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Software: Autodesk Softimage
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
By Yoshiyuki Watanabe
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
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).)
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.
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 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.
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 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.
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.
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 Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
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 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 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.
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.
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
The team at the CG Production Department, Digital Frontier
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS
Image Description: Image courtesy of Digital Frontier © 2007 SHIROW MASAMUNE / SEISHINSHA. EX MACHINA FILM PARTNERS |
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