents Zoom In Zoom Out Front Cover Search Issue Next Page

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  • Introducing

    The Powerful, Approachable, Complete 3D Solution experience it at eovia.com

    InspireYou are the creator. You look for inspiration everywhere. You want your work to inspire others. You constantly desire something that will take your designs to the next level, keep you competitive. Productive. You want to lead, not follow. Something great is here now.

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  • view

    poin

    tV

    ideo

    Kathleen Maher is a senior analyst at Jon Peddie Research, a Tiburon, CA-based consultancy specializing in graphics and multimedia, and editor in chief of JPR’s “TechWatch.” She can be reached at [email protected].

    6 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    By Kathleen Maher

    Adobe has a long history in digital video with its Premiere and After Effects soft-

    ware and, in piling it all into one box, the company is trying to give its customers what

    they want—true compatibility between the different modules of the Production Studio,

    better tools for collaboration, new presets for After Effects, more and better templates,

    enhanced ease of use for DVD creation, and fundamental improvements in Audition.

    The Pieces of the Production

    Adobe’s newest release of Production Studio is available in two versions: Standard,

    which includes After Effects 7.0, Premiere Pro 2.0, and Photoshop CS2 ($1199) and

    Premium, which adds Audition 2.0, Encore DVD 2.0, and Illustrator CS2 ($1,699).

    One of the guiding principles for Adobe’s development is that the use of Photoshop

    and Illustrator is almost universal among creative professionals, making back-and-

    forth compatibility a built-in advantage for Production Studio users right from the

    start. Expanding on this, Adobe has created consistently similar environments for

    Premiere Pro, After Effects, and Audition.

    Taking intercommunication between the software programs even further, Adobe

    has added Dynamic Link, which enables users to work smoothly within modules with-

    out having to perform intermediate rendering. I talked to people who were already

    using the Production Suite as beta testers for Adobe and they universally tipped their

    hat to the power of Dynamic Link.

    For example, Michael Kolowich of Diginovations in Concord, Massachusetts, works

    with Adobe’s video products to create corporate videos for the area’s universities

    and museums. He notes that the freedom of working interchangeably with Premiere

    Someday video might replace

    newspapers, e-mail, and even

    magazines. Not that this would

    necessarily be a good thing, but

    video is becoming a signifi cant

    form of mass communication.

    And, as video goes digital, it becomes a

    more fl uid medium, moving from the TV,

    to the PC, to handheld devices. And it will

    have to shape-shift accordingly. Adobe’s

    latest lineup of video tools and utilities

    is designed to keep up

    with new applications for

    video and to simplify the

    lives of Adobe’s custom-

    ers, which is not a simple

    task by any stretch of the

    imagination.

    There are plenty of

    contenders for the atten-

    tion of video profession-

    als, including Avid’s

    Pinnacle line of products,

    Sony’s Vegas+ DVD suite

    and a swarm of upstarts

    led by Sonic and Ulead,

    Adobe appears to be aim-

    ing directly at Apple.

    Yet, Adobe is exploiting

    several advantages—its

    ownership of creative

    tools such as Photoshop

    and Illustrator (which are

    ubiquitous in the indus-

    try), its possession of PDF

    (the de facto standard

    for document exchange),

    and its acquisition of

    Macromedia’s Flash, a

    leading format for small

    form animation used

    widely in phones and

    on the Web.

    Adobe

    revamps

    its video

    products and

    takes aim

    at Apple.

    Production Studio’s Bridge component is a centralized fi le browser with media management

    capabili ties, allowing users to fi nd and work with all fi les related to projects within any of

    the Production Suite modules.

    Adobe’s Suite Production

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  • w w w . c g w . c o m FEBRUARY 2006 Computer Graphics World | 7

    Pro and After Effects is “incalculable.”

    Interoperability, notes Kolowich, actually

    makes the programs more powerful than

    they would be on their own. For example,

    he says that one of the aspects of video

    that separates professionals from amateurs

    is the skillful use of animated titles. He

    has been able to take advantage of Adobe’s

    inclusion of text animation and presets in

    After Effects since the last introduction of

    Adobe’s Production Suite, but now feels

    like it is an embedded utility. “It’s like the

    Adobe Titler on steroids,” he says.

    Other work fl ow improvements in

    the Production Suite include Bridge,

    Adobe’s name for its centralized fi le

    browser with media management that

    helps users fi nd and work with all the

    fi les related to projects within any of the

    Production Suite modules. Also, Adobe

    has added DVD creation to its Premiere

    Pro program, recognizing that users

    may need to quickly output a DVD with

    good-looking menus rather than go to

    Encore to create a professional-level DVD

    designed for distribution.

    Adobe’s attention to work fl ow issues

    speaks to some of the challenges its cus-

    tomers face. A large part of the video

    professional market is made up of small

    studios—owners are very often the cre-

    ative director, the videographer, and the

    IT person. For the small house, work

    fl ow and communication can be particu-

    larly challenging because it involves the

    shooting and editing of sound and video,

    delivery, client input, and so on.

    Chris Randall of Edit 1 Media specializes in wedding vid-

    eos and corporate videos. In fact, he fi nds that one business

    often feeds the other. Most of the time, Randall and his team

    will shoot the video while Randall’s wife takes over the editing

    tasks. Randall favors the new multicam features in Premiere

    Pro to simultaneously view and work with multiple sources,

    since the workloads at small production houses can be stagger-

    ing. In fact, he recently was editing 15 video projects simulta-

    neously. Randall notes anything that helps make his job easier

    and reduce editing time goes straight to his bottom line.

    Videographers are also coming to grips with the transi-

    tion to HD. Interestingly, video producers are fi nding that

    even their wedding clients are becoming interested in HD

    video because they’re buying high-def large screen TVs

    and looking ahead. Corporate clients are likewise moving

    to HD, and, of course, the broadcast industry is racing to get to HD. But the other

    reality of video is that it’s big and demanding. Luckily, hardware manufacturers

    are coming to the rescue. To keep up with the trend, Adobe has added support for

    the Aja Xena HS and also native support for HDV. In addition, Adobe’s support for

    OpenGL gives hardware graphics boards the ability to accelerate processes. One

    of the most obvious advantages will be support for high dynamic range imagery,

    thanks to OpenGL, and also support for effects and plug-ins.

    Adobe was among the fi rst to spawn a plug-in community with its SDK for Photoshop

    Encore DVD’s fl owchart simplifi es organization when creating interactive

    menus, multiple audio tracks, subtitle tracks, and more.

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  • w w w . c g w . c o m FEBRUARY 2006 Computer Graphics World | 9

    and, later, for After Effects. It is continu-

    ing the effort by reaching outto third-party

    partners in video hardware, such as Aja,

    for example, and also audio hardware

    partners, third-party software developers,

    training program developers, and expert

    support. The evolution of OpenGL and

    Adobe’s enthusiastic exploitation of the

    API defi nitely opens up new opportunities

    for hardware and software developers.

    Adobe has made several signifi cant

    improvements to Audition and, as a

    result, believes many customers will be

    able to work totally within Audition, and

    not rely on additional products for audio

    work. Features, such as support for ASIO

    (Audio Stream Input/Output) for multi-

    channel hardware, puts Audition more

    fi rmly within the realm of professional

    audio products, and Frequency Space

    Editing lets users zero in on a particular

    sound, or frequency, to actually see the

    area that needs work.

    The Bottom Line

    As always, it’s not about the pieces, it’s

    about the whole. Much of the Adobe

    Production Studio has been evolving to

    this point—some of the features, such

    as presets, titles, frequency space edit-

    ing for Audition, and so on, were actu-

    ally included in earlier versions of the

    software. Nor are these features unique,

    but they are necessary. Apple’s Final Cut

    Pro, for example, has multi-cam features,

    Apple introduced Motion to compete with

    After Effects, and Apple has very strong

    audio editing tools. What’s most impor-

    tant is the way the pieces fi t together and

    the way in which they enable people to

    work with each other creatively. Perhaps

    one of the most revolutionary additions

    to the Creative Suite Production Studio

    won’t even be realized until the prod-

    uct is used in the creative commu-

    nity. Adobe has enhanced its Acrobat

    PDF format to work with video content,

    allowing collaborators and customers to

    attach notes for items such as sequence

    fi xes, additions, deletions, etc.

    And, some of the real changes in

    the use of video are just taking shape.

    Kolowich is encour-

    aged by the poten tial

    of the wide-ranging

    hosts for video and the

    merger between Adobe

    and Macromedia. As a

    former executive with

    Lotus and publisher at

    Ziff-Davis. Kolowich

    is also a veteran of the

    vast changes in work

    habits caused by digi-

    tal technology and the

    arrival of the Internet.

    In his work with college marketing he sees giant change coming as kids who grew

    up swimming in digital media reach college and the workplace. “It’s a tsunami,” he

    says of the change in media that’s on the way. As a video producer, he sees that radi-

    cal new ways of working will have to be developed to create content suitable for HD

    and content that can be sent to mobile phones, media players, and online. Kids, he

    believes, will treat video just like they treat words, pictures, and music.

    With Production Studio, Adobe is concentrating on the professional side of the

    equation but with key technologies in video and communications, Adobe is well

    positioned to ride the wave as it changes our concept of media.

    Audition’s Spectral View can be used to apply effects or edits to

    select frequencies of a particular time span.

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  • 10 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Animation

    Short and For m

    any, the art

    of animatio

    n reaches it

    s highest

    peak in the

    smallest m

    edium—sho

    rt animated fi

    lms. Free f

    rom the

    strictures of

    box-offi ce a

    ppeal and c

    lient approv

    als, these ar

    tists expres

    s personal

    ideas, test s

    tyles, and s

    ometimes s

    imply have

    fun. Largely

    invisible to

    the mass m

    arket, the

    primary ven

    ues for thes

    e short pro

    jects are fi lm

    festivals an

    d animation

    festivals.

    Each year, t

    hough, the

    Academy o

    f Motion Pi

    cture Arts a

    nd Sciences

    honors one

    short anim

    ated

    fi lm with an

    Oscar and

    at least thre

    e with Osca

    r nominatio

    ns. To quali

    fy for the O

    scar race, t

    he short m

    ust

    have won a

    n Academy

    -qualifi ed fe

    stival or op

    ened in a th

    eater. The s

    hort-fi lm br

    anch of the

    Academy n

    arrows

    the qualifyin

    g fi lms into

    a smaller g

    roup, from

    which they

    announce

    three to fi ve

    nominees

    in late Janua

    ry. Academ

    y

    members vo

    te on the no

    minees duri

    ng Februar

    y, and this y

    ear’s Oscar w

    inner will b

    e announce

    d March 5.

    Of the fi lm

    s likely to b

    e on the Ac

    ademy’s se

    cret list of n

    omination c

    andidates t

    his year, on

    ly two were

    ani-

    mated solely

    with 3D co

    mputer gra

    phics tools:

    Pixar’s “On

    e Man Band

    ” and Shan

    e Acker’s “

    9,” which w

    on Best in

    Show at SIG

    GRAPH 200

    5. Two oth

    er shorts, th

    ough—An

    thony Luca

    s’s “The M

    ysterious G

    eographic E

    xplorations

    of Jasper M

    orello,” wh

    ich won th

    e Grand Pr

    ix at the pr

    estigious 2

    005 Annecy

    Internation

    al Film Festiv

    al, and Céd

    ric

    Babouche’s

    “Imago,” w

    hich has tak

    en honors a

    t several fes

    tivals—used

    a 2D/3D m

    ix: 2D chara

    cters in 3D

    back-

    grounds. In

    addition, m

    any advoca

    tes of hand

    -drawn fi lm

    s use comp

    uter softwa

    re these da

    ys, if only to

    edit and

    composite

    their scann

    ed images,

    as did Joh

    n Canemak

    er for his fi

    lm “The M

    oon and th

    e Son.” The

    other fi lm

    s

    likely up fo

    r nominee c

    onsideratio

    n are the tr

    aditionally

    animated “

    Badgered”

    by Sharon

    Colman, w

    hich

    received a S

    tudent Osc

    ar nominat

    ion, “The F

    an and the

    Flower,” a

    black-and-

    white hand

    -drawn ani-

    mation by B

    ill Plympton,

    and Michae

    l Sporn’s “T

    he Man W

    ho Walked

    Between th

    e Towers,”

    which is ba

    sed on the

    2004 Cald

    ecott Meda

    l-winning ch

    ildren’s boo

    k.

    Chances ar

    e, three of

    these fi lms

    will be nom

    inated for th

    e Oscar. An

    d through

    these proje

    cts, artists

    have demo

    nstrated th

    at animatio

    n can be as

    rich a

    medium as

    live-action

    fi lms.

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  • w w w . c g w . c o m FEBRUARY 2006 Computer Graphics World | 11

    Animation. . . .

    Pixar rarely enters its short fi lms in com-

    petition these days. Instead, the Oscar-

    winning studio releases a short with each

    feature fi lm and showcases the fi lms at

    festivals, albeit out of competition. To

    qualify for this Oscar race, the studio qui-

    etly screened its “One Man Band” in a

    commercial theater. The short’s world pre-

    miere, though, was at Annecy, and its US

    premiere during the December opening

    of the Pixar exhibition of artwork at the

    Museum of Modern Art in New York City.

    Directed by Mark Andrews and Andrew

    Jimenez, “One Man Band” takes place

    in an old-world piazza. There, a peasant

    child about to toss a coin into a fountain

    becomes the focus of a musical sparring

    match between a tired, tune-making regu-

    lar and a charming, fl ashy new performer.

    Bass, the piazza’s one-man band regu-

    lar, has his arms fi lled with an accordion,

    drum, tuba, clarinet, cymbals, and a few

    horns. Treble, the energetic upstart, wields

    bows and piccolos. At fi rst, each upstages

    the other in turn, but soon the compe-

    tition for the little girl’s coin turns into a

    cacophony, with both musicians playing at

    the same time, one on each side of the girl,

    until she . . . well, that would be a spoiler.

    Sometimes Pixar creates short fi lms to

    exercise new technology; sometimes the

    fi lms exercise new talents. This fi lm gave

    several artists, from lead animator Angus

    MacLane to the directors, their fi rst supervi-

    sory opportunities. “Our biggest gain on this

    fi lm is that we had new people in every lead-

    ership role,” says producer Osnat Shurer.

    The fi lm originated as a challenge from

    Ed Catmull, Pixar’s founder and presi-

    dent, to Andrews and Jimenez.

    The pair had followed

    di rec tor Brad Bird to

    the studio to create

    storyboards for The

    In cred ibles. Before

    that, both had

    worked on Bird’s

    The Iron Giant.

    “He asked i f

    we’d l ike to do a

    short,” says Andrews

    of Catmull’s challenge.

    “So, we did lunch and

    tried to come up with an

    idea. But we kept coming

    up with ideas for features.

    We had to define the

    parameters for a short.” In addition to

    length, they listed the following: a single

    idea that an audience can get in 10 to 15

    seconds, variations on that idea which

    predict an outcome, a twist on the pre-

    dictable outcome, one or two characters,

    and one environment. With this list in

    mind, they developed three stories: one

    from Andrews, one from Jimenez, and a

    third, which became “One Man Band.”

    “We’re both musicians, so we won-

    dered what we could do with music,”

    says Andrews. “That’s how we came up

    with the image of a one-man band.”

    Then, they added a second character.

    “Our idea was to have one character

    who is good at something (but doesn’t try

    very hard) challenged by someone younger

    and better,” says Jimenez. “We showed

    the ideas to John [Lasseter, the executive

    producer] and he lasered in on this one.

    He said, ‘I can see Andy in that character

    [Treble] and Mark in the other one [Bass].”

    At fi rst, the directors sketched story-

    boards that had the musicians perform-

    ing for a crowd. Eventually, the crowd

    began to shrink until the audience com-

    prised a mother and a little girl, and then,

    only the child. One reason for the change

    was the budget. “The short-fi lm directors

    learn to work within creative boundar-

    ies,” says Shurer. “There are per-charac-

    ter costs and set costs.”

    Adds Andrews: “We had to focus on

    the center and go for that, and work

    with economies of time and

    emotion.”

    Once the crowd

    shrank, the story

    changed. “When we

    got rid of the crowd,

    it gave the fi lm

    heart,” says Jimenez.

    “Before that, it was

    just two guys fi ght-

    ing.”

    Because the “dialog”

    in the story is the music

    played by the two per-

    formers, the directors

    needed a musical score

    before they started produc-

    tion. Michael Giacchino,

    who scored The Incredibles, composed

    two themes that escalate and then over-

    lap when the one-man bands play simul-

    taneously. An orchestra of 38 musicians

    played the music.

    SweetCG shorts enable digital f i lmmakers to explore

    novel styles, stories, and techniques

    One Man Band

    The character Tinny holds the

    coin that prompted a battle of

    the one-man bands in Pixar

    Animation Studios’ latest short.

    © 2006 Pixar.

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  • 12 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Animation

    “[Lasseter] said it had to sound like

    live music,” notes Jimenez, “like real

    people were playing it. So, we recorded

    the sounds of fi ngers sliding on metal.”

    Although the animators sometimes

    had the characters accurately play the

    notes from the sound track, the two

    one-man bands don’t have enough

    fi ngers to match the music through-

    out the fi lm. Instead, judicious use of

    close-up shots of fi ngers on strings and cheeks puffed out to

    blow horns convince the audience that the characters are creat-

    ing the complex sounds.

    The number of instruments became an interesting challenge

    for the technical team: Each character had many surfaces. “Each

    surface needs a shader, a texture map, and application space,”

    says Bill Polson, supervising technical director. “You’d open up

    a character, and the list of shaders would scroll up and down

    the page—10 kinds of brass, the felt on the keys for the trum-

    pet plungers, 10 kinds of wood...it goes on and on.” Although

    the studio has built an infrastructure to handle that complexity

    for the upcoming feature Cars, that infrastructure didn’t exist for

    Finding Nemo or for “One Man Band.”

    “Our pipeline at that point hadn’t handled characters with 400

    or 500 shaders attached to them—it’s not like a fi sh that has four

    or fi ve,” Lucas says, “so we just carried around big data fi les.”

    To create the city surrounding the piazza, the team began

    with six buildings. “If you look at a building from one angle,

    you see one arrangement of windows and doors,” says Polson.

    “If you turn it 180 degrees, you see a different arrangement.” So,

    by rotating the six buildings, they created 12 variations. Five

    different roofs and three types of shutters randomly placed in

    open and closed positions created additional variations, as did

    a mixture of shaders.

    “A savvy CG person will see that it’s a parts kit, but the aver-

    age viewer will probably see a city,” says Polson.

    The crew also used matte paintings in the background and

    in the foreground. “If you see shrubbery, that’s a matte painting,”

    says Polson. “Our rule is that if we model a building, that’s how

    we make a building, and we’ll use it all the way into the back-

    ground for continuity. If it’s too heavy, we’ll decimate it. We don’t

    have near buildings one way and far ones another way, because

    then we’d have to worry about matching.” There is one exception:

    The tile roofs on distant buildings were rendered onto cards.

    For lighting, the directors made a painterly choice. “The

    Zen of lighting was that we had light over dark over light over

    dark,” says Polson. That is, they’d place a brightly lit character

    in front of something dark, such as a building, and that building

    would be in front of something bright, which would be in front

    of something dark. To make this lighting seem logical, they cre-

    ated a cloudy day, which made it possible to place the characters

    in pools of light. Haze fi lters softened any brightly lit buildings.

    Pixar uses its own RenderMan for rendering, outputting the

    scenes in numerous layers, which were composited in Apple’s Shake.

    “With this fi lm, we had a wonderful opportunity to work

    with an existing, stable pipeline rather than the latest, greatest

    stuff,” says Polson. “I’m becoming a real advocate for that in the

    studio.” —Barbara Robertson

    Australian animator Anthony Lucas of

    3-D Films turned 2D cutouts, stop-

    motion animation, and 3D backgrounds

    into a 28-minute Gothic horror/mystery/

    adventure that has taken the festivals by

    storm. It’s a science-fi ction fi lm set in

    the past and fi lled with Victorian Rube

    Goldberg machines—steam-powered

    computers and iron airships.

    “It’s a ‘steampunk adventure,’” says

    Lucas. “William Gibson did a steam-

    punk book set within an alternate uni-

    verse in Victorian times. It doesn’t come

    from that, but having fi nished the fi lm,

    I fi nd myself in that genre.” Instead,

    Lucas was inspired by writers Edgar

    Allan Poe and Jules Verne.

    Although Lucas typically works with

    stop-motion characters, the stars of this

    fi lm are silhouettes: 2D cutouts. “The

    adventure takes place in an alternate uni-

    verse where light doesn’t refl ect,” Lucas

    explains. “That’s why the characters are

    silhouettes. Also, I like the look of it. I

    guess I worked out a reason for why this

    world is like it is.”

    The fi lm is set in the clouds; there is

    The Mysterious Geographic Explorations of Jasper Morello

    The “One Man Band” musicians Treble (at left) and Bass (at right) were modeled after directors

    Andy Jimenez and Mark Andrews, respectively. Each character required several hundred shaders.

    © 2006 Pixar.

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    Sean DeckerExecutive Producer

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  • 14 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Animation

    no ground. The star, Jasper Morello, is an

    aerial navigator who embarks on a dan-

    gerous voyage and, along the way, must

    take desperate measures to save his wife.

    Lucas started with a script and story-

    boards—600 drawings by storyboard

    artist David Cook. From those, the crew

    created animatics. Then, they redid the

    storyboards. “We photographed bits of

    junk, like car engines and hubcaps, and

    made the backgrounds out of that in

    [Adobe’s] Photoshop,” says Lucas. “Then

    we put proxies of our characters over these

    backgrounds to create new storyboards.

    As the scenes came up, I’d print the pages

    and throw them in front of the animators.”

    The animators used those poses—cre-

    ated for about every 12 frames—to com-

    plete the animation. Animators worked

    with CelAction’s CelAction2D software

    to create the characters, animating them

    on white backgrounds as if they were live-

    action actors on greenscreen stages. “You

    make a fi gure as a 2D object, and hinge

    it like a puppet,” explains Lucas. “It’s

    classic cutout animation. We give it a 3D

    spin—they look 3D when they turn their

    heads, but they’re not.”

    Because the characters are always sil-

    houetted, they’re always jet-black, although

    the fl at planes have a bit of texture to cre-

    ate such detail as buttons. The posed sil-

    houettes are output as Photoshop fi les. “We

    slide the Photoshop fi les on top of each

    other to make it look like the characters

    turn around,” explains Lucas.

    To create the iron fl yingships that fl oat

    through the sky, the crew used Autodesk

    Media and Entertainment’s 3ds Max; to

    create the clouds, they used (Autodesk)

    Maya particles. Compositors then com-

    bined all these images in Autodesk’s

    Discreet Combustion, and added glows

    and color tints to the scene. “We put a tint

    throughout the fi lm, and the tint changes,”

    says Lucas. “Because this is an alternate

    universe that echoes Victorian times, or

    maybe even longer ago because there’s

    still a plague, we wanted a sepia look all

    the way through. But, we changed the tint

    to echo locations.” Jungles are green, for

    example; ice is cool blue.

    The characters, however, are always

    black. “I didn’t want the characters to look

    like normal CG things,” Lucas says. “I

    adore Pixar fi lms. As a short fi lmmaker, I

    loved ‘Boundin’.’ My kid loved ‘Boundin’.’

    Anything with hope in that abundance

    should be promoted. But we aren’t Pixar.

    This is an independent fi lm. We were

    going for a graphic style. If you do cheap,

    low-level 3D, it’s not very sexy.”

    At 28 minutes, Lucas’s short anima-

    tion is rather long, yet its cinematic quality

    has caused reviewers to ask for more. And,

    Lucas has begun working on ways to con-

    tinue the story—with more half-hour seg-

    ments and, perhaps, as a feature.

    It certainly sounds like hope has

    found its way to this animation studio in

    Australia, too. —Barbara Robertson

    For “Jasper Morello,” director Anthony Lucas

    created an environment using photographs

    and 3D clouds, made 3D machines, and then

    placed animated 2D “cutout” characters into

    the environment.

    The Moon and the SonFilm historian, author, teacher, animator, and director of the

    animation program at New York University’s Tisch School of

    the Arts, John Canemaker created a 28-minute animated imagi-

    nary conversation with his father that recently won the Fabrizio

    Bellocchio Prize for Best Social Content at the I Castelli Animati

    animation festival in Genzano, Italy. Film historian Leonard

    Maltin calls the animation, titled “The Moon and the Son,”

    Canemaker’s “most personal work ever—and his most brilliant.”

    Canemaker writes, “I made this fi lm to resolve long-stand-

    ing emotional issues I have with my late father. I wanted to fi nd

    answers to our diffi cult relationship, to understand the reasons

    he was always a feared fi gure in my childhood, why he was

    always angry and defensive, verbally and physically abusive,

    and often in trouble with the law.”

    “The Moon and the Son,” which features the voices of actors

    Eli Wallach and John Turturro as father and son, respectively,

    was traditionally drawn.

    Even so, the fi lm was cut and sound effects were added

    with an Avid system; the composure used Apple’s Logic Pro

    to compose, print, and mix the music, and Adobe’s Photoshop

    to scan and edit three of the scenes. Apple’s Final Cut Pro

    helped the team put it all together. —Barbara Robertson

    Animator John

    Canemaker uses

    drawings to per-

    sonify emotions

    on the screen and

    make what’s in

    the mind become

    alive in his fi lm.

    © 2

    004

    3D F

    ilms

    / AFC

    / SB

    Si /

    Film

    Vic

    tori

    a.Im

    ages

    co

    urt

    esy

    Joh

    n C

    anem

    aker

    .

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  • 16 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Animation

    Created by Cédric Babouche of Sacrebleu

    Productions in Paris, “Imago” tells the

    story of Antoine, who lost his father in a

    plane crash. “He loved his father so much,”

    says Babouche, “that he created his own

    world to share secret moments with him.

    Because he is a child, his perception of

    reality comes from fairy tales. So, he

    transforms the special moments he spent

    with his father into metaphorical dreams.

    Because they spent a lot of time near a

    tree at the seaside, the tree became a sym-

    bol, and when it disappears in a storm, he

    understands that he has to grow up.”

    The inspiration for this fi lm came from

    Hayao Miyazaki’s fi lm Porco Rosso, in

    which a plane crashes into a tree. “When I saw that beautiful pic-

    ture of the plane crash, I said I would like to use the spirit of that

    image for a project,” Babouche says. “Also, my father is a very

    special person who I don’t see a lot and don’t really know. So this

    fi lm talks about the feeling of missing somebody and the way we

    can create our own world to fi ll loneliness.”

    The characters in “Imago” are 2D; the backgrounds, 3D.

    Babouche used Crater Software’s CTP software for the 2D ani-

    mation line tests, Adobe’s Photoshop for painting the scanned

    drawings, Cambridge Animation Systems’ Animo for timing,

    Autodesk Media and Entertainment’s 3ds Max and the com-

    pany’s Maya for 3D, and Adobe’s After Effects and Autodesk’s

    Discreet Combustion for compositing.

    The fi lmmaker started with a hand-

    drawn storyboard, which he scanned

    into Photoshop to work on the lighting.

    “It’s really important for me to show what

    the light will look like as soon as I can,”

    he says.

    Babouche also created nearly 100

    backgrounds by hand. He started with

    a 2B pencil on paper, colored the draw-

    ings with watercolors and ink, and then

    scanned them into Photoshop. He compos-

    ited the sequences in Combustion using

    that software program’s Particle Illusions

    for effects. “Compositing was the most

    important step because of the mix of 2D

    and 3D,” says Babouche. “I didn’t want to

    use any 3D lighting, which is colder than 2D lights, so I drew all

    the shadows and lights with masks in After Effects.”

    Babouche began working on the script in October 2003, and

    began production in July 2004. He fi nished the following April.

    He now plans to use the same process to create a feature fi lm for

    which he’s nearly completed a script.

    “I don’t want to use only 3D because I like the freedom water-

    color offers,” Babouche says. “I want my future projects to look

    like illustrations.”

    Barbara Robertson is an award-winning journalist and a contrib-

    uting editor for Computer Graphics World. She can be reached at

    [email protected].

    Imago

    The junkyard world inhabited by the lit-

    tle burlap-covered characters of Shane

    Acker’s short fi lm, “9,” is a large and scary

    one. Though it offers the characters plenty

    of opportunities for scavenging—which

    seems to be their principal occupation—

    it’s also home to a malevolent predator

    that hunts them relentlessly. How the main

    character, 9, responds to this challenge is a

    triumph of reason over instinct, or brain over

    brawn. Or, just possibly, good over evil.

    A thoughtful plot, with edge-of-your-

    seat action and richly detailed and origi-

    nal modeling and animation have earned

    “9” numerous awards—including Best in

    Show at SIGGRAPH’s 2005 Electronic

    Theater—making it eligible as an Oscar

    contender in the short-fi lm category. The

    nine-minute CG fi lm has attracted so

    much attention, in fact, that it is going

    to be developed into a feature fi lm, with

    Acker directing and Tim Burton and oth-

    ers aboard as producers.

    Success of this magnitude seemed

    worlds away during the four and a half

    years that Acker spent working on “9.”

    He began the fi lm as his thesis project

    while a student at UCLA’s Animation

    Workshop. He started out with a bit of a

    handicap, however: His background was

    in drawing and 2D animation, and “9”

    marked his fi rst exposure to 3D. Thus, it

    was a case of baptism by fi re.

    “I bit off more than I could chew with

    ‘9,’” Acker admits. In fact, the fi lm proved

    so diffi cult and time-consuming that

    Acker ended up taking periodic breaks

    from it (including a stint working on The

    Lord of the Rings: The Return of the King for

    Weta Digital) in order to earn a living.

    One thing that kept Acker going over

    the years was the strength of his original

    For “Imago,” French animator Cédric

    Babouche placed hand-drawn animated

    characters on 3D and painted backgrounds.

    9

    Imag

    e co

    urt

    esy

    Céd

    ric

    Bab

    ou

    che.

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  • C A L L 8 8 8 . T O P. C I T Y O R V I S I T O R L A N D O E D C . C O M

    where companies dream in hypercolor.

    Business is busting at the seams for Orlando’s digital

    media sector. Home to top-notch studios like Electronic

    Arts, specialized higher-ed training programs, and the

    world’s largest concentration of simulation developers,

    it’s no wonder companies around here are so animated.

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  • 18 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Animation

    concept. “I had the idea of these little rag

    doll creatures that would pick through

    their environment,” he explains. That

    environment would be more or less post-

    apocalyptic, and the rag dolls would rep-

    resent the beginning of a new civilization.

    In a rough parallel to the way life might

    have been for our primitive hunter-gath-

    erer ancestors, the rag doll characters look

    fairly helpless, but they get by using their

    wits. “They’re diminutive in scale,” says

    Acker, “and they’re living in an oppressive

    world, yet they’re sort of good-natured.”

    Another source of inspiration for Acker

    was stop-motion animation, especially the

    surreal and sometimes downright creepy

    works of artists such as the Brothers Quay,

    Jan Svankmajer, and the Lauenstein broth-

    ers. Acker admired their style, but viewed

    it as a jumping-off point.

    Acker began work on “9” with the story

    itself—an 18-panel storyboard that started

    with the main action scene, in which 9 is

    pursued by the fi lm’s villain, a mechani-

    cal cat-beast. At that point, Acker decided

    that a lot more setup was required in order

    to invest viewers in the action, so he added

    another character—a mentor, called 5—

    and also a fl ashback scene that would help

    explain the challenges and motivations of

    the fi lm’s hero, 9.

    Then, Acker created an animatic that

    was so highly detailed, “it was almost a

    true 2D fi lm—or something in between a

    traditional animatic and a 2D fi lm.”

    The next step was learning to use 3D

    modeling and animation tools—albeit while

    he was creating the fi lm. Acker maintains

    that “drawing is at the heart” of his fi lm,

    though he very much wanted to make use

    of CG animation to suggest the stop-motion

    look he admired. The fi lmmaker estimates

    that he spent about two and a half years

    in the preproduction phase of the movie,

    doing modeling, rigging, matte paintings,

    and so forth, all the while learning to use

    Autodesk Media and Entertainment’s Maya.

    When it was fi nally time for anima-

    tion, that original animatic proved invalu-

    able. Acker used it as a kind of road map,

    replacing the 2D animation with 3D. In

    fact, he notes, the animatic was a kind of

    anchor for the fi lm: Since he had to work

    on it between paying gigs, it was good for

    him to be able to have the animatic as a

    guide so he wouldn’t lose focus.

    Acker employed keyframing for all the

    animation in the fi lm. The cat-beast and its

    movements are among the achievements

    in the fi lm of which Acker is proudest. The

    character is made of cat bones, including a

    cat skull, that are interlaced with a metal

    armature. The cat-beast moves with a cat’s

    sense of purpose, but there is something a

    bit reptilian about it as well. Like the rag

    doll creatures, the beast is a scavenger, but

    also collects living things, and has a grue-

    some way of using them literally to add

    onto itself. Whatever the creature’s moti-

    vations, it clearly wants something that the

    rag dolls have. “It recognizes their souls

    in them, and is attempting to become like

    them,” explains Acker.

    In order to create the variety of tex-

    tures that are an important part of

    Acker’s artistic achievement, he became

    a scavenger himself. He collected items

    with interesting textures that he could

    photograph, scan, and then manipu-

    late in Adobe’s Photoshop. He also pho-

    tographed broken-down parts of Los

    Angeles that would add interest to his CG

    environment of urban decay.

    Acker employed Maya for lighting and

    rendering. “I didn’t use a lot of raytrac-

    ing,” he says, explaining that he was aim-

    ing at a less-than-real environment that

    was somewhat painterly. In fact, there are

    quite a few large matte paintings used in

    the fi lm. To composite the imagery, the

    fi lmmaker used Adobe’s After Effects.

    Since “9” has no dialog, the characters’

    actions must tell the story. And though

    the main plot is simple enough in scope,

    the fi lm is full of many small and telling

    details—actions that seem random at the

    time but turn out to have great signifi cance

    later on. Moreover, there are some little

    jokes throughout the fi lm. The cat-beast,

    for example, hunts for nine characters, or

    nine lives. And there is the almost requisite

    Pixar-type lamp, albeit a rusty version.

    All in all, though, says Acker, he is

    happy with the decayed, down-and-out

    look and feel of the fi lm. “It’s hyper-

    detailed, but it’s also stylized and paint-

    erly,” he says. Certainly his attention to

    the grit and grime of urban decay has paid

    off in that despite its bleakness, there’s a

    lot to see in this junkyard world.

    In the end, the hero’s brains, and his

    use of tools, win the day. The 9 character

    rescues the souls of his predecessors, and

    in the fi nal scene, seems to be leaving his

    bleak world, traveling alone. It’s a hope-

    ful scene, and it also sets him up for fur-

    ther adventures that just could happen in

    the forthcoming feature fi lm.

    Jenny Donelan is a contributing editor

    for Computer Graphics World. She can be

    reached at [email protected].

    Like the characters he created for “9,” fi lmmaker Shane Acker himself became a scavenger

    of sorts, collecting various textures for the bleak setting of his animated short.

    Imag

    e cou

    rtesy Shan

    e Acker.

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  • . . . . Scanning

    20 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    lthough modeling and anima-

    tion software—and the images

    they create—tend to be the

    stars of the computer graphics industry,

    3D scanning plays a quiet but integral

    role in the origin of many digital mod-

    els, from props and maquettes to celeb-

    rities and stunt actors. Initially, the CG

    industry had been fairly slow to embrace

    the technology. Today, however, the use

    of 3D scanning is prevalent throughout

    the entertainment realm, and new appli-

    cations continue to emerge.

    Cyber-scanning technology was devel-

    oped over two decades ago by Cyberware

    (Monterrey, CA) as a family hobby,

    the brainchild of a retired aero-

    space engineer, his artist

    wife, and their computer

    programmer son.

    “My dad wanted

    to make a

    kind of

    sculpting machine that measured the

    human face accurately and quickly,” says

    Cyberware vice president Steve Addleman,

    another son of the inventor. “The device

    was hooked to a computer-controlled mill-

    ing machine that would carve an image

    of what was scanned.” A head scan took

    17 seconds, and the resulting carved foam

    bust could be completed in a few hours.

    What started as a small venture aimed

    at artists and sculptors took a huge leap

    forward thanks to powerful Silicon

    Graphics computers, which, for the fi rst

    time, enabled the scanned data to be ren-

    dered as a surface. “You could actually see

    the data,” recalls Addleman. Soon after,

    Hollywood came knocking—in the form of

    Star Trek IV: The Voyage Home in 1986. For

    a special effects scene in which the heads

    of the bridge crew rolled out of the fog, a

    seamless look required computer graphics,

    and the project began with scans of the

    Star Trek crew’s heads. After that success-

    ful experience, Hollywood became a fairly

    frequent client of 3D scanning.

    The US Air Force was one of the fi rst

    groups to identify the value of digital scan-

    ning outside the entertainment realm. The

    Air Force worked with physical anthropol-

    ogists to achieve precise measurements of

    the human body, to arrive at standards

    for helmets and suits. To achieve this goal,

    the military branch provided the money

    for Cyberware to develop a full-body scan-

    ner that could get the job done quickly—

    “a person can only stand still for 15 to 20

    seconds,” Addleman points out.

    The resulting full-body scanner com-

    prised a precise motion system and four

    scan heads mounted onto horizontal

    arms on tall towers. The new device also

    scanned color and, per the Air Force’s

    requirement, was “portable” (large trucks

    could transport it).

    With its focus on designing new 3D

    scanners, Cyberware transitioned from

    a service provider to a scanning equip-

    ment manufacturer; the company

    continues to sell customized

    scanners for a wide range

    Point Person Service providers give studios

    easy access to 3D scanning

    By Debra Kaufman

    A

    Service

    provider Gen-

    tle Giant used its

    Cyberware systems

    to acquire scanned data

    of actor Michael Caine (top

    of page) for the effects in the

    Austin Powers movie Goldmember.

    Imag

    e cou

    rtesy Gen

    tle Gian

    t.

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  • w w w . c g w . c o m FEBRUARY 2006 Computer Graphics World | 21

    Scanning. . . .

    of uses, from archaeology to industrial

    design and the military. The company’s

    products include the original head scan-

    ners, small- and large-object scanners,

    and the whole-body scanner, all priced

    between $20,000 and $400,000.

    Dedicated to Service

    According to Addleman, there is a rea-

    son why Hollywood fi lm-production

    companies and computer game devel-

    opers utilize scanning services, rather

    than purchasing scanners themselves.

    “The scanners are very productive, so it’s

    more effi cient for clients to buy the time

    rather than the scanner,” he says. A fi lm,

    game, or TV commercial can take advan-

    tage of the specialized skills of a service

    bureau’s experienced staff without incur-

    ring the cost of the equipment. They can

    also benefi t from the latest technology

    developments and customized solutions.

    Some of the recent advancements in

    the technology include increased reso-

    lution and higher-quality texture maps.

    Increasing the measured points on a sur-

    face provides more detail—for instance,

    the valley of a wrinkle or the break of a

    lip. Visual effects clients also want high-

    quality texture maps with a full range

    of colors. “The original systems had one

    color value for every X, Y, Z location, or

    point,” explains Addleman. “Now, high-

    res systems have 16 times the number of

    color values, and they’re located on and

    in between every X, Y, Z location, which

    enables the image to bear much closer

    inspection. But it’s still not enough.”

    While Cyberware proved the initial

    value of 3D scanning, other companies

    in recent years have fostered the technol-

    ogy’s growth and usage, particularly in

    the entertainment industry, by offering

    scanning services.

    Upping the ante is researcher Paul

    Debevec at the Institute for Creative Tech-

    nologies in Marina del Rey, California,

    where an image-based lighting technique

    is being applied to the human face. This

    process enables the capture of the human

    face from every direction that light can

    pass, which results in a perfect-fi delity

    image of the face. Debevec’s latest appli-

    cation enables the capture of the human

    face from arbitrary camera viewpoints

    and in performance, which Sony Pictures

    Imageworks used to generate digital faces

    in Spider-Man 2 and Weta Digital used for

    Naomi Watts’s face in King Kong.

    Debevec says that although typical 3D

    scanning does indeed result in texture

    maps for the face and body, it imposes lim-

    itations. “If you map a person’s face onto

    nicely scanned geometry, you’ve wrapped

    a photo around the face,” he

    says. “You can only change

    that by editing out the

    effects of lighting and then

    resimulating them, which is

    diffi cult. This method cap-

    tures shading that tells us

    how the face responds to

    light, independent of

    the illumination

    it’s captured in.”

    Gentle Giant

    Founded in 1995,

    Gentle Giant (Bur-

    bank, CA) got its

    start sculpting physi-

    cal maquettes for ani-

    mation studios and toy

    manufacturers. “We’d

    often sculpt a perfect likeness [of an

    object], take it into the studio for approval,

    and they’d say, ‘Great, but it needs to be 10

    percent larger,’’’ recalls Steve Chapman,

    vice president of technology. “And we’d

    have to resculpt the entire thing by hand.

    Then it occurred to us that if we could

    digitally scan [the model] and then out-

    put it on a 3D printer (rapid-prototyping

    machine), that problem would be solved.”

    In 1997, Gentle Giant bought a Cyber-

    ware scanner, and soon after, started

    investing in more 3D scanners and more

    printers. And, business boomed.

    Whereas many scanning service

    bureaus serve several industries, 99 per-

    cent of Gentle Giant’s business is from

    visual effects facilities serving the motion-

    picture industry. According to Chapman,

    Gentle Giant’s work sometimes begins in

    the preproduction phase of a project, with

    the creation of designs and sculptures

    for characters; other times, the group

    becomes involved in the production phase,

    scanning actors and props on set.

    How the team provides the resulting

    datasets to the VFX companies depends

    on the client. “[Industrial Light & Magic],

    for example, has an intrinsic work fl ow

    for dealing with scanned data, so we give

    them raw data,” says Chapman. “Other

    companies may not have the employees to

    process the data from raw points to some-

    thing animatable, so we’ll do it for them.”

    Rhythm & Hues recently had Gentle

    Giant scan actors, maquettes, and props

    for The Chronicles of Narnia: The Lion, the

    Witch and the Wardrobe. “We probably did

    100 cyber scans for the fi lm,” recounts Bill

    Westenhofer, the studio’s visual effects

    supervisor. “They did a lot of the polygon

    cleanup, and we got a high-res scan. Then

    we created a low-res model that’s specifi c

    to our needs for animation.

    Processing the data is a simple mat-

    ter of taking a random triangle layout and

    turning it into ordered polygons. “You ide-

    ally want to keep everything,” Chapman

    says, “but there are ways to make it more

    manageable, such as using displacement

    maps instead of polygons to defi ne

    texture and bump maps.”

    Below shows actress

    Jessica Vallot while she

    is scanned in “Light

    Stage 2” at USC’s

    Institute for Creative

    Technologies. Right is

    the virtual image of

    Vallot’s face.

    Pict

    ure

    s co

    urt

    esy

    Pau

    l Deb

    evec

    .

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  • 22 | Computer Graphics World FEBRUARY 2006 w w w . c g w . c o m

    . . . . Scanning

    According to Chapman, the benefi ts of a produc-

    tion studio using 3D scanning go far beyond those

    of the fi lm’s basic completion. “When Warner Bros.

    creates a Harry Potter, it’s not just creating a movie, but a market-

    ing franchise that includes other ancillary products,” he says. “The

    same data used to animate Harry for the movie is also used for the

    video game as well as for the related toys and products.” For a VFX

    facility, though, the focus is on the job at hand. So it’s hardly surpris-

    ing then, that even though Rhythm & Hues is a major effects studio,

    the company has no interest in bringing high-res scanning in-house,

    comments Westenhofer. “The meat of our work is effects,” he says.

    “There isn’t enough scanning [needs] for us to amortize the costs.”

    Sony has also relied on Gentle Giant for scans the studio used

    while creating effects in Spider-Man, The Polar Express, Spider-Man 2,

    and, now, Spider-Man 3. Digital effects supervisor Peter Nofz reports

    that Gentle Giant usually delivers the data as high-res polygonal

    meshes in three formats, “to make sure that whomever needs it will

    have it.” He also requests the raw scan for cross-reference.

    Nofz is enthused about what he calls “the next leap” in 3D scan-

    ning: instant photographic scans. “These photographic scanners

    will get the information and provide much more accurate meshes

    instantaneously,” he says. “I hoped we would see it for Spider-Man 3

    but now it’s [likely we’ll have it for] Spider-Man 4.”

    Eyetronics

    Like Cyberware, Belgium-based Eyetronics—founded in 1998—

    manufactures digital scanners. Infrascan, a body-scanning

    solution, derives a 3D model from a single image. To accom-

    plish this, a person is placed in the da Vinci pose (standing with

    legs and arms fully spread), and a pattern is projected onto the

    subject while a camera takes a snapshot. Meanwhile, software

    automatically calculates polygonal data based on the pattern

    deformations on the person. The total scanning process takes

    less than fi ve seconds, and measurements are calculated within

    30 seconds. With the company’s Facesnatcher, designed for cap-

    turing face and hair details, two cameras take images while a

    beam projects multiple patterns onto the subject’s face.

    When Eyetronics opened its Redondo Beach, California, offi ce

    in 2000, vice president of operations Nick Tesi pursued indus-

    tries as disparate as games and medical, providing systems rather

    than services. Eyetronics sold its software, which calibrated the

    X, Y, Z positioning of a projected grid, while users bought their

    own camera and slide projector. But the number of different cam-

    eras made that business model diffi cult to support, and the com-

    pany subsequently switched to providing 3D scanning services.

    In 2001, Eyetronics built a housing for the actual grid that

    contained just one camera—currently an 8.3 megapixel Canon

    EOS 20D that uses a fl ash that gives a 12-in. depth of fi eld; a

    secondary fl ash provides a texture map. “It’s not a black box,”

    explains Tesi. “The hardware is an open system that allows us

    to bring in new technology as it becomes available.”

    According to most vendors and users, the biggest challenge

    to using digital scanning is the postprocessing of the data. In the

    case of Eyetronics, it uses computers sporting 3 GHz processors,

    Nvidia Quadro FX cards, and 2GB of RAM. The end result is pro-

    vided to a client as a fi le in any chosen 3D animation software,

    such as Autodesk Media and Entertainment’s 3ds Max or Maya

    format. Delivering a 3D model that has a 4K color map and is ready

    for animation makes the technology an easy sell to movie studios

    and game developers.

    The three markets that Eyetronics serves are fi lms, games,

    and broadcast. Recent fi lm work includes Batman Begins, Racing

    Stripes, and The Legend of Zorro. Tesi notes that Eyetronics has

    recently seen an increase in business on the computer gaming side

    as a result of the increased quality demands of next-gen gaming.

    Continuing to raise the bar in digital scanning and the tech-

    nology’s profi le in the marketplace, Eyetronics has developed a

    system for facial performance capture, which was used by Café

    FX to create the Invisible Man in The League of Extraordinary

    Gentlemen and by VFX supervisor Jeff Okun to generate a digital

    stunt double of Tom Cruise in The Last Samurai. Also, the Motion

    Picture Company utilized the system to create multiples of actor

    Deep Roy for the oompa loompas in Charlie and the Chocolate

    Factory (see “Eye Candy,” August 2005, pg. 16).

    At Café FX, technical animation supervisor Domenic Di

    Giorgio recalls that, to create the Invisible Man, the group fi rst

    Eyetronics used its ShapeCam device (inset) to capture the