Tuesday, March 6, 2012

Guerilla games at the GDC 2012.

Quick post just to remind you that the Game Developers Conference has begun and lasts until March 9, at the Moscone Center in San Francisco. Autodesk has announced that Marijn Giesbertz and Paulus Bannink, lead artists at Guerilla Games here in Amsterdam will be among their speakers. They will do a presentation Thursday on the making of the 'Killzone 3' cinematic, using Autodesk Maya. Later that day a booth presentation is scheduled. Good luck, guys!



Autodesk said their presentation for the GDC will also explore the latest solutions for mobile game development featuring scaleform. You will learn how a modern pipeline powered by their software can help increase performance, productivity and creativity. Check it out here.

The Game Developers Conference (GDC) is the world's largest and longest-running professionals-only game industry event. The GDC attracts over 19,000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry. The GDC is produced by the UBM TechWeb Game Network.
Go behind the scenes' making of this season's most talked about games and take the opportunity to network, learn and share information. For more on the GDC, go here.

Update: Watch the complete coverage of the GDC 2012 Game Developers Choice Awards below, presented by Cliff Bleszinski. 

'Despicable Me 2' new teaser.

A new teaser and poster (above, left) have been released for 'Despicable Me 2'. It appears that actor Javier Bardem has dropped out on the project. Instead Al Pacino has now been cast for the voice of the Mexican villain 'El Macho'. Check out the new teaser below featuring my all time favorite Minions!

The movie will again be created by Chris Meledandri's Illumination Entertainment and directed by Chris Renaud and Pierre Coffin. Meledandri is the former president of 20th Century Fox animation, responsible for 'Ice Age' and 'Robots'. After founding 'Illumination', the animation department of French animation and visual effects studio Mac Guff was acquired last year. They created 'Despicable Me' in 2010 and have also created 'The Lorax', based on the famous Dr. Seuss' childrens book, which was released in cinemas this week. The official release date for Despicable Me 2 has been set for July 3, 2013. Oh yeah, In case you didn't catch it yet, I put the trailer for 'The Lorax' behind the new teaser for DM2, so check that stuff out. Use the toggle button to switch to HD. Cool!




Monday, March 5, 2012

"Dr. Seuss' The Lorax" Opens Big


Good news for feature animation! Illumination Entertainment's animated take on Dr. Seuss' 1971 classic, The Lorax, grossed $70.2 million over the weekend. This makes it the biggest debut for an animated film in March, and the 8th biggest opening weekend total for an animated film. It is also the fourth biggest opening weekend total for a non-sequel animated film, only behind The Simpsons Movie ($74 million), The Incredibles ($70.4 million) and Finding Nemo ($70.2). The attendance, however, is probably not as impressive.

This is great for many reasons. While I didn't think the film was spectacular, it still deserves to do very well. We haven't had an animated film that topped $70 million on its opening weekend since Toy Story 3 in June 2010. 2011's animated crop usually grossed less $50 million on their opening weekends, the only one that didn't was Pixar's Cars 2, which grossed $66 million last June. Something tells me that 2011 lacked an "event" film, as I've said before. Dr. Seuss' The Lorax had everything going for it: It was fun for both kids and adults, it's based on a Dr. Seuss book, and its marketing was effective. Now I thought the highest this could go on opening weekend was at least $55 million, as I had predicted it would make around $40-45 million. Instead, it blows expectations away and grosses $70 million! That's just massive.

The real reason why this is a good thing is because it's proof that animation can still do well, even with insanely high ticket prices and 3D, although I believe more people probably went to see the 2D version of the film. When I saw it in 2D, the theater was packed. Last year's disappointments seemed to imply that people were getting more choosy with what animated films they were going to take their family to see. Dr. Seuss' The Lorax isn't the only surprise of the year, several other films are doing very well, so box office is on fire at the moment. Dr. Seuss' The Lorax came out at the right time.

So how much will it make in the long run? If this were to pull Despicable Me's 4.4x multiplier, then it can gross more than $300 million domestically, making it the first March animated film to do so and the first Dr. Seuss film to pass that mark. I don't think it'll score a multiplier that big, because Despicable Me was a summer release and kids are off from school. However, being a March release didn't stop How to Train Your Dragon from pulling a 5x multiplier. If this pulls Horton's 3.4x multiplier, then it'll end up at around $240 million domestically. This has a chance to become the highest grossing Dr. Seuss adaptation, as the current record is held by Ron Howard's live-action take on How the Grinch Stole Christmas, which grossed $260 million. The attendance won't be as high, though.

Anyways, it looks like this year's animated films will do very well at the box office unlike last year's disappointments. We're only getting a couple sequels, that's it. The rest are original, non-sequel films. With Dr. Seuss' The Lorax's chances at clearing $200 million domestically, perhaps Brave, Rise of the Guardians and a few other films can land between $150 million (several animated films last year struggled to reach that amount) and $300 million. Perhaps we can see films like Frankeweenie and ParaNorman grossing more than $100 million, bringing forth a stop-motion animation renaissance of sorts. Last year, the highest grossing animated film was Cars 2, which missed $200 million by just $9 million.

Animated films doing well at the box office, especially quality films, will lead to more quality animated films in the coming years. 2010 proved that mediocre, derivative animated comedies would no longer capture audience interest, and that good animated films will. 2011 was a minor bump, so here's hoping we can quickly recover from it. While I personally felt that Dr. Seuss' The Lorax was a pleasant but above-average romp, I'm still glad that it's successful. Here's the hoping same will happen with Brave, Wreck-It Ralph, Rise of the Guardians, Frankenweenie and ParaNorman, if they turn out to be good films.

George Maestri Character Rigging at Lynda.

George Maestri









For those of you into 3D character animation using Autodesk Maya, Lynda.com has just introduced a new rigging course by George Maestri, writer and producer of numerous animated TV shows, such as 'South Park' and 'Rocko's Modern Life'.

After you've completed modeling and texturing your CG character, before you can start rendering out those awesome animations, your model has to be rigged, meaning you have to add various controls to it, enabling you to manipulate it any which way you want, which you've of course planned ahead carefully in your storyboards.

Your model maybe a character, a car or any other piece of geometry that has been specifically designed to move in a certain way, according to it's anatomic build. Maya comes with a complete set of tools, enabling you to create bones and set up a skeletal construct that can be skinned or bound to the character. Using Forward and Inverse Kinematics, you are the able to drive the rig, thus moving your character. This is, in essence, what rigging is about. Rigs can be created as simple or as complicated as needed and although you can go through each fase of the process yourself, as you create your own animations from scratch, in a professional studio environment, the rigging proces is mostly done by a professional rigger, as it's a process that can become a challenging task quickly.

A rig can also be linked to a bones system derived from motion capture data, and in fact have your digital character move in all sorts of ways, as you've previously recorded in a studio using human actors, eliminating the animation process for the large part. However, as the word 'animation' stems from the latin 'Animare' (meaning 'to breathe life into'), the Academy of Motion Pictures, Arts and Sciences, changed the rules of the game this year, in an attempt to keep the medium pure. Animated feature films that are created using Motion Capture data are now excluded from the Academy Award for Animated Feature Film, leaving Spielberg's 'The adventures of Tintin: The secret of the Unicorn' as the first without a nomination. So hey, if you're planning on winning an Oscar, do it 'oldschool'!



Maestri goes through the entire process of setting up a proper rig and explaing all FK and IK constraints, providing a basic model. His enthusiasm will surely get you all excited and ready to jump in there right with him to tackle some of the exercises Lynda has provided along with the video's.








Yes, Linda exists for real, she's not just a funny cartoony logo! Working with William Shatner, she was the first to use 3D computer software to previsualize a scene for a major motion picture in 1988 working on Start Trek V: The Final Frontier' (Shatner also directed). She also worked as an FX animator on 'Bill & Ted's excellent Adventure' and on Irvin Kershner's final film 'Robocop II' (Kershner also directed 'Star Wars: The Empire Strikes Back' for Lucas in 1980). Together with her husband Bruce Heavin she founded the online training site Lynda.com in 1995 in Ojai, California. It currently employs more then 200 staffmembers and 140 teachers with clients such as Disney, Google, Adobe and academic clients including Yale and Princeton University and MIT.

FK/IK and Set-driven Keys.

While Foward Kinematics provides the basic movements you would expect from a naturally working construct, using various joints to complete a task or goal, it can become a tedious task as it operates in a kind of trial and error workflow. Using Inverse Kinematics, you're able to set the goal beforehand and link the character to it, making sure it moves and rotates specifically to complete the task that was set up. Although The first method creates more smoothly and rounded movements, the second proves of course extremely timesaving, both have their place and you should of course set up your rigs so they can switch between one and the other at will. The video's George provides in this course show you how everything is setup. Using some math and expressions, he also shows you how to build a custom interface and various controls to visually take charge of your character without actually having to dive into the rig itself. Maya uses MEL or Maya Embeded Language, which is based on the scripting language from Wavefront's Dynamation (one of the three earlier 3D graphics programs that continued together as Maya).

Above left: Maestri regularly contributes as a writer to 'Computer Graphics World' magazine. This month's issue features articles on Disney's 'John Carter of Mars' and Naughty Dog's popular Playstation video game 'Uncharted: Drake's Revenge'. Right: The cover to Maestri's latest book '3ds Max at a glance' published by Sybex/Wiley.

George Maestri's 'Character Rigging in Maya' consists of 60+ video's and takes up about 4 and a half hours, excluding the time you need to to follow along and get things set up right, depending on your personal level of expertise. Maestri has provided courses on Autodesk Maya since 2005. You might also want to check out some of the courses done by Eric Keller, the author of multiple prominent books on Maya. He provided several usefull courses on lighting and rendering with Mental Ray in Maya and modeling in Zbrush.