The Legacy of the 3D Switch
August 3rd, 2009

I was recently asked to explain the differences between my amateur open source operation and a major animation studio like Pixar. The short answer is there are too many fundamental differences to even warrant comparison, but after thinking it over, I came up with the long answer.

Luxo in Blender

Luxo in Blender

At the basic level, the open source programs I use are similar to the propriety software that Pixar uses. They both summon a relatively basic engine to matrix individual vertexes in 3D space and define their relationship to one another. From there, the rendering software takes all the vertex information, along with surface values and light sources, and creates an image.

Pixar and and other effects companies use orders of magnitude upon orders of magnitude more computing power than I do. It routinely takes my laptop an hour to render a single 30-frames-per-second frame. With more computer power, they can afford to do much more advanced simulations. For example, I use a raytrace approximation technique to illuminate my scenes, while Pixar’s computers will actually trace each of the millions of light particles as they bounce around the set. But things are improving. Former ILM employee Alex Lindsay podcasted in MacBreak Weekly about the machines used to render the finished shots of the first Star Wars prequel, noting that the iPhone in his pocket was more powerful.

Pixar is also highly specialized. The person who animates a character’s body movements is different from the person who animates the facial expressions; the person who sets up the lighting system is different from the person who creates the sets. My work is all my own, from the modeling and rigging to the textures and simulations. This holistic approach is one reason I became interested in animation.

Perhaps the most important difference, however, is the legacy that Pixar animators seem to understand. There was a great deal of mistrust between traditional animators and computer animators in the 80’s and 90’s: many hand-drawn animators thought that the computer animators would take their jobs and reduce their art form into a bunch of clean, shiny reflective surfaces while many computer animators dismissed 2D as useless and antiquated. The mistrust became so bad that Disney set up boot-camps for the animators, essentially forcing 2D animators to learn 3D and vice versa while elevating the animation itself above the means.

The legacy that I refer to comes from this lighter focus on the method and a heaver focus on the animation. It is so easy to get lost in the wonderful aircraft cockpit-style array of buttons in an animation software and forget about the reasons behind a character’s movement. In this way, computer animation is no easier than traditional methods. Sure, if you want to create a simple bouncing ball, it is no more complex than turning on a physics simulator. But when it comes to making movements that tell the audience something about the character, making different characters behave differently in the same situations, and (most difficult of all) knowing when stillness is a appropriate for a scene, the toolbox is irrelevant. A good animator is a good animator in any dimension.

From what I can see from afar, the industry has embraced these ideas and have become more open to different styles and methods, while not allowing the method to overshadow the story. As an aspiring animator, I can only except that the next few decades to yield fantastic changes in the possess of creating animation.

Blender on a Netbook
July 21st, 2009

This is Blender on my new Asus EeePC 1005ha. It works well and the result is a kind of sketchpad for the Blender artist, better for roughing out ideas than for rendering.

Blender on a Netbook

I love the idea of taking Blender to a remote place and doing some inspired modeling and animation.

Amiel & Leo
June 21st, 2009

Amile

Leo

These are characters developed for my new webcomic, Nexus Neighborhood. The models were created in Blender 3D with some basic composite nodes. The dark black lines were added later in the GIMP.

I love the idea of drawing freehand. I imagine it is freeing to have an immediate result unfiltered by various computer programs. But instead, I am making a model in 3D and applying a more 2D style in an image editor. I wonder if that is a disadvantage to the expressiveness and overall quality. I have to go through several different programs and techniques, akin to picking up a pencil in a spacesuit.

Whatever the production, I am satisfied with the end result. Now I feel it is more important to get this thing off the ground – the project, technique, and style can change once up in the air.

The Future and Rebranding
June 18th, 2009

I love the feeling of having blogged. I like the act of writing as much as the next person, but sometime in the last six months, I began to substitute my blog posts with Twitter updates, for the simple (but unsatisfying) reason that twittering offers much quicker gratification for less work.

There might be some value in my Twitter streams (if you’d like to search for it, you can look here and here), but I am beginning to see how important a longer form is for organizing my thoughts and creating original commentary on Blender 3D, animation, and creative production.

So, in an effort to make this blog relevant, I am rebranding and secluding more time to write. There are exciting projects in the works if I can build up enough focus to follow through (like The Blender Show, new films, and a new webcomic), and the number of people who continue to subscribe even when the updates dry up just makes me want to work harder.

The Blender Show | A Journal of Open Source Art
February 7th, 2009

Many people have discussed the promise of creating a Blender-centric podcast.

So I have taken the liberty of hosting and broadcasting “The Blender Show”. As the first episode mentions, the video podcast is released under the Creative Commons Attribution-Share Alike 3.0 license and will feature tutorials, screencasts, interviews with Blender artists, interviews with artists outside the Blender community, showcases of works people have created with Blender, and connections with Blender developers.

I fully intend for the Show to be open in the sense that everyone is encouraged to add content. I have no desire to commercialize the podcast or do anything other than administer the content.

The tag-line of the podcast, “A Journal of Open Source Art”, captures the spirit of the project. In the end we are all artists, from the casual Blender user to the developer who writes the code, but we have the unique ability, through technology, to freely share what we have learned and what we create.

The Blender Show can be found here. You may also subscribe to this podcast in iTunes, in Miro, or by basic RSS. You can also access this podcast by Twitter.

The main purpose of the podcast is to educate, entertain, and inspire the Blender community. Any content, content ideas, suggestions, or criticisms are welcome. I hope you enjoy it.

Online Premiere of “Madeline”
December 30th, 2008

Madeline is now available for online viewing. The Blender-animated short film is the result of almost a year of production on home computers and is my first with a female human character.

The idea of animating a film against the setting of a subway platform has always appealed to me – the constant exchange of people and rumble of subway cars seam like the perfect place to nurture dynamic characters. The specific story outlining the struggles of creating anything worth something has also floated in my creative conscious for a while with no surprises pertaining to its origins.

From there, I used the motif of juggling (one common in my previous films) as the end result of the creative possess. Madeline, an introvert whose only contact with other humans is through her creations, juggles on the platform to try to support herself. But the common itself is not worth much, and she realizes that more ingenuity is necessary.

I finished a shell version of the film in April but it was plagued by problems, not the least of which was a poor execution of the plot. My failures with that version of that film are discussed in detail in a previous blog post.

Over the next few months, I reanimated every scene to my liking, made the film longer and easier to follow, and made the action less subtle.

I am anxious to hear what you think of the film, how it compares to my others, and any other comments and criticisms.