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Making Of AppleSeed
Interview with Yasuhiro Otsuka, CGI director and Yasushi Kawamura, Animation Director from Digital
Frontier about the making of AppleSeed.
May, 25th, 2004 , by Raffael Dickreuter, Ed Harriss
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What was your
involvement in this
project?
Otsuka: I am this project's
CGI director. I am in
charge of project
management, quality
control as well as
technical and compositing
direction. Basically, I am
the direction and
animation pipeline.
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Kawamura: I am the
Animation director. I
directed Animatics,
Character animation,
mechanial animation,
Facial animation and
Character Setup. I am
also in charge of XSI
team management and
some special effects cuts.
Tell us about the
production process of
AppleSeed
1. Pre-production ( Make
plot -> Artistic work ,
Character design -> Script
-> Story book )
2. Low-resolution polygon
character modeling and
background modeling
3. Motion Capture
4. Animatics and high-
quality character modeling
and background modeling
5. Facial Capture
6. Make each cut ; XSI
team in charge of all
character work , Maya
and LW team in charge of
background
7. Compositing
8. Dubbing
9. COPY
Yasushi Kawamura, Animation Director (left) and Yasuhiro Otsuka,
CGI Director.
How many people worked
on this movie?
Total 70 - 80 persons
( including compositing
staff )
The XSI team consists of
25 persons.
What was the biggest
challenge in this
production?
Kawamura: Create a new
visual style never seen
before; CG character
expression which draw
the audience into the
screen.
Otsuka: During the
prototyping phase of the
project, we faced a
serious problem. I felt like
Toon Shaded characters
and Realistic
Backgrounds did not
match well. We tried to
match colors between
characters and
backgrounds in
compositing. We noticed
the audience gets used to
this special composite
expression during this
movie.
In mid-production we
found another problem
with character facial
movements, which did not
fit with the traditional
animation mouth
movement style.
Traditional Japanese
animation does not care
about lip sync. At first, we
used this traditional style
and we used a motion
capture system for
character movements.
Finally, we could not
accept the result of
traditional lip movements
with our realistic motion
captured animation. We
know the traditional
Japanese way is easy to
make and this style has
already been established ;
using it we can safely
estimate production time
and quality. But we
worried about the
mismatch of realistic facial
capture expression and
traditional lip sync. Even if
we chose full frame facial
capture lip sync, we also
worried it would be too
realistic for Toon
animation.
As a result, we chose a
new way where animators
edit the facial animation
based on the facial
capture data. We spent so
much time using this way
but we are satisfied with the final result.
What role did Michael Arias play in the production?
Michael provided us Toon Shader deeply technical advice. We also had many technical problems. He
led us to a new frontier. We don't know how to express our thanks Michael !!
Normally Japanese animation is 8 frame, 12 frame/second, how easy was it to adjust the schedule to
24 frames?
Kawamura: Of course we felt 24 frame animation is strange. But we think 8 frame and 24 frame
animation are totally different work. Our goal was to find a good balance between 8 frame animation
an 24 full frame animation. As a result we succeeded in expressing 8 frame animation's impressive
expression in full frame animation.
Otsuka: At first I felt it is strange because the characters are toon expressed, but in full frame and
animated with motion capture. But I found is quite a new expression ( nobody has seen such kind of
images before ).
How difficult was it to get enough talented people from all over Japan to work on AppleSeed?
Kawamura: We used same way as other projects.
Otsuka: I think the number of XSI power users is not high enough in Japan.
Actually, the character animation team hired some beginner level animators who just graduated from
CG schools.
I think Kawamura grew these new team members to a senior level during this project.
How was it for people who have worked on Final Fantasy to work on this toon project?
Otsuka: I think Realistic CG implies huge production costs and time. And we should take over many
risks to complete the project.
Realistic CG characters seems like dolls, because the audience compares Realistic CG characters
with real humans. As a result , the audience does not empathise with the movie.
Toon Shader characters are watched as symbols by the audience. It is easier to get empathy.
Toon shader characters are more modern than realistic CG characters.
We think Toon Shader characters are a new style of expression.
Finally, we chose the right expression to maximize quality and good entertainment but with a low cost.
Was there a previsualization process? Can you tell as more about that?
1. Make low-resolution polygon character (XSI) and low-resolution polygon background (Maya)
2. Import motion capture data
3. Layout , camera position and rough character animation
4. Add simple effects to some cuts
5. Draft voice and simple video editing
6. Director preview : improve camera angle , layout , length of each cut and scene construction
7. Switch from low to high-resolution polygon modeling. And brush up animation quality.
Why were there no traditional animators in this project?
Kawamura: Final images seem like cell animation, but it is not a copy of traditional cell animation. We
think this is a new style of animation. We did not need traditional cell animation style. A few traditional
animators joined this project, but we did not get special benefit from traditional animators in this
project.
Otsuka: The Director, character designer and world designer (Concept) have a traditional animation
background.
We had no plans for traditional animators to join production work. It is totally different workflow
between traditional animation and CG animation. And traditional animators are not familiar with
computer techniques.
Traditional animators have talent to draw beautiful 2D animation, but they don't know how to make
attractive animation in 3D space.
In addtion, we used motion capture for character movements. This is totally different from hand-
drawing animation.
If we had enough time and money , we would have welcomed traditional animators to join this project.
But we did not have resources. We are proud we could make this movie without traditional animators.
How was XSI a big help for this project?
Kawamura: Of course Toon Shaders are great, Script, render pass and synoptic view were great
benefits to establish sophsticated work groups. The Animation Mixer was also great for data
management.
Were there aspects of the production that you feel could not have been done without the use of XSI?
Kawamura: The XSI Toon Shader is great and flexible, and Render Passes contributed to productivity
improvements.
What are the challenges when it comes to animating toon shaded characters?
Kawamura: This is a first experience to see 3D cell character animation at 24 frames/sec. 8 frame
animation was interpolated by the audience's brain, but 24 frame animation is full frame. The
audience does not interpolate in brain. We should take care of all animation.
We hoped to use 8 frame animation techniques into our 24 frame animation. But we faced many
problems.
Ex. : Perfect stop cut is one of the techniques of 8 frame animation. But it is not fit for 24 frame
animation, the audience thinks it is cutting corners.
We tried to get same result but in a different way.
Although the character work was done with XSI, you did use other programs. (FilmBox, Lightwave,
Maya) How well did all these programs work together?
We use motion builder for data conversion ( camera data and background object data ).
Tell us about the balance between keyframed animation and motion capture techniques that were
used for AppleSeed.
Kawamura: It is a difficult question. Each character is a different case.
Ex. Mechanical objects (Robot...) are almost all keyframe animated, without a walk cycle.
What skills are essential for young animators and CG artists who once want to work on Manga or toon-
styled projects like AppleSeed?
Kawamura: Even a normal skilled animator can do this job
Otsuka: I can not say a lot about it.
I recommend you study traditional animation style. Of course this style might have another problem
(sometime animators can not break rule from traditional animation way), but we can refer to this
traditional animation way to solve many kinds of problems. I also recommend all animators to watch
very carefully everything around you ( Shape , material and animation ).
When can we expect to see this movie premiere in the USA and Europe?
It is not fixed yet but I heard this fall.
Special thanks to Alain Laferrière and Yoichiro Kadoguchi.
Copyright © 2002-2004 XSI Base.com
Created by Raffael Dickreuter .
http://www.xsibase.com/articles.php?detail=4528/05/2004 1:48:10 PM
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