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You are here: Homepage /  inHouse /  Customer Stories / Digital Frontier -- Appleseed Saga: Ex-Machina
Digital Frontier -- Appleseed Saga: Ex-Machina
 
 
Posted: Sep 14, 2009
Published by: the area
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Software: Autodesk Softimage
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Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 352x500

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

By Yoshiyuki Watanabe



The original Appleseed was a big hit around the globe and opened up a new world of full CG animation. Three years later, the top-class creators behind the project reformed to give us the sequel, Appleseed Ex Machina. It is a dramatic and powerful film. In addition to harder action than the original, it also has a love story and humor that extends its appeal to women and other groups, going beyond the traditional anime audience.


As well as the action and story, the key to creating the Ex Machina world was the graphics. Running at 105 minutes, this high quality, full CG animation inspires wonder in all who see it. It was voted a prize-winner at the 2008 Siggraph, the annual international festival for the CG industry. The prize is proof that the quality of the film is recognized the world over. If you still have not seen Ex Machina, we highly recommend that you get your hands on the DVD and experience for yourself this revolutionary film.


In charge of CG creation for the Ex Machina project was Digital Frontier, Inc. We asked the production team how they used XSI in the film.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x381

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x360

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x374

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Fast Character Setup

Many different CG applications were used in creating Ex Machina. XSI was mainly used for shots involving character creation, such as crowds or when depicting the main characters. (The team used different software for creating backgrounds such as buildings, for editing motion capture data, and for pre-visualization work (animatics).)


The workflow for character creation was as follows. First, they used the original rig generation tool in XSI to generate a rig. To minimize the data load, the team's policy was to construct this rig out of bones that were as simple as possible and add any complicated gimmicks later.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x408

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The most useful function in the envelope setup process was Gator. First, the team set the weight for models with low polygon shapes. They then used Gator to transfer the weight information to more complex high polygon data. Gator can cleanly transfer not only envelopes but also UV information from low models to high models. Using this method greatly reduced the data load when performing weight transfer to complex parts and when creating clothes patterns. The team was also able to effectively perform rig setup by systematically applying envelope information with integrated template characters to many of the main characters. The effective reuse of data with Gator played an important role in the pipeline.


After completing the data setup in this way, the team executed polygon reduction again. XSI's polygon reduction performs clean reduction while preserving the shape details. If the polygon count in the face and joint areas is maintained with the weight map, the data size can be minimized to enable easy movements, and data can be written without losing much detail. The team imported the written data into other tools, where they performed the capture motion flow work and pre-visualization.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

When creating minor characters that required a large amount of data, they prepared a tool to efficiently create a large number of characters, using the NetView function to change the characters' hair or clothes patterns. By creating a graphical interface with NetView, it was easy for the team to generate a large number of minor characters.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

After finishing the motion editing work, the team returned the animation information to the actual characters on the XSI side for rendering. For some shots, they also performed a cross-simulation calculation for clothes. In the simulation, they did not perform the calculation for the animation in the shot as is. Rather, they used Animation Mixer to calculate from a condition linking two clips: the character's default pose and the animation in the cut. With this method, wrinkles in clothes were represented more naturally in the simulation results.

How did they create characters that express emotion?

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x397

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The team created modeling data with a screen density that far surpassed the first Appleseed, not only in terms of the texture but also for the characters and background. In particular, significantly more detail than in the original film was added to the modeling data for the main characters. Because XSI's base architecture is so good, changes to the models can be performed even after setting the envelope or UV, enabling modifications to the quality map right up to the end of production.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

After the final animation is applied to models with completed envelopes, no matter how hard the creator tries, deformation occurs in some areas. This kind of problem cannot be left unresolved in a film, so correction work is required for each cut. With XSI's construction modes, intuitive corrections can be made to animated models, while the animation is still moving , and without returning to the T pose.


CG Director Yasuhiro Otsuka explained, "To create characters that could express emotions in the story, it was essential that we chose XSI for our workflow. This is because it has a non-destructive architecture that lets us make modifications right up to the last minute, helping us achieve the best quality possible. Another important factor is that it enables fine toon control and a clean finish to the ink lines."

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The facial animation for the main character, Deunan, was controlled with about 80 shapes. By making toon shading compatible with gradations, the team created finely-textured and realistic emotions with XSI. They said that the toon style was unnatural if areas other than the eyes or nose moved too much. For this reason, they had to change their way of thinking about the shapes used for controlling realistic CG characters. The team managed the data with custom parameters that targeted fine changes in shape, with elements broadly divided into eyebrows, eyes and mouths. They also incorporated realistic muscle movements for some of the male characters.



The Director, Yasushi Kawamura, said: "The XSI shape manager was useful for this kind of work. The shape manager keeps data as clusters (group information for points) instead of target models that duplicate data. This makes the data light and easy to operate. The XSI non-destructive environment is also effective for models with these kinds of shapes. All different types of modifications can be made right up to the last minute without destroying the data, which helps us a lot to improve quality."



The shape manager was also used in many other areas in addition to facial animation, such as showing the destruction of machines under attack. Further, in the scene where the stomach of the "Guardian" enemy is cut open, many vein-like tubes are severed at the same time as the body of the machine. They created the animation that divides and compresses these scenes through the combined use of the push operator and shape manager.

Importance of rendering performance, memory efficiency and data reduction

In the special effects for scenes where guns are fired, the flying debris was expressed using the XSI particle system. The team prepared a tool that automatically generated clouds that included the force necessary to control the emitter object. Thanks to this, they were able to smoothly create shots where guns are fired in rapid succession.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x408

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

XSI's particle system and goal instances were also used i n scenes where the machines line up in battle formation and rush towards the characters. Here, the LOD system was also used, where rendering is performed by substituting low, medium and high model resolutions using clusters. The low resolution model used in LOD is data where a transparent map and two normal maps are applied to a board polygon . In the medium resolution, a normal map is applied to a model for which polygon reduction has been performed. The team frequently used a script that switches low, medium or high LOD for the selected target. This enabled the efficient switching of LOD that depend on a large amount of data. The team effectively used LOD to skillfully control the memory efficiency of rendering, which can often put a heavy load on the system.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x469

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The team often used the normal map even at the video production site, to increase rendering efficiency and improve performance. In this project, the team replaced with normal maps all the representations that had previously used bump maps, such as for the machines and threaded holes in weapons. With XSI's Ultimapper, the team was able to quickly and easily apply normal maps and depth maps from the high-resolution models to the low-resolution models. This made a significant contribution to speeding up the rendering.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The team said that the render pass function was excellent at reducing data size. In film production, a final work is created from a composite of many different elements such as shadows, colors, matte and ambient occlusion. To create one of these elements, it is undesirable from the perspective of efficiency and data size to have a workflow in which a scene is created and then saved every time. With XSI, the render pass efficiently manages multiple rendering passes in one scene file, which are then divided up for rendering. This is a very rational and reliable structure, and is one of XSI's major advantages.


Hiroyuki Goto, the Technical Director, explained: "Rendering performance, memory efficiency and data reduction are key issues for us. We are always looking for new ways of using real-time technology in the film production field. To achieve the quality that we desire, we also need to consider solutions such as customizing the graphic sequencer. XSI's open environment allows the rapid introduction of new technology and customization, and this is very attractive to us."

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x469

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Digital Frontier is involved not only in full CG films such as Ex Machina, but also in a wide variety of projects, including video games and photo-realistic works using live-action film.
They occasionally have openings for people who want to use XSI and be a part of the film revolution taking place in the rapidly-evolving CG industry. If you want to take on this challenge, please check out the Digital Frontier website.

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x360

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

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Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

The team at the CG Production Department, Digital Frontier

From top left: Hiroyuki Goto, Atsushi Tsugaruya, Kiyoshi Ishimaru, Kazuaki Kano

From bottom left: Toyokazu Hashimoto, Yasuhiro Otsuka, Yasushi Kawamura, Hiroyuki Okada

Additional Images

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x400

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x428

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS 640x383

Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS

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Posted by Martin Iglesias ~ OIIO ~ on Mar 08, 2011 at 08:03 AM
realy cool
Posted by Caveman on Aug 14, 2010 at 03:34 AM
First of all, I watched this movie not because of it's story, but because of the beautiful renders they have accomplished. Kudos to the makers of this movie.


I started learning 3Ds Max about a year ago. Than Softimage about 6 months ago and finally Maya about 3 months ago.

Max has a whole lot of plug-ins. Some of the plug-ins were so important that they had to be integrated in Max in the newer versions. Max is way too slow compared to Softimage or even Maya. You would know that once you work with Softimage and Maya. I don't know if that slowness happens only on my end. I think I have a decent PC with 12 GB memory a core i7 Processor and a pair of recently bought NVidia GTX 480 in SLi(Autodesk would probably say these cards are not supported), which should have handled Max better. When you turn on NURMS and try modeling, you will know what I am talking about. Rigging in Max can't be compared with Softimage and Maya. That why I guess many studio uses Motionbuilder to rig their model which were done in Max. I am not saying that Max is worth less it is you who should decide what's good or bad for you, not me. Many people are still able to achieve great results with Max. But for me, I have given up on Max.

Maya is great software and used extensively in the film industry. In fact, it can be almost called as the de facto software in the whole cg industry. The polygon tools in Maya are great, but some of them won't work in certain cases. For instance there is no guarantee, that partial loop or ring selection of edges would work each time. The grow and shrink selection is kinda buggy. I was growing a polygon selection, but it didn't grow them evenly, so I used the shrink selection and used the grow selection again, all right now its even but WTH the very first row of polygons got deselected. And since Maya does not even remember the last selected components it becomes very frustrating sometimes. The rigging, skinning tools and animation tools in Maya are very nice to work with. But they are not the only one, cos' Softimage have them too. In fact Softimage is called the pioneer of non linear animation. Okay on with Maya again Sud-D modeling in Maya is fast. The UV texture editor is great, if you don't wish to switch to an external UV Editing application. Btw, I haven't mentioned it before, but Max has a nice UV Texture editor too. And one more thing Maya 2011 sometimes crashes like crazy on my machine.

Okay, now about Softimage. It's the best 3d package I have used until now. It is ultra stable, only had an occasional crash. But whats great it even tells you that it has saved the file before it crashed in a folder. Maya never does this, whenever Maya is in a bad mood it simply crashes no warning, nothing. I have heard some where that Softimage has very clean codes. Whatever that mean:) I guess, it means that the codes used in Softimage are so clean, that they rarely conflicts with each other, which would result in crashes. Unlike other 3d packages Softimage has a core integration with Mental Ray right from the beginning. Hold the "Q" key and draw a region on the viewport and you will get a look at the final rendered image, which I think is totally awesome. This can't be done in any of the other apps afaik. Of course in Maya you can use IPR but that is totally different. Softimage doesn't have a tool like the Artisan tool found in Maya. But you can achieve the same result by connecting weight maps with deformer in Softimage. Max has what seems like the Artisan tool but it is awfully slow. According to me, the UV Texture editor in Softimage is primitive though, . I haven't tested the newer version yet, so can't say if there's been any improvement.

Max's main flaw in my eyes, is that it's slow. Performance of the modeling tools and even viewport navigation, when there's a whole lot of polygons are damn slow. Other then that it is good package, btw.
The performance of Max 9 was great but with every new version of Max the performance seems to be degrading.
I still see a lot of pros using Max 9 and not the latest iterations, possible due to the performance hit they get when they uses the newer versions.

The final rendered image in any app, will always look the same. It's even true for Blender the Open source app. For example the same cell shaded look can be achieved with toon shaders, present in both Max and Maya and even Blender. It's not like it's exclusive to Softimage. But theirs something in Softimage that will always make me love it, may it be, it's robustness, in built inclusion of some of the top plug-ins right from the beginning (talking about Shave and Haircut, Syflex). One of the best Rigging and Animation tools. Softimage never fails, like I said before, Maya sometimes fails miserably when trying to do a partial loop or range selection. But Softimage NEVER fails...
It's like, in Maya that partial loop selection, is a broken feature.

I would like to rank the above softwares, in terms of popularity. There maybe a lot of other packages in between, but only the above three are compared.

(1) 3Ds Max

(2) Maya

(3) Softimage

I have tried, to include everything, good or bad, I have come across these three giant 3d packages, in all these months.

There's still lot to learn though, and I am not saying that I am an expert......

Cheers.













Posted by einbroch on Apr 21, 2010 at 07:53 PM
i dont like the rendering of softimage or renderman of this animated movie, its like u looking a ps1 finalfantasy8 cinematics, muddy picture or bland looking graphics... but i obsessed about appleseed1 i replay it so much, its so realistic, but the celshading is i dont like. but i loved it. appleseed1 is my fav!
Posted by Siegfrid on Oct 28, 2009 at 04:58 AM
wooow so great job :) great article
Posted by em_bonith on Oct 07, 2009 at 07:22 AM
i want to kno al of step to make it so much..