Hey folks – long time no blog! we’ll have two today to make up for it.
We’ve been very busy over here, both on Tube and on freelance projects, hence the lack of posts. A new member of the team- the insanely talented Dimetrii Kalinin from Russia is at the studio, modelling like mad.
And now to the subject of this post! we’re coming to NYC for the Blender Meetup at the MongrelFX studio, announced previously on Blendernation. I think it’s going to be fun weekend with lots to talk about, what with Cycles, Blender 2.57b, Tube, etc. If you’re in the New England area, maybe you should make a quick trip! (don’t forget to RSVP at the meetup site)

Hey folks!
We’re working on principal character animation currently, but as I look forward, I see the need for simulation coming up, we currently have a load of papers, some being manipulated by the main character, some floating around. She’s also got clothes, and hair.
Some of this can be animated, indeed, I’ve already animated the paper in several shots, but some of it could be simmed, and furthermore, we might find a way to combine the two.
Paradoxically, producing good results with simulation tools requires lots of expert time! Parameters are not always intuitive, and usually require feedback and re-tweaking, and set-ups that allow linking/combining sim and animation are hard to do.
So here’s an official shout out call for expert simulators (not dissimulators ) to come join the team.
You can email or just reply in the comments if you’re interested.
Cheers
Bassam
Calling all students (18+), recent graduates, and professionals wanting to ply their 3D skills in free software:
Applications are open to join Bassam’s team this spring for the production of Tube, hosted by the very cool Bit Films Animation Incubator at Hampshire College, Massachusetts.
Helmed by Chris Perry, formerly of Pixar and Rhythm & Hues, the program draws together a number of interesting projects and a lot of talent, so although the internships are unpaid, it promises to be a very stimulating and fruitful space.
For applicants to Tube, there is a possibility that housing can be offered.
The official internship period runs from February 7, 2011 through May 13, 2011. Applications are due (via email) no later than Monday January 31, 2011 at 5pm (EDT). We understand that this is short lead time for those in need of making visa and travel arrangements. Because the project is ongoing, the internship period is flexible; if in doubt, apply!
Although it may not provide as immersive an experience, we are open to considering applicants to a remote internship. Remote interns would join the already semi-distributed team using our web-based project management software, SVN, and IRC.
Full Bit Films announcement and FAQ. Questions? Email fateh [at] freefac [dot] org.
Hey everyone, this is my first post since I’ve been back in England! Â In these dark depths of winter I really miss the summer I spent over in the US as a Bit Films intern; nice weather, good food, great crew. Â Since leaving the states I’ve been hard at work at college, and on various other projects, but now and again I get enough free time to work on Tube. Â Something which has been on my to-do list since B-Conf is feasibility tests for crowd simulation and auto-walking, and combinations of the two. Â
I’ve always struggled to set up Blender’s boids sim exactly how I needed it for ground based creatures (trying hard not to give anything away about the film here!), especially in the case of collision critical simulations when its important that two bodies don’t get tangled up together.  Coupled with this I know that for Tube we will need more direct control over the ‘boids’ and being able to explicitly direct them and override the ‘boid brain’ is a must.  On top of that we need more than just fly, walk and sleep actions.  It seemed that rather than trying to strap something on the back of Blender’s built in boids, it might be easier to code something more specific (and more limited in scope) for a few scenes we have to animate, so I started out on a now heavily WIP crowd sim.
There used to be an auto-walker script for blender 2.4x. Â I came up with my own algorithm before finding it, but did end up mimicking a few of the features (leg sequencing for one) though my implementation had to be completely different because of the way the rest of my code works. Â It only walks, as such, not runs, yet…
A couple of weeks ago I tested out the code and rendered a couple of demo crowd shots. Â Then I got completely carried away and implemented a few special effects using PIL and the ‘scribbler’ algorithm, and generated sound from the fcurves of hundreds of marching spiders. Â The project uncovered a few pitfalls and some more work still to do before the crowd sim is production ready, but enough of the worrying, here’s a demo video!
“Spiders” auto-walking and flock simulation for blender from Josh Wedlake on Vimeo.
Here’s the video on youtube where the compression is slightly nicer at the larger sizes.
We currently have a bunch of folks ( Tal, Jarred, Malefico and Jason) with assigned shots, but still looking for more. Today Lee and Pablo volunteered on irc, but it turned out neither is right now capable of getting the entire SVN…. with all our file dependencies this seems like a problem, right? wrong!
Blenderaid to the rescue! The new python api seemed made for the task, so I quickly wrote a really dirty script that goes through the production, finds the dependencies (via the blenderaid api) and then uses the normal python affordances to copy files into a new ‘package’ for the animators.
bonus is I can skip non .blend (read: textures) and out of tree (read: temporary background images) really easily, thus keeping the package even smaller.
I’ll just pasteall this one since it’s a quickie:
- Affiliated Organizations:
- Blender
- Bitfilms
- Hampshire College