This was my first trip to SIGGRAPH and, quite
frankly, I was a bit under-whelmed. The show seemed to mirror the
current perception of a downward trend in the industry. Everyone I spoke
with remarked on how the crowds were much smaller than in the past, and
I noticed that there were quite a few empty spaces on the exhibit floor.
Nevertheless, there were events of note.
Alias|Wavefront consistently drew a huge
crowd at the Maya booth, but that might have been because its
booth, along with the SGI booth, were both located next to the
entrance. SoftImage had, in my opinion, the coolest setup, but
Newtek’s announcement of Lightwave 7 stole everyone’s
thunder.
While Alias|Wavefront didn’t have
anything new to announce with Maya 4 officially shipping a couple
of months ago, they had several impressive demonstrations, including one
on Final Fantasy. They also demonstrated a new fluid dynamic
simulation system that might be released for 4.5. There is also going to
be a release of Mental Ray for Maya but I am not sure how
seamless the integration is going to be.
SoftImage had a surprise announcement of
a new version (version 4.0), in addition to XSI 2.0. The
new XSI includes a fur and hair render feature through Mental Ray. I sat
in on an XSI class and found that while it had several powerful
features, such as its non-linear animation system, a couple of its other
features seemed oddly deficient (i.e. its particle system.)
Newtek’s booth seemed to have the most
enthusiastic audience, and I was sorry to have missed Meni’s
talk. He showed some scene’s from his new short, the Freak, which
I really wanted to see. It’s hard to believe the Lightwave is already at
version 7.
PMG’s Project Messiah also had quite a
gathering. From what I saw it was very powerful, but I don’t think it’s
quite ready for prime time -- the application had to be rebooted during
a demonstration. Nevertheless, I am extremely interested in it and I’ll
be watching releases of it closely. Messiah:render is a
full-featured global illumination render, based on the Arnold
rendering engine that is to be released shortly. They are also going to
support rendering for Maya, SoftImage, and Studio Max.
Discreet’s announcement of Combustion
2.0 was well received. Combustion is a compositing tool that now
features a schematic view that before was only found in high-end
packages such as Nothing Real’s Shake. Both of these packages
offer a workflow that is much faster than Adobe AfterEffects.
Rendering engines were the main new products.
Exluna, a company founded by BMRT’s (Blue Moon Rendering Tool’s)
author, showcased it’s new Renderman compliant renderer,
Entropy. Entropy features a GUI for 3D Studio Max and
supports ray-tracing and Global Illumination for about a quarter of the
price of Renderman. Another renderer that I got a chance to check out
was the Brazil Rendering System from Sputterfish. Brazil
fits in seamlessly with 3D Studio Max and looked relatively easy to use.
They are hoping to have a release for Maya sometime later this year..
While I was checking out Brazil, I got a chance
to sit in with the Major Damage Crew while Joe Alter was
giving a custom demo of Shave and A Haircut. I had caught Joe’s
demo at the very small and hastily arranged Maya user’s group on Sunday,
and was very interested in his product. Shave is impressive to say the
least and Joe is committed to making his product work with Maya.
I also spent some time checking out a cloth
simulation for 3D Studio Max. Kelseus Cloth seemed easy to use
and it was also very fast at solving. Kelseus Cloth also responds to
Gravity and Wind in Max. Also this is a first release and they hope
to add new features to it soon.
On the hardware side, nVidia’s
demonstration of the real-time version of Final Fantasy was
fascinating, and I was impressed with their Quadro 2 Go. I am
also looking forward their release of the nForce motherboard. I’m
in the market for a new computer and I’m curious to see how their mobo
stacks up.
One of the booths that had the longest line was
the 3q booth. If you could stand the 2 hour minimum wait (I
didn’t even think about it), they would capture a 3D image of you and
apply to a game model that is compatible with Quake III,
Halflife, and Unreal Tournament. The image was burned to a CD
that you could take with you.
If anyone swung by the HP booth, they got a
chance to see the full version of the animated short Major Damage.
I got a chance to talk about my contributions to the project on Tuesday.
For those of you in attendance, I was the redneck who kept having his
microphone switched off. I acted as the layout supervisor on the project
and more information on it can be found at
.
Muscle and skin simulations were the main
focus in most of the seminars. ILM, PDI, and Rhythm and
Hues had their own in-house muscle deformation system. I got a few
ideas of how to attempt this in Maya, but I don’t know how fast it would
be. The set-up on these systems seems to be fairly labor intensive. Most
of them mimic the actual muscles attached to a skeleton and a fair
degree of physiology seemed to be involved. Also, as the system had a
hard time of solving certain actions, there were situations where the
animators had to watch what poses they were putting the skeleton into. I
also caught Mike Comet’s presentation on how they used Maya on
the 3-2-1 Penguins video series. They just released a number of
the scripts they used on the
Highend3D website
ILM hosted a session on how they
destroyed all the planes in Pearl Harbor. They created their own
dynamic system that had ties into the Maya API. One of the cool
things they showed was a dynamic simulation of a paper airplane flying
around in the Maya interface. They also used a Fluid Dynamics
system to simulate much of the smoke in that movie.
I also attended some of the Maya Master
Classes. Frankly, I don’t think they were quite worth the price
overall, but I did pick up some tips on modeling using Sub-Ds,
and Jason Scheifler’s class on creating a rigging pipe-line was
excellent.
I went to the AWGUA party and the
Rhythm and Hues party. Both were held at the Mayan Theater located
not too far from the Convention Center. The presentations at the AWGUA
party were pretty cool, with Square’s overview of the making of
Final Fantasy the most impressive. I bailed on the Rhythm and
Hues party before the band started playing. I just couldn’t take the $5
beers, even though I am a big rock-a-billy fan. (Editor's note: To
know Kris, is to know this would be true).
On Friday, I received a tour of DreamWorks
and, happily, a free lunch. DreamWorks seems like a pretty cool place to
work, and they are readying to release their next movie Spirit.
Some to the concept art work for it was amazing.
Overall, I had a good time and got some good
contacts out of SIGGRAPH 2001. I am looking forward to next year when it
is scheduled to be held in San Antonio, Texas. Just remember to prepare
for the heat.
BIO
An award winning animator and game industry veteran, Kris Kapp has
done it all from low poly modeling to cinematic cut animations. He was
awarded most outstanding portfolio in his graduating class, and, more
recently, Kris was nominated for the 3D Designs Big Kahuna award in the
category of best story telling. Along with serving as layout supervisor
on the animated short "Major Damage," Kris recently founded his own
animation company, Risk Studios. Indicative of his studio name, Kris is
also a pilot and a champion motorcycle road racer. To learn more about
Kris, visit
www.riskstudios.com