SOFTIMAGE|XSI 4.0 price guide
ILM use SOFTIMAGE|XSI to score Quidditch points
ILM use SOFTIMAGE|XSI to score Quidditchpoints in “Harry Potter and the Chamber of Secrets.” With a library of mocap and the XSI animation mixer, these animation legends were able to blend individual moves together into one seamless, broom-flying heart-racing, Quidditchgame.
by Michael Abraham
It’s extremely rare that the second installment in a series surpasses its predecessor. In the case of last year’s wildly successful and fantastically fun Harry Potter and the Sorcerer’s Stone, the pressure was definitely on for this year’s follow-up, Harry Potter and the Chamber of Secrets, to blow the roof off a theater near you. Such pressure, as we moviegoers know so well, often leads to the very worst kinds of cinematic disaster.
So it was with profound pleasure, then, that I watched the Chamber of Secrets when it opened last November. Not only did it exceed its predecessor in virtually every area, but the visual effects were more spectacular, exciting and, yes, frightening than any other film I’ve seen. In short, the film was an absolute blast, and for that we can thank, yet again, the extraordinary work of legendary effects facility Industrial Light & Magic (ILM), who have been stunning moviegoers for more than 28 years.
So, while Harry Potter has Industrial Light & Magic (ILM) behind him, ILM has SOFTIMAGE|XSI and SOFTIMAGE|3D on their side.
Anyone for Quidditch?
To create the pulse racing Quidditch match scenes in Chamber of Secrets, for example, Lead Animator Paul Kavanagh and the visual effects team at ILM relied on the SOFTIMAGE|XSI Animation Mixer to mix digital doubles of the actors with a generic library of Quidditch moves.
“For the second film, we wanted to add an element of motion capture to the Quidditch match,” says Kavanagh. “We built a complete rig with a broom, and then had a rider in full mocap gear sit on it as stagehands moved it around. By doing this, we were able to shoot a variety of different scenarios with the rider kicking, punching and that kind of thing. We gradually built up a library of highly realistic Quidditch moves.”
Having a library of moves was one thing, but Kavanagh quickly found himself yearning for a way to tie various moves together and blend them into one seamless action.
“We quickly realized that, if we wanted to blend the motion capture moves together, SOFTIMAGE|XSI was the only way to go,” says Kavanagh. “We took our SOFTIMAGE|3D scenes and imported them one at a time into SOFTIMAGE|XSI.”
Using the SOFTIMAGE|XSI Animation Mixer, the ILM team were then able to blend the individual moves together into one seamless, heart racing Quidditch play.
“SOFTIMAGE|XSI made it very easy to chop, cut and paste different pieces of motion and blend between them,” Kavanagh continues. “Once we had a shot that we liked, we were able to pare it down into a compound that was exportable as a SOFTIMAGE|3D anim file. The anim file would then be imported back into SOFTIMAGE|3D and onto one of our character models. The character would then follow the motion capture moves. We were using XSI to perform the animation we wanted, but, when it came time to export, it was only an anim file. There was no geometry or animation controllers involved in the export, just the animation data. It was fantastic, and I don’t think we could have done it any other way.”
ILM is now deploying version 3.0 of the SOFTIMAGE|XSI environment on Linux workstations and servers throughout its production pipeline. The story of Harry Potter and SOFTIMAGE, however, is far from over.
Please read on.
Leading by Example
Steve Rawlins admits that he likes to lead by example:
“I love to be involved at the very beginning of a project, when the animation is just starting,” says the veteran animator from his desk at ILM in San Rafael. “An early start on a character gives you a nice ramping-up period and an ideal chance to define exactly who the character will be. If you can establish that early, it’s better for everyone, I think. Otherwise, things can get kind of confusing.”
Rawlins should know. As he embarks on his eighth interesting year at Lucas Digital’slegendary effects company, the Lead Animator on such films as Star Wars Episode II: Attack of the Clones (2002) has played an early role in some seriously large projects. After an initial eighteen months in ILM’s now-closed Commercial Production division, Rawlins moved straight into animating the return of the infamous Jabba the Hutt for Star Wars Episode I: The Phantom Menace (1999). Following work as Lead Animator on the title characters for The Adventures of Rocky and Bullwinkle (2000), Rawlins assumed the same role on Episode II, helping to create Dexter, the bizarre, yet-entirely appropriate looking diner owner in the film.
“Listing them like that doesn’t make it sound like I’ve worked on much in the last seven years,” says Rawlins thoughtfully. “They were all long schedules and a lot of work, however. They were all great to work on.”
Not much? I beg to differ. For my money, Harry Potter and the Chamber of Secrets alone might have taken Rawlins’ full ILM tenure to complete (much, much longer, of course, if I’d been working on it, but that’s why Steve’s at the best effects facility in the whole damn world, and I’m in Montreal writing stories about him – but I digress).
Just as he did with Dexter, Rawlins used SOFTIMAGE|3D v. 3.9 to define the animation, and, therefore, the screen character, of Dobby, a brand new character in the continuing Harry Potter story. Short, meek and troublemaking, Dobby is a “house elf,” an overwhelmingly obsequious goblin with a penchant for self-punishment. When he discovers a plot to harm Harry upon his return to school, Dobby, despite his instinctual loyalty to his nefarious masters, is determined to rescue Harry from his apparent fate. The methods Dobby uses to keep Harry from being hurt are as hilarious as they are destructive, as disastrous as they are well intentioned.
It was not long before animators Sue Campbell, Kevin Martell and Steve Aplin joined Rawlins to work on Dobby. By the end of the project, a total of fifteen animators, all working on SOFTIMAGE|3D, came together to bring Dobby completely to life.
“SOFTIMAGE|3D definitely enhanced the efficiency of this project,” says Rawlins with emphasis as he begins to explain why.
When Harry Met Dobby…
While Rawlins began his animation work in early January 2002, Dobby had been conceived and modeled in November and December 2001, just a few weeks following the opening of the inaugural Harry Potter film. Confident of the first film’s impending success, ILM had no time to lose.
Fortunately for Rawlins’ schedule, the first scene shot was Harry’s first meeting with Dobby.
“It worked out really well for me,” says Rawlins. “Because the scene in Harry’s bedroom was the first one shot, an edited version was available to us by the beginning of February. It included somewhere around 22 shots and, the finished voice track, everything except Dobby himself. That had the dual advantage of setting the stage for me but still allowing me the freedom to have Dobby move the way I wanted him to.”
Rawlins eased into the project, using SOFTIMAGE|3D to create a simple walk cycle for Dobby, “just to see how he was going to move.” From there, the team chose a single shot on which to test their proposed animations.
“We chose what turned out to be the third shot in the sequence for our reference,” says Rawlins. “Fittingly, it is the very shot where Dobby introduces himself to Harry. It was a great shot to start with, because it provides a good shot of his face, and I was then able to imbue his entire character with the sort of nervousness we wanted to convey. What was great was that Chris Columbus, the director, was able to see Dobby for the first time actually interacting with Harry in the movie. He was very positive.”
When Dobby Hits Dobby…
Once established and approved by Columbus, it was time to make Dobby behave like, well, Dobby. As the conflicted yet kind little being that he is, Dobby is given to feeling profoundly guilty even when he does the right thing. Attempting to assuage that guilt, Dobby spends a good deal of time hitting himself. Both funny and kind of sad, these scenes of self-punishment were some of the most challenging on the film:
“The decision was made early on that Dobby would be created using entirely keyframe animation,” says Rawlins. “It was the right decision, but there is always a tendency with keyframing to make the animation overly ‘cartoony’ in its look. Using SOFTIMAGE|3D, Kevin Martell did a fantastic job of striking a balance between Dobby’s otherworldly look and some sort of realism. When Dobby bashes himself in the head, it isn’t entirely funny. He doesn’t come across as enjoying the pain or just being goofy. It really is rather sad, I think, and the audience feels just a little bit badly for laughing at him.”
When asked if Martell’s accomplishment was aided by SOFTIMAGE|3D, Rawlins is quick to answer in the affirmative:
“When you draw with a pencil and paper, you never have to think about how they work,” he says matter-of-factly. “Because of that, you can focus entirely on your creativity. That’s the way it is with SOFTIMAGE|3D. The tools are all right there and extremely intuitive. You can just grab your model and get to work. You never have to spend time fighting to do something.”
“My favorite feature would have to be the dope sheet,” continues Rawlins thoughtfully. “It lets me play and record basic motions and then layer in different variations quickly and easily. Together with the curve editor, the dope sheet becomes a very powerful combination.”
Just like ILM, SOFTIMAGE and Harry Potter.
From a 2002 “Productivity Gains with SOFTIMAGE|XSI” presentation, which answers the question “Why should I buy XSI?”
Action Synthèse drops Max for Softimage on The Magic Roundabout
Softimage Spins Magic Roundabout Movie
Ryan Ball Feb 5th, 2003 Animation Magazine
In creating animation for the upcoming CG feature version of the 1960s cult European TV series The Magic Roundabout, French animation studio Action Synthèse has chosen to use Softimage’s 3D software, SOFTIMAGE|XSI.
Scheduled for release in France and the U.K. in 2004, Action France and Pathé U.K.’s The Magic Roundabout will feature all original characters and two all-new additions. Australian pop star Kylie Minogue will lend her voice to cartoon character Florence. Fellow singer Robbie Williams will provide the voice for Dougal, the world-weary, shaggy dog and Absolutely Fabulous star Joanna Lumley will be Ermintrude, the whimsical cow.
Two years into the project, Action Synthèse decided to switch from Discreet’s 3ds max to SOFTIMAGE|XSI, using the 3ds max to XSI converter tool to bring existing content into the restructured 3D pipeline.
The production, underway at Action Synthèse’s recently expanded facilities in Marseilles, in the South of France, is employing more than 50 HP workstations running the SOFTIMAGE|XSI and 40 licenses of SOFTIMAGE|XSI Batch, Softimage’s batch processing & rendering solution.
According to the studio, the hair and fur tools of SOFTIMAGE|XSI have been instrumental in creating Dougal the dog’s signature long-haired coat.
A significant portion of the movie takes place in a winter land, featuring snow, glaciers, and even an ice castle. To re-create the unique feel of winter light and ice reflections while keeping rendering times under control, the team at Action Synthèse is relying on the interactive renderer within SOFTIMAGE|XSI. The new image-based lighting pass in version 3.0 allows the digital artists to generate entire lighting environments based on images or sequences.
We used both SOFTIMAGE|XSI and Avid|DS extensively in the making of the Britney Spears Toxic video. The intelligent, fast and intuitive interface in XSI, coupled with the overall speed of the software, meant that we could get the job done faster and in a style that our competitors couldn’t match.
– Amy Yukich, Executive Producer, KromA
Here’s a Sumatra mockup from May 1998 (the original file was named “3D\rebirth\newsuma2.jpg”).
Ten years ago: 64-bit SOFTIMAGE|XSI previewed
[This screenshot is] actually one we showed at GDC and IDF a few weeks ago. Its the USS Ronald Reagan provided to us by Digimation. The model is 1.5 million polys and there are 36 of them on screen so there are plenty of polys in that scene too. I think that scene is taking up about 3.7 gigs RAM.
The workstations we are using are Dell 670, 380’s and also Intel provided boxes, both dual Xeon and dual-core Pentium 4EE’s with 8 gigs in the dual core boxes and 16 in the Xeon boxes. I was hoping for some SLI goodness but the boxes are single PCIE machines at the moment so we’re running single Quadro 3400’s.
— marksch on cgtalk
Avid to Preview 64-bit SOFTIMAGE|XSI Software at Microsoft Conference
WinHEC 2005 – Seattle , WA – April 25, 2005
Avid Technology, Inc. (NASDAQ: AVID) today announced that it will be demonstrating a technology preview of a native 64-bit version of SOFTIMAGE®|XSI® 3-D animation software during WinHEC – Microsoft’s annual Windows Hardware Engineering Conference – from April 25-27. The technology preview will provide attendees with a first-hand look at a prototype of SOFTIMAGE|XSI software that is designed to take advantage of 64-bit computing architectures in order to streamline time-consuming 3D animation tasks such as modeling, texturing, and rendering. The 64-bit architecture of SOFTIMAGE|XSI software will leverage the increased performance capabilities found in a range of technologies, including Microsoft Windows XP Professional x64 Edition, Dell Precision™ Workstations with 64-bit Intel ® Xeon ™ processors supporting up to 16GB of memory, and the new Dell Precision 380 with the Intel ® Pentium ® Processor Extreme Edition – Intel’s first dual-core processor-based platform which also features Intel ® EM64T, supporting up to 8GB of high speed memory.
“At Softimage, our customers create incredible CG visuals for feature films, commercials, and video games – and they are consistently delivering greater realism and more sophisticated 3D content,” said Marc Stevens , director of product marketing and research & development for Softimage. “Advancements in 64-bit hardware, like dual core processors, enable artists to work at greater speeds and to produce incredible results in less time. We’re pleased to be a part of WinHEC this year in collaboration with Dell and Intel, and for the opportunity to show how 64-bit applications are poised to dramatically change the creative process for CG artists who create some of the most complex and compelling visual imagery in today’s media.”
André Bustanoby, visual effects supervisor at Stan Winston Digital, a LA-based visual effects shop, said, “At Stan Winston Digital, we are dedicated to delivering the highest level of character animation and visual effects for our projects, often with huge 3-D scenes that can slow software applications as we push system memory to its maximum capacity. With 64-bit technology, we expect that our team of artists will be able to increase the complexity of their 3-D work – without sacrificing time – to deliver greater visual experiences to viewers than ever before.” Artists at Stan Winston Digital have used SOFTIMAGE|XSI to create CG imagery for films including Sky Captain and the World of Tomorrow, Garfield and Cat in the Hat.
The technology preview of the 64-bit version of SOFTIMAGE|XSI will demonstrate increases in performance over 32-bit memory systems. Some of these benefits include greater interactivity and faster rendering of massively complex 3-D scenes, and less rendering required for creating special effects with longer sequences that require layering of 3-D, film, and video content.