I originally wrote this for Game Developer in 2006, and it was always one of my favorite columns.
A blog about technical art, particularly Maya, Python, and Unity. With lots of obscurantist references
We've Moved
The blog has been retired - it's up for legacy reasons, but these days I'm blogging at blog.theodox.com. All of the content from this site has been replicated there, and that's where all of the new content will be posted. The new feed is here . I'm experimenting with crossposting from the live site, but if you want to keep up to date use blog.theodox.com or just theodox.com
Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts
Friday, December 26, 2014
The Conquest of Space
One of the hardest thing about working in our business is that the technology evolves faster than our means of talking about it. There are a lot of things which we learn in the course of our work that we have a hard time passing on, because the field is so small and so few of us have leisure to try to find ways to sum up all of the practical knowledge we pick up along the way.
I originally wrote this for Game Developer in 2006, and it was always one of my favorite columns.
I originally wrote this for Game Developer in 2006, and it was always one of my favorite columns.
Friday, March 28, 2014
New(-ish) Tools Watch: 3D Coat 4.1
Version 4.1 of 3DCoat just came out - details in the video above or at 3D-Coat.com.
3DCoat is an interesting voxel-based alternative to Zbrush. It deserves a lot of credit for really pushing the retopology business forward, and also for early PTex support. The interface is less idiosyncratic than Zbrush's but less by-the-numbers than Mudbox.
Plus, it's made in Kiev - buy a copy and stand up for Ukrainian independence!
Some cool feature videos if you're curious:
UV tools
Curve-constrained sculpts
Ptex texturing
Friday, March 14, 2014
Morph targets revisited
Here's an interesting demo vid from NewTek, spotlighting a new time-based sculpting workflow: in essence, an animatable Zbrush that let you retouch big simulation cache files. It's easy to see how this could spark a renaissance in vertex animation.....
More details on the NewTek website.
More details on the NewTek website.
Tuesday, March 11, 2014
A little bit of innovation
If recent demise of XSI has you all depressed about the state of 3d software, here's a little preview of a new Modo feature that will make some modelers very happy
http://community.thefoundry.co.uk/store/plugins/meshfusion/
http://community.thefoundry.co.uk/store/plugins/meshfusion/
Tuesday, March 4, 2014
*Sigh*
It's bad enough we just lost Harold Ramis.
Now we've also lost SoftImage.
Although I've never used XSI professionally, I was incredibly impressed by the people who made it, and I've always felt that XSI was a superior product to Max or Maya: making better use of modern hardware and showing off really innovative concepts in an industry that's gotten pretty damn stale for something that's sounds so high tech and is occasionally so magical.
In honor of the passing of this great piece of software, I'm going to reprint an article I wrote for Game Developer back in 2008 when the sale of XSI to Autodesk was first announced. I'm afraid I may have been a little too optimistic. However I do think that the basic idea of the piece - that we let ourselves in for this kind of treatment by not being more informed and flexible consumers - is still true.
In the mean time, I'm going to go have an Irish wake for a poor old XSI. (BTW, if you're waiting on the follow-up to Rescuing Maya GUI From Itself, I'm cleaning up the code and writing tests before I go blabbing...)
Update: Came upon this interesting set of charts (espceially the next to the last one at the bottom) which explains a lot of what's going on on here. Doesn't make it hurt less, though.
Equally relevant: Autodesk's upgrade lockdown.
Now we've also lost SoftImage.
Although I've never used XSI professionally, I was incredibly impressed by the people who made it, and I've always felt that XSI was a superior product to Max or Maya: making better use of modern hardware and showing off really innovative concepts in an industry that's gotten pretty damn stale for something that's sounds so high tech and is occasionally so magical.
In honor of the passing of this great piece of software, I'm going to reprint an article I wrote for Game Developer back in 2008 when the sale of XSI to Autodesk was first announced. I'm afraid I may have been a little too optimistic. However I do think that the basic idea of the piece - that we let ourselves in for this kind of treatment by not being more informed and flexible consumers - is still true.
In the mean time, I'm going to go have an Irish wake for a poor old XSI. (BTW, if you're waiting on the follow-up to Rescuing Maya GUI From Itself, I'm cleaning up the code and writing tests before I go blabbing...)
Update: Came upon this interesting set of charts (espceially the next to the last one at the bottom) which explains a lot of what's going on on here. Doesn't make it hurt less, though.
Equally relevant: Autodesk's upgrade lockdown.
The M-Word
If you’ve been in a crunch-time media blackout for the past
month, or shut down your internet connection to avoid election news, or are the only games artist on the planet
who’s never received a youtube link via email you may have missed an
interesting little tidbit of news. On October 23 we learned that Avid is going
to sell SoftImage, the Montreal-based developer or SoftImage|XSI to
Autodesk. If and when the deal goes
through, all three of the biggest 3d modeling and animation packages will all
belong to a single company.
Even if you managed to miss the announcement, you can
probably predict the immediate reactions anyway. In the XSI community, the dominant mode was
shell-shock. The “Resistance is Futile” jokes
and Borg-themed Photoshop jobs could not disguise the level of emotion in the
air -- the poster on the XSI forums who simply said “I think I’ll cry” wasn’t
kidding. There was a smattering of
optimists suggesting the deal would give more people access to some of XSI’s best
tech. A few pragmatists found
consolation in the idea that the conglomeration would give cross-package data
transfer the attention it deserves. But
the most common reactions were shock and anxiety.
It’s hardly surprising that the possibility of being forced
to abandon the comfort and security of a familiar environment would give XSI
users the heebie-jeebies. The official
Pixel Pusher line has always been that any professional game artist should be
competent in at least two packages. But even traditional artists are famous for
being emotionally attached to their tools (never, ever venture an opinion about
Kolinsky sable brushes in mixed company!) For us, who spend so much of our
lives poking at one particular set of dialogs or buttons, the thought of being
forced to swap them for a different, unfamiliar set of dialogs and buttons is deeply
disturbing. The fact that some XSI fans
were so distraught they’d consider switching to Blender out of pique is an
index of how emotional this issue can be.
What’s surprising, though, is that a similar miasma could be
seen in the Max and Maya forums after the buyout announcement. Emotions ran high
even for those not affected directly. Hardcore Maya fans suffered flashbacks as
they relived the 2006 buyout of Alias. More
commonly, though, users were grimly pondering the future of graphics software
in general, rather than the fate of any particular package. Some naysayers worried that technology would stagnate
without the underdogs like XSI striving to gain an advantage through
innovation. Others fretted that consolidation in the industry means the exciting,
Wild-West days of graphics are really over.
And many users of all three packages speculated that the lack of
competition will lead to price gouging.
Before we pronounce the graphics software business dead, we
ought to look at this deal in its historical context. These kinds of corporate dramas are
unsettling for artists because they are an unsubtle reminder that we creative
types are dependent on huge, impersonal corporations to get anything done.
Masters-of-the-Universe style MBA analysis isn’t part of our job descriptions, so
it’s hard for use mere users to figure out how to respond. A little bit of
history, however, is often a good way to get some perspective; so here’s a very
abbreviated walk through the life and times of SoftImage to help you understand
today’s news.
XSI may be the youngest of the big three graphics packages,
but SoftImage the company is one of the oldest firms in 3d graphics
software. The original “SoftImage
Creative Environment” debuted in 1988, but in an economic environment very
different from todays. 3D graphics was
very closely akin to rocket science – for one thing, it was mysterious new
high-tech discipline and for another you needed an exotic workstation that cost
upwards of $50,000[1] to
do either one. It was a very esoteric,
very pricey business.
SoftImage|3D was the
first commercial application to offer artist-friendly IK (1991) and it quickly
became the gold standard for computer animation. Many seminal CGI films of the early ‘90’s
were animated in SoftImage, most famously Jurassic
Park. Those early days of the CG
revolution were heady times. Hollywood stood ready to firehose money onto
anybody who could render a good looking triangle -- SIGGRAPH veterans still murmur nostalgically
about the heydays of studio parties – and the boom times were good for the
company. In 1992, the Montreal firm went public to much acclaim.
Success also changed the way the industry worked. By the mid ‘90s, the explosion of 3d game
development shifted the industry dynamic: the ranks of 3d artists and animators
expanded enormously, but few games companies could afford to put the equivalent
of a luxury sports car under every animator’s desk. Affordable PCs with primitive graphics cards started
stealing business from workstations and PC based packages like Autodesk’s 3d
Studio started making inroads against pricey workstation software.
Microsoft, naturally, wanted to see the PC forces prevail .
In 1994 they bought SoftImage for $130 million – a pretty high price given that
the whole 3D software market was only around $60 million a year back then. But
box sales weren’t the real goal: Microsoft needed to port a top-end workstation
graphics package to Windows and legitimize the market for high end graphics on
Windows.
For many SoftImage vets, the events of last month may have
an eerily familiar ring, right down to the “you will be assimilated” jokes
(although, in 1994 the reference was
forgivably fresh).
The MS acquisition was not a very pleasant experience for SoftImage users. Not only were many Unix devotees forcibly converted to a new OS, but the demands of porting and cross-platform development shunted innovation to the sidelines. It took almost 7 years for SoftImage|3D to get from version 3.0 to version 4.0 , and the package lost a lot of its technological edge to newer platforms like 3dStudio Max and Maya. It’s not surprising that the survivors of that first buyout react suspiciously to the latest.
The MS acquisition was not a very pleasant experience for SoftImage users. Not only were many Unix devotees forcibly converted to a new OS, but the demands of porting and cross-platform development shunted innovation to the sidelines. It took almost 7 years for SoftImage|3D to get from version 3.0 to version 4.0 , and the package lost a lot of its technological edge to newer platforms like 3dStudio Max and Maya. It’s not surprising that the survivors of that first buyout react suspiciously to the latest.
By 1998, Microsoft had achieved its strategic objective: Windows
had triumphed and graphics workstations were headed for the history books. SoftImage became superfluous. Microsoft sought out a buyer and found Avid, a
rising power in the digital video editing business which coveted the company’s VFX
and compositing tech. Even if the core
3d business was losing steam, the deal still ran a cool $285 million – a price
that might have been inflated by internet bubble, but it’s still pretty
impressive.
Avid’s stewardship was a lot healthier for SoftImage as a
tech company. SoftImage XSI, the long overdue gut-rehab of the aging SoftImage|3D,
was released in 2000. The product started
out a bit slow – version 1.0 had no poly modeling tools! – but gained steam
with impressive tech and clean new architecture. Many artists have lusted after
XSI’s GATOR system for mapping one mesh onto another (supporting everything
from texture transfers to skin weight matching) , its non-linear animation
mixer, Face Robot facial animation technology, and most recently the
high-perfomance ICE system for node-based custom object creation.
Second Prize in a Beauty Contest, Collect $11
Unfortunately, the eningeering success of the product did
not translate into success for SoftImage’s owners. Avid’s core business has been hit hard by the
proliferation of lower-cost video editing software like Apple’s Final Cut Pro. Even though the SoftImage was profitable, it
wasn’t profitable enough: to get a sense of the scale, you might note that the
$35 million sale price for the company won’t even cover Avid’s losses for the 3rd
quarter of this year. As times got
leaner, Avid needed to focus on protecting its core video editing business, so
it started hunting for a buyer early this year.
Autodesk, as home to both of XSI’s a main rivals, was not the first
buyer who was approached… but it was the final one, which is the one that
counts.
What lessons can you learn from this little history?
First, it doesn’t provide a lot of evidence for conspiracy
theories about monopoly power. The fact
is, supplying 3d software is pretty small potatoes in the grand scheme of
capitalism. It’s been said that there
are only about half a million seats of full 3d packages in the world – sounds
like a lot, but that’s smaller than the number of people in the beta program alone for Photoshop. It’s not a market where achieving dominance
is a huge financial win. All three
turnovers at SofImage have been driven
by strategic concerns that didn’t have to do with monopoly power or market
domination. Microsoft bought SoftImage
to catalyze the switch from workstations to PCs. Avid bought it to solidify its
FX and compositing business and saw modeling and animation through that
prism. The most recent sale didn’t
originate with a sinister plot from inside of Autodesk, it originated with Avid’s
accountants.
The more interesting – but also more depressing – aspect of this
story, though, isn’t concerned with money. You could read the whole thing as a
stirring tale of steadfast devotion. It was user loyalty that sustained SoftImage
during the drift of the Microsoft years, when technical sluggishness might have
let Max and Maya completely marginalize the original SoftImage. The emotional reaction to the news is proof of
how viscerally loyal users are to their favorite tools.
Unfortunately, that loyalty is a two edged sword. The last few version of XSI were consistently
excellent -- but no combination of cool features and good design managed to seduce
away enough users from other packages to secure SoftImage’s future. They competed on tech and features and did a great
job – but it wasn’t enough to overcome the entrenched loyalties of Max and Maya
fans. Individual artists might admire this feature or that bit of UI, but
collectively we’re reactionaries: we stick with what we know. On top of that, most
studios have tools and processes are designed around a particular package and aren’t
eager to chuck those investments for the sake of sexy icons or a cleaner
interface.
The fact is, we don’t really reward tools companies for
pushing the envelope. Even when
something new does break into the scene, we try to shoehorn it into our
existing workflows rather than embracing the new. We’re the last people to
start denouncing monopolies and phoning up the Federal Trade Commission. Most
of us have already folded our hands by letting ourselves become emotionally
attached or technically beholden to particular bits of software. If you’re in the same camp as the XSI user
who posted “they’ll have to pry my license from my cold dead fingers,” you live
in a virtual monopoly already.
That’s not to say that things aren’t going to change. The
absence of major-league alternatives will definitely give Autodesk a much freer
hand in choosing both its price points and research directions. T fact that
their track record to date is pretty benign is comforting, but the knowledge
that we’re dependent on their altruism from here on out should give us
pause. Autodesk has put some genuine effort
into trying to explain the deal to users (there’s an interesting interview
featuring the GMs of Autodesk and SoftImage up on the Autodesk website, with
more info promised as the deal solidifies) but apart from reassurances that XSI
isn’t going to go away overnight, the magic 8-ball is pretty cloudy.
The uncertainty is tough, particularly for anxious XSI users
but for all of us. We all know the mantra, “it’s the artist not the tools” –
but in practice it’s sometimes hard to say where the artist leaves off and the
tool begins. The feeling that such an important part of our lives is out of our
control is unnerving.
What can we do about it? As individuals, that means being
open to new software and new ways of working, so that we make an environment
where companies have a real incentive to give us new and better tools. As
studios we should invest in in-house tools rather than relying too faithfully
on any single vendor. As an industry we
should push harder for more consistent, open standards in data formats and for
open source tools so we can make our pipelines less dependent on the ups and
downs of individual companies. None of
these steps will magically unwind the clock but they will give us a little more
input into this critical part of our lives.
Or, we could all switch to Blender… But man, I hate the way
they do their menus. It’s not like Max. You couldn’t pay me enough to switch.
Thursday, February 20, 2014
Some new research in the academic page
Still cleaning up after the long blog silence (teaching that Unity class was fun -- but six games in five weeks plus a day job is murder!). So I should point out a couple of additions to the Interesting Research page.
Friday, January 3, 2014
First find of 2014: A Scriptable DCC app in the browser?!?!
Just stumbled across this link to clara.io, which is an in-browser 3D editor from Ecocortex, one of the vendors behind the Alembic file format. It's a 3d modeler that runs in a browser. And it's free.
Sheesh.
I'm not entirely sure what to make of this, beyond totally wicked. I'm not going to try to review clara here - I just found it today, after all, but it's such an interesting find that I can't help but comment.
The UI is a riff on familiar ideas, so it's easy to pick up for any TA, or for that matter anybody with more than a passing familiarity with the usual suspects. It doesn't break any new ground in productivity or ease of use - but that doesn't bother me in this context. Like the dog that walks on it's hind legs, it's not done perfectly but one is surprised to see it done at all. This is, after all running in a browser. Yikes.
The app is still kind of wet behind the ears - it feels a trifle slow (some kinds of UI operations seem to trigger a perceptible refresh in all of the 3d views, for example). There are host of poly modeling tools -- notably booleans -- that Max/Maya users will miss pretty quickly. All that said - the idea of running a zero-configuration, instantly deployable app from anywhere -- a tool you could be sure was the same for your outsources in Bangkok and on your own desktop right now -- along with inherent cloud data management? The ability to run remote commands via web push commands, so you could set up a That is beyond just a curiosity. This app doesn't suddenly obsolete Max or Maya or XSI, but it might be the first rumblings of a big change in how things get done. As a side benefit, it's got a several different file IO options and could perhaps make as decent waystation for people crossing product boundaries.
The TA who immediately asks "what scripting language" will be pleased to note that there's a script console down at the bottom; unsurprisingly for a web app the scripting language is JavaScript. JS may not be my favorite language -- by a long shot-- but it's the natural language of the web. Most importantly, the scripting system makes it fairly easy to extend the application by writing your own plugins: this example on their website shows how to make an OBJ importer.
Most important of all, though -- did I mention this? -- it's a browser app. Which means you can so things like this:
Which, you must admit, scores pretty well on the Gee-Whiz scale.
Overall, this is a really excellent developmnt. The 3d market has been painfully sluggish for a decade now - we've got better bells and whistles but on the whole we still work in 2014 more or less the away we worked in 2004. We need new companies with fresh ideas to shake up this market. We also need to embrace web development as a part of how we build tools. This is a big step in the right direction and we should do what we can to help it along.
Sheesh.
![]() |
| And look at the bottom - a script console! |
I'm not entirely sure what to make of this, beyond totally wicked. I'm not going to try to review clara here - I just found it today, after all, but it's such an interesting find that I can't help but comment.
The UI is a riff on familiar ideas, so it's easy to pick up for any TA, or for that matter anybody with more than a passing familiarity with the usual suspects. It doesn't break any new ground in productivity or ease of use - but that doesn't bother me in this context. Like the dog that walks on it's hind legs, it's not done perfectly but one is surprised to see it done at all. This is, after all running in a browser. Yikes.
The app is still kind of wet behind the ears - it feels a trifle slow (some kinds of UI operations seem to trigger a perceptible refresh in all of the 3d views, for example). There are host of poly modeling tools -- notably booleans -- that Max/Maya users will miss pretty quickly. All that said - the idea of running a zero-configuration, instantly deployable app from anywhere -- a tool you could be sure was the same for your outsources in Bangkok and on your own desktop right now -- along with inherent cloud data management? The ability to run remote commands via web push commands, so you could set up a That is beyond just a curiosity. This app doesn't suddenly obsolete Max or Maya or XSI, but it might be the first rumblings of a big change in how things get done. As a side benefit, it's got a several different file IO options and could perhaps make as decent waystation for people crossing product boundaries.
The TA who immediately asks "what scripting language" will be pleased to note that there's a script console down at the bottom; unsurprisingly for a web app the scripting language is JavaScript. JS may not be my favorite language -- by a long shot-- but it's the natural language of the web. Most importantly, the scripting system makes it fairly easy to extend the application by writing your own plugins: this example on their website shows how to make an OBJ importer.
Most important of all, though -- did I mention this? -- it's a browser app. Which means you can so things like this:
Which, you must admit, scores pretty well on the Gee-Whiz scale.
Overall, this is a really excellent developmnt. The 3d market has been painfully sluggish for a decade now - we've got better bells and whistles but on the whole we still work in 2014 more or less the away we worked in 2004. We need new companies with fresh ideas to shake up this market. We also need to embrace web development as a part of how we build tools. This is a big step in the right direction and we should do what we can to help it along.
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