Wires For Empathy trailer

At SIGGRAPH we premiered the trailer for the Blender community and revealed the title of the Tube Open Movie project: Wires For Empathy Tube is a name we have gotten attached to, but it was only a provisional title and serves us still as the designation for the project (the way that Elephants Dream is […]

At SIGGRAPH we premiered the trailer for the Blender community and revealed the title of the Tube Open Movie project:

Wires For Empathy

Tube is a name we have gotten attached to, but it was only a provisional title and serves us still as the designation for the project (the way that Elephants Dream is also known as Orange). Wires for Empathy is a more evocative title that hints at the themes of this fairly abstract film. During the weeks running up to SIGGRAPH, the local and remote crews were working hard polishing these (and many more) shots and getting them rendered in time. We hope you enjoy our short trailer!

Blender 2.68 Released

  Oh yeah 🙂

Blender2.67_splash

 

Oh yeah 🙂

Tube Production News

Friends! Supporters! Please pardon the radio silence while we’ve been cranking frenetically to get the movie made. Conducting such an ambitious project with a tiny budget means that we all work on Tube with one hand while also keeping the lights on with the other. Our lovely crew is pushing hard to ready the trailer […]

Friends! Supporters! Please pardon the radio silence while we’ve been cranking frenetically to get the movie made. Conducting such an ambitious project with a tiny budget means that we all work on Tube with one hand while also keeping the lights on with the other. Our lovely crew is pushing hard to ready the trailer for release in time for the Siggraph conference next week, which five of Tube’s artists (Bassam, Pablo, Hanny, Francesco, and Bing-Run) will take a few days out to attend. We look forward to seeing some of you there!

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To whet the appetite, here are a few render tests from the work that’s been in-progress, as well as a fast look at some of what’s been happening:

Between inescapable bouts of his trademark rigging, Bassam’s screens are full with a mix of directing, project management, shading tasks, time-lapse animation, pipeline coding, and more. As scenes develop and renders come off the farm, Bassam and Fateh, Tube’s writer/producer, are also making the late day shot and edit decisions that bring all the pieces together. In the process, we’re excited to be planning for things like sound design and distribution.

Art director Pablo Vazquez has rejoined us in Massachusetts for the northern summer, and is busy running the lighting and shading pipelines, compositing, and making gorgeous render tests that are extremely distracting to anyone trying to work while sitting next to him *cough*. By nights and weekends, he and Francesco turn the dining-and-laptopping room into a hotbed of furious industry as they’ve been developing and promoting Blender Network, refactoring blender.org, converting Caminandes to 4K, and building still another new project soon to make public.

Francesco Siddi, who many will remember from Tears of Steel, Caminandes, and this cool thing also joins our local crew this summer as awesome all around generalist/TD/project manager. He’s been finishing up the last missing layouts, poking Bassam to make some helpful automations, and valiantly cleaning up the hairy library files that nobody else wants to touch. He’s put Tube on the Attract management software in development since Mango/ToS, and in fact added some features Bassam requested to better track Tube’s epic production.

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A great group of super-talented artists and interns have joined our local crew both visiting from abroad and online.

We’re very happy for the addition of lead environment artist Nicolò Zubbini (Tears of Steel), who is a real pleasure to work with, and has been cleverly applying his experience in architectural shading and Cycles rendering to the special challenge of designing animated textures suitable for time-lapse. He is producing materials for entire sets that have a single slider to control their ‘aging’, and he’s published some thoughts on his approach to shading since Mango in this video.

Dimetrii Kalinin
heads up organic modelling and texturing, working in high poly for some extremely challenging models that require design, sculpting and modeling chops, extensive anatomical detail, and an artist’s eye. His work is incredibly impressive, and he somehow produces things in a weekend that would take anyone else ages to do.

Xiaohan “Hanny” Lu has been with us as an intern generalist since before her graduation from Hampshire College, where the Tube production is based. She has contributed a bit of rigging, modeling, and simulation but especially excels as a lighter, applying her technical skill and cinematic sensibility to several shots for the Tube project, which you can get a peek at in her demo reel.

We’ve had the benefit of amazing animators Gianmichele Mariani, Sarah Laufer, Beorn Leonard, Tal Hershkovich, Karen Webb, Jarred de Beer, Virgilio Vasconcelos, Nathan Vegdahl, Luciano Munoz, Matt Bugeja, and Chris Bishop — who also acts as our invaluable animation supervisor — about all of whom more should soon be said.

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Participating artists and interns Hassan Yola, Christine Stuckart, Davide Maimone, Aislynn Kilgore, Samah Majadla, Connie Hildreth, Ike Aloe, Arindam Mondal, Jeenhye Kim, Lukas Zeichmann, Rachel Creemers, Jake Wisdom, Tim Carroll, Nora Jenny, Pere Balsach, Davide Maimone, Milan Stankovic and others have all made great contributions that we’ll be talking about in future. This summer Jiang Bing-Run, a young animator visiting from Taiwan, is proving a great asset in tackling Tube’s crowd sequence.

In the upcoming weeks we have a number of exciting announcements and releases planned, so keep an eye out for more!

Combing a Cockroach’s legs

Doing some shader/texture/look developement for Enki-roach before its lighting debut. Roach design is from Redo, Modelling and Textures by Dimetrii (with some mods by me), rigging by me (with some tweaks from Dimetrii). Currently working on cycles shaders (a mix of refraction, transparency, SSS and glossy (no diffuse!!!)) with loads of fresnel/layer weight and textures. […]

enki_lookdev Doing some shader/texture/look developement for Enki-roach before its lighting debut. Roach design is from Redo, Modelling and Textures by Dimetrii (with some mods by me), rigging by me (with some tweaks from Dimetrii). Currently working on cycles shaders (a mix of refraction, transparency, SSS and glossy (no diffuse!!!)) with loads of fresnel/layer weight and textures. Takes a while to converge but worth it- this cockroach is in only 3 shots (and only one alive ;). The hairs were a last minute addition. click it to embiggen.

using mypaint for 2d animation

Recently Davis Sorenson tweeted that he has resurrected the mypaint-xsheet branch- a special branch of the popular FLOSS painting application that has support for animation, in the form of a playable exposure sheet type interface that harkens back to traditional animation. The original creator of the branch, Manuel Quiñones, used it to animate the open […]

Recently Davis Sorenson tweeted that he has resurrected the mypaint-xsheet branch- a special branch of the popular FLOSS painting application that has support for animation, in the form of a playable exposure sheet type interface that harkens back to traditional animation. The original creator of the branch, Manuel Quiñones, used it to animate the open movie Viaje a la tierra del Quebracho , and it subsequently remained pretty much as-is. Davis has since then updated the branch so it tracks the most recent version of mypaint with all the new enhancements, and has so far added the ability to adjust framerate, and is working on a new file format that takes inspiration from blender’s SDNA for forwards and backwards compatibility. You can get his current progress from his github. His goal is to develop this as a standalone animation application, that naturally shares the mypaint brush engine.

I’ve often used mypaint to ‘sweeten’ renders by adding a certain amount of grunge, smearing and artistic adjustment. Now we could even contemplate producing animated sequences for tube, for use in texture sequences or in post processing, enhancing the film with some direct touch.

I’ve done a bit of experimentation in the new branch, and I have (of course!!!) a list of things I’d like to see – this list is intended as feedback, but not as a series of demands, I believe Davis has his own priorities before he starts adding a bunch of features, but, well, a person can dream 😉 :

  1. exporting a sequence is either missing or diabolically hidden; I ended up exporting frame by frame (not fun!)
  2. copying a cel results in a ‘linked’ cel , painting on one affects the other. That’s cool, but there needs to be an obvious way to unlink them for individual modification
  3. working with multiple animated layers; i.e. more than one cel per frame would be great.
  4. once 3 is implemented, it would make sense to import a sequence as an animation.
  5. timeline based animation like pencil?
  6. sound in the timeline for lip/sound sync?
  7. transformation tool (mypaint is currently lacking this)
  8. perhaps exploit mypaints vectory strokes to do some kind of tweening

That being said, don’t let the lack of features discourage you from playing: this is an intensely addictive and fun program, and in a way, its simplicity is a factor in that; however Davis decides to take this program, I hope that he keeps this element in mind.

Finally, Davis is thinking about names for the new animation program: his conditions are that the name be a single word (no portmanteaus), that it be meaningful, and finally that it sounds good! Suggestions welcome 🙂

©URCHIN 2015