Project Messiah

Started by rcallicotte, April 16, 2009, 04:01:46 PM

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rcallicotte

I plan to ask the same questions at the Project Messiah forum, but what do I need to do to move animations from PM into TG2 (or visa versa)?
So this is Disney World.  Can we live here?

Hetzen

#1
I wouldn't even try to get either package to render the other's strengths. This is where scene story boarding comes into it's own in the work flow. I'd leave this purely in the realms of compositing imo.

rcallicotte

I know lots of people have used Lightwave, 3DS Max, XSI and other software for importing and exporting.  Not sure what your answer really means, except you don't know.  Of course, I don't know...so, it's a good subject to figure out.  All the mentioned software above has used TG2 in their workflow.  Time to see about this one...I hope.


So this is Disney World.  Can we live here?

Hetzen

Well as far as I can tell, all Messiah needs is a camera/light import export script to be written, we already have the means to export landscape geometry, which poly trans can convert to practically any medium.

I was just picking up on your "what do I need to move animations..." line of question is all.  :)

LaFrance

while, admittedly, I haven't yet spent a great deal of time rifling through the posts, importing cameras and animating in TG2 seem to me very arcane subjects so far..
not a lot of docs. I saw the post on converting from TerraAnim (sp?) to tg2's chan, but... what about bringing cameras over from maya, max, etc. which, from a production standpoint, seems a lot more relevant?

thanks,

Brian

rcallicotte

#5
Thanks Hetzen.  But, what do you mean by compositing?  I obviously don't even understand that much.

LaFrance, there's something around here about doing something like this from XSI and it some pretty good detail.  Here is what someone (JimB) gave to us for XSI.  Maybe it can translate with PM somehow -

XSI to Terragen AND Terragen to XSI by JimB

Can I pipe up a bit as well?

A VFX shot breaks down into multiple elements composited together, as a rule, and what Terragen does is allow for a realistic, mostly procedural element to create a complete environment background, or part of, that does away with the need for an expensive live action or miniature shoot. It can usually be done to the Director's specification, and very importantly, it allows the Director and VFX Supervisor (and sometimes Director of Photography even) to 'tweak' the environment. That's where the procedural aspect comes in useful - you don't need to repaint a whole area, or find or shoot photos you don't have, or remodel a 3D object or practical miniature.

The ideal scenario for a shot using Terragen is when there is no live action or man-made parts that need to intermingle with the landscape, like an establishing shot, all nature, shot in the form of a flyover as an example. But I've not had a single shot yet that does that. I think that's were the big difference lies between the beautiful stills that we see (and the occasional animation) created as their own self-contained piece of artwork, and the so-called "pro" film or broadcast work (I hate that "P" word - it's a pretension - nobody dies or goes to jail if it goes wrong) where it's simply an aid to tell a more complete story, and as such needs to be combined with other storytelling elements which have to integrate temporally with other shots and their elements.

Fuzzy bit over, the practical side to exporting a mesh, and very important one, is the guesswork goes out of that integration of elements, and speeds up the pipeline. The exported terrain mesh allows for accurate shadows to be made in the other 3D app of other 3D elements, as an example, or the limits of the action and animation can be set to make sure the relationship between camera, animated elements and environment are known and set. The exported terrain mesh can also be used in most decent compositing packages (the ones that can import 3D objects) as a cue for that type of  software to hide and reveal 2D elements, amongst other things. The renderer in Terragen, unfortunately, can't shade modelled 3D objects the way other 3D renderers can, simply because that's not what it's supposed to do so far. If you look at Iron Man and get your hands on the latest Cinefex, you'll realise that the surface of his armour shading isn't just reflection, displacement, colour and specular (and the other usual bits), it's also a whole new set of shading methods that had to be developed because it was realised just the above didn't pass muster any more. TG2's strength lies elsewhere and does many things that the other renderers would find difficult to do, and take up a lot of human resources to make happen which would make a shot more expensive and prohibitive. I personally think it's gonna be three years at least before Terragen2 will be able to do everything the likes of Mental Ray can do, and I'm fine with that. Any work you might see in a film that apparently does everything TG2 can currently do probably took a huge effort and is proprietary.

If you're doing work in visual effects it's normal for mulitple apps to be used for any one shot; nobody has a problem with it and everyone realises (or they should realise) that no single app can cover everything. It's also possible for a single app to have different versions tailored to different markets with differing needs, and be no worse off for it.

The Lightwave meshes can be imported directly into XSI usually (although there seems to be a few glitches on XSI's side sometimes). If I have a known camera in XSI, which I then export into TG2 (via .chan import), I can render the terrain in TG2 (as well as an ouput mesh if I want a light mesh) from that camera's POV, and bring them all back into XSI using the XSI version of the same camera as a Texture Projection Camera to project the TG2 render onto the XSI mesh. You just have to be methodical and know what you want from the outset. Alternatively, use an Ortho camera in TG2 to create an XZ texture render and slap it onto a standard (high rez) mesh of the terrain in XSI.

The thing to bear in mind is that an imported terrain mesh 1000 units square in XSI is 1000 units square in TG2. You can actually do without a special importer/exporter for locked off cameras by simply typing the camera values (rotation and translation) from one to the other, bearing in mind TG2 uses a different co-ordinate system which I can't remember offhand (Z+ becomes Z- in one or the other, etc). This applies to pretty much all 3D apps - I've done the same between Maya and XSI and even the old Softimage3D in the past; it's a breeze. It's a pain to do for animation, though, although I have done it, spending hours and hours and hours typing values per frame when no converter was available between Softimage3D and Maya (not fun at all). A unit is a unit is a unit. If a model measures 25 units in XSI, when obj'd and put into Maya or TG2 it's 25 units in those as well, and if you move the camera 12 units above it in XSI you can do the same in Maya and get the same result. The confusion starts when we begin talking metres, centimetres, inches, etc.

At least, that's how I remember it..... 


So this is Disney World.  Can we live here?

Hetzen

#6
@ LeFrance... It is somewhat arcane (good phrase). TG has some sort of 'bend x,z' the higher y you get, so it's impossible to import a camera rotation around a TG planet for example. Well as far as I've got, which isn't to say it's impossible, just I haven't figured it out yet.

The impression I have, is that the closer to x=0,y<4000,z=0 you are, the better the translation from app to app to get camera plot points. I had a job a couple of months back that required a camera zoom up from downtown LA around the globe into the surburbs of Cambridge UK. It would have been great to do this in TG, especially with DEM data for relief. I ended up having to fudge it in Max and AfterEffects, which worked out ok, but know it could have been so much better, especially with TG cloud layers involved.

@ Calico. You can break down the average effects shot into several components, all of which need dedicated skills. First off is the forground, the subject if you like (this is a general description and not all shots follow this formula), usually an actor. If you're lucky, he was shot on a good greenscreen, but more often than not, some form of rotoscoping is often required. The idea is to isolate the actor onto a transparent layer, ie just him, no back ground.

Next you have the background plate. This can be actual film, or enhanced film with added 3d elements (extra skyscrappers moving in 3d with the camera) or even just 2d in plains (usually a sky dome or far distant plate). Then you have mid ground, close efects. These can be particle based efects, even indipendent isolated 2d film effects. Like layers of smoke, or shrapnel, fire, a river, a bit of debris. What ever the shot requires.

Now if you're in the 3d world creating this stuff, you want to be able to output several 'passes' ie different states of render, like occlusion, diffuse, specular, shadow, z-depth. And be able to seperate the moving parts into their own layers. The reason for this, is that it takes far longer to get a shot to look right in one pass, than it does to build up seperate layers within a compositing package. And what a compositing package does is like Photoshop layers with a time line, ie each layer is a sequence of images instead of just a still.

So when a director says, I don't like the shadow there, or I want his face to be brighter, or I want more blue in the buildings, you can change those aspects like you can in Photoshop, without having to re-render a whole scene with a new light within a 3d package for example. It's not quite as black and white as that, but it's just for illustrative purposes.

Compositing allows you to split the various eliments of a scene, like photoshop, into a multi layered timeline, so that you can address certain parts to make a complete moving image.

rcallicotte

@Hetzen - that's amazing.  And I assume no one software package can handle all of that composite...or can it?  Is there such a software?

So...do you think I'm wasting time trying to figure out how to use PM alongside of TG2 or do you think it might be possible?
So this is Disney World.  Can we live here?

Hetzen

#8
Not impossible at all. What TG is good at imo, is landscape, clouds and atmosphere. Populations won't be far behind. What Messiah is good at, and I'm only basing this on the limited time I looked at your link, is real time/key frameable figure animation. Both have their focus.

What is impossible, is to expect one program to be able to do everything you, or I, or woste still a producer/director, can imagine. ;)

kleinm

agree with hetzen,
i worked with PMG3 switching the animated results back to 3dsmax via PMGs max-plugin (available f. lightwave, maya too; kind of
like vue exchange). since cam, terra and lights get into max from tg2 quite easy with emecstudios plug (http://www.emecstudios.be/index.php/plugins/planetside-software-terragen-2.html) it should be no ploblem to use the strengths of both. theres a little test i made by animating the character in pmg, bringing it into max and instancing 6000 of them, match cam/lights with tg2 and putting it together (character-masses & backmatte) in combustion (but also any video/compositing application)
finnished composite:  http://www.itoosoft.com/forum/index.php?topic=249.0

rcallicotte

@kleinm - Thanks!  Your results are encouraging and thanks for letting us know you did this.  I plan to check out that plug-in.
So this is Disney World.  Can we live here?

kleinm

yep,
theres just a little thing: messhias max plug only works below max7...

rcallicotte

Since Messiah is 4.0, I wonder how many things have been upgraded.  For example, there's now a plug-in for Modo.


Quote from: kleinm on April 17, 2009, 08:20:06 AM
yep,
theres just a little thing: messhias max plug only works below max7...
So this is Disney World.  Can we live here?

kleinm

thks for the info -downloading the patch f. vers.4 now...

rcallicotte

#14
This was Wegg's response at PM.com - "Can Terragen import object sequences?  Or .mdd files?"

So...Planetside (or anyone), are either of these things possible?  I suppose the crudest form of doing this would be object sequences, which might take forever, depending on what's being animated.  Right?
So this is Disney World.  Can we live here?