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Anatomy
of a Web Launch - Orchestrating Media Tools for Maximum Impact
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Written
By George Avgerakis
Products
Mentioned: Discreet's 3-D Max, Digimation's Illustrate,
Sonic Foundry's Sound Forge, Adobe Photoshop and Illustrator,
IBM X-series laptops, Compaq computers.
Before
reading this review, you can see the final results
of our project on the Internet, right now. Go to http://www.ca.com/products/jasmineii_portal/test_drive.htm.
You may find the extensive text on this page helpful,
but experienced websters can simply click on the hypertext,
"Guided Tour," which launches our program.
Everything you see and hear after that is the subject
of this article.
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Challenge
Offered
The challenge
came after closing time when I received a call from a new client
from the Midwest, representing the software giant, Computer Associates.
She was assembling a client team to launch CA's flagship product,
Jasmine ii Portal (pronounced "aye aye").
"For
an inventive company like CA, a portal is much more than a gateway
to the Internet or an Intranet," said client, Kimberly Burbules,
warming me up for the challenge, "It's a place where we can
demonstrate unique software solutions. You go to Netscape or Yahoo,
those are portals with lots of neat features. We have them all,
but more. For instance, you might use Yahoo Travel to build an
itinerary for a trip around the world, but if you did that on
the Jasmine ii Portal, our neural agents or "neugents"
would quickly sense what you were doing and offer to show you
several itineraries based on best price, or best times that you
hadn't considered, without asking! And neugents are just one feature
you can buy through Jasmine ii. There's more."
"Whew.
So what do you want us to do?" I asked.
"We want
you to make a (Macromedia) Flash 5 demo of the portal that potential
customers can see on the Internet. It has to be really cutting
edge, really entertaining and totally unique. And we want it based
on this character we have called, @Man (pronounced, "at-man").
Look in your email."
I checked
my email and found a photo of a man, dressed in a lemon yellow
suit, white gloves and red shoes. Instead of a head, the man had
a large, extruded "@" sign. I laughed.
"And
when he curses, the at-sign can become a pound-sign, asterisk
and cent-sign?"
Kimberly laughed,
"You get the idea."
Plotting the
Course
No one begins
a megabuck project like this without getting a really clear idea
of just what, exactly, a client sees in their head (or wants to
see coming out of your head). Kimberly introduced me to her team,
which consisted of one of the company's media managers, the corporate
webmaster and the technical specialist for the Jasmine ii brand.
My first step
was to define the bandwidth of the project. How big, how fast,
what attributes would this monster have? This created a lot of
discussion between client and producer. At first CA considered
targeting only high level MIS types, who could be relied on to
use DSL or better bandwidths with computers running 500 Mhz processors.
If this were the target audience, we could design the animation
at near film rates, use about 8,000 frames of animation and stereo
sound. Further consideration of their marketing goals led the
CA team in a contrary path, to design the show so that it would
function for all levels of Internet viewers, down to the 56K modem,
166 Mhz processor configuration.
Rather than
force the decision one way or the other, we decided to proceed
with the project up to the point where the decision would have
to be made. I informed CA that we would then produce short samples
of the show each way, at the 8,000 frame rate and at whatever
rate we determined would work for the "least common denominator
audience."
The next step
was to obtain visual agreement between my creative staff and the
client team with regards to the elements of the design style.
The two elements were @Man - and the "stage," which
was relatively easy - a backdrop of real Jasmine ii Portal frames
and some kind of frame design to hold all the action. We all quickly
agreed on a theatrical stage, with a high tech, metal truss and
moving spotlights. Our Flash Designer, Lee Taft, drew up some
samples on Adobe Illustrator, and emailed them to the clients
who quickly selected their favorite.
Next came
@Man. Using the client's sample photo, our Animator, Jack Ehrbar,
could create a 3-D model, but how does a character with a typeface
face speak? Our Pratt Institute student intern, Alex, offered
to sketch out some samples. He showed how different kinds of eyes
and mouths could work and even created various styles of @Man,
such as a French version and an urban version. @Man with a microphone
and boom box. @Man with a megaphone. Some went to the client -
others didn't. Eventually, we settled on the megaphone version,
which would allow us to avoid creating lips and the attendant
problem of lip-synching the client-supplied script in an Internet
environment.
With all the
elements to begin - script, character, stage and technical envelope
- Jack was assigned the 3-D animation to create the character.
Simultaneously, our Flash designer, Lee Taft, would create the
stage and assist Jack in conforming the character's graphic specifications
with Macromedia's Flash 5 program, which at that time had just
been released. Lee, one of only a few Macromedia-certified Flash
5 instructors in the US, would also supply some 3-D animations
that would demonstrate CA's portal display characteristics.
Not available
due to other commitments, Lee would then pass the bulk of the
Flash 5 programming to Bill Miranda of PFS Newmedia, a marketing
agency with which our firm has partnered on several Internet projects
since 1998. My job was to cast voice talent, select music, record
and mix the audio track which would serve as the framework for
all the animation once our team got down to making frames.
The Animation
Jack began
the animation on Discreet's 3D Studio Max 3.1 installed on our
Compaq servers with a complete array of Digimation plug-ins. Once
Alex's drawings were approved, Jack started building the @Man
character by taking the "@" sign and extruding it. Then
he employed Max's patch modeling techniques to create a torso,
arms, legs, feet and hands.
"When
creating a humanoid character like this, with a static face, the
most important part to get right are the hands," said Jack.
Anticipating about 8,000 frames of animation for the DSL bandwidth
test, and the challenge to create a character whose personality
would be composed of just voice, hand and body movements, Jack
used Discreet's Character Studio 2.2 plug-in to insert a high
degree of controlability to each joint in @Man's body and hand
joints. Character Studio allows for intelligent applications of
joint controls, so that when properly installed, the moving of
a hand will cause the wrist and arm to move appropriately.
The clients
had specified that they wanted, "A friendly "avatar"
character who would gather attention, be knowledgeable and fun,
but silly," so Jack choreographed a different set of movements,
postures and hand gestures for each significant paragraph of the
script, resulting in over 40 unique routines, each of which was
designed to highlight a specific statement or attribute of the
client's product. Keeping track of 8,000 frames was a task greatly
assisted by Max's RAM Player, which allows the operator to review
individual image sequences with ease.
Since the
client had approved a color still rendering of @Man that featured
32 bit color and extensive reflection and shading, Jack proceeded
to animate test sequences of @Man in full color. These frames
would then be taken by Lee for experimentation in Flash 5, where
the character was "keyed" over the Jasmine ii Portal
background plates. At first we had a lot of trouble getting this
to work well, because every type of picture format would produce
some kind of edge artifacts when @Man was composited in Flash
5. Eventually Bill discovered that .png files, Macromedia's web
compositing format, worked and we started rendering test sequences.
With the DSL
tests on their way to the client, Jack and Lee experimented with
lesser densities of picture information, prior to making recommendations
to CA. Using Digimation's Illustrate! 4.0 plug-in for Max, Jack
easily created sample scenes with reduced colors, dithered surface
textures, even flat, 2-D renditions of @Man, created like Japanese
"anime" cartoons to shrink the file sizes to various
target bandwidths.
The task of
trimming down a DSL bandwidth Flash show to a 56K bandwidth is
like taking a warehouse of survival gear and trimming it down
to fit into a rubber raft. Bill took the various versions of @Man
that Jack had designed and ran tests to see what version resulted
in the lowest bandwidth. They all came out about the same - too
much.
Bill took
the Jasmine ii portal backgrounds and started to strip down their
resolutions, sending copies to the CA product manager until a
happy medium was reached. This saved considerable space. The audio
track would have to pare down to mono, 8 bit as well. I worried
about sibilance, a problem that sometimes appears when stripped
audio tracks are run through the net and into even the best computer
sound cards.
Finally, the
results pointed to only one conclusion. The maximum number of
frames that we could use for @Man's animation would have to drop
from 8,000 to about...50. And still the final Flash 5 file would
be over a megabyte, probably over 1.5 megs - almost unheard of
in a world of instant playback demand. This meant that users on
56K modems would have to wait upwards of 3 minutes before the
demo would start and that even when started, it might still choke
the host system.
I sat to ponder
the consequences. How could I deliver significant impact with
an animated character, running 8 minutes, using only 50 frames?
I poured through printouts of Jack's elaborate, graceful renderings.
If I could somehow manage to create sufficient diversity and enough
animation "routines" for @Man, we could still maintain
our goal of client delight.
This work
took us up to the Thanksgiving weekend and it looked like we would
have to either work through it, or take the animations home. Not
wishing to overwork my crew on a project which, due to deadlines,
would soon kill the next four weekends anyway, I decided to download
all of Jack's animations to my IBM T-21 Thinkpad laptop, which
had been installed with 3-D Max just in case. The T-21 is lightweight
enough to carry anywhere (5lbs.), has Herculean battery endurance
(3.5 hrs. continuous) and can easily execute all the functions
of 3-D Max, Flash 5, Photoshop and Illustrator at once, employing
its standard Pentium 850 and 128 megs of RAM. Using the laptop,
I could work during my holiday travel time.
Then Jack
volunteered to take the laptop himself over the holiday. Using
the 14" wide screen and 1400 x 1050 display, Jack opened
Max up and started reevaluating the renderings while comparing
them to the approved script, which he simultaneously displayed
on the IBM in Microsoft Word. First, he broke down the script
into a series of "gesture" codes. For instance, if eight
different paragraphs required @Man to point left at something
in the background, Jack marked those paragraphs as "Point
Left" paragraphs. A few paragraphs required @Man to squat
down, or sit ("Sitting" paragraphs), so he cell-phoned
Bill and asked him if we could slide a simple chair in from offstage.
"Cool,"
decided Bill, interrupting a hot date to take his call, "A
chair and an X-move, on and off stage will take very little space.
Go for it."
After all
the paragraphs had been coded, Jack passed the results to me.
I found that I only needed 15 gestures to execute the show. Taking
out a sketch pad, I started to draw a block diagram, starting
with @Man's basic pose and drawing additional poses from this,
like spokes on a wheel (see diagram). Going back into Max, Jack
took 15 of his original choreographed moves and started deleting
intermediate frames. For example, if Jack used 40 frames to take
@Man from a standing pose to a "gesture right" pose,
he stripped out every 10 frames and left frames 1, 10, 30 and
40. Using Max's RAM player, Jack tested the playback at various
frame rates, imitating the capabilities allowed in Flash 5 to
play back its frames at various rates.
By the time
the holiday was over, we had built a block diagram that incorporated
only 15 poses, interrelated in such a way that no more than 3
frames existed between any two poses. In addition, the diagram
allowed for each pose to be reached by going through no more than
one other pose, making a wide assortment of motions possible by
going forward and backward, like a bumping car, around the diagram.
When I got home, late Sunday night, I emailed the results to Bill
and awaited his response Monday morning. The response was good.
Although he couldn't be sure of the final data size, the plan
Jack and I had devised over the weekend resulted in a test Flash
5 file on Monday afternoon that would easily run on a 28.8 modem
and had the CA client team cheering. They decided to launch with
the 56K version of our work. We set the DSL version aside for
possible resurection later as a CD-ROM version, and proceeded
to finish the low bandwidth demo.
With only
some minor revision frames to make before Jack could sign off
the job, I was now under the gun to make the audio track and get
this to Bill for the biggest part of the project; the Flash 5
programming.
Tightening
the Belt in Audio
Although I
knew the end product of my audio work was going to be highly compressed,
I wanted to get the best results possible. CA had future plans
of releasing the @Man demo on a CD or DVD, which meant that eventually
all 8,000 animation frames (actually 13,600 since we could go
to full 30 fps) and a full, stereo audio track would one day be
required. And yet there was a tight time schedule.
During the
original discussions on @Man, a key factor was what the character
would sound like. Would his voice be cartoony or real? CA wanted
real - it fit the 3-D likeness. Asking for client input on a voice,
it's often useful to ask the client to imagine a celebrity, in
order to bring the suggestions into a range that everyone could
mentally recognize. Suggesting Ernest Borgnine is easier than
saying, "gravely, friendly, but with a possibility for real
temper." The client liked Robin Williams, Steve Martin and
Gary Shandling.
I auditioned
several voice over talents and found one, huge talent, named John
Beach whose audition tape actually mimicked Steve Martin and Robin
Williams to a tee. Our script called for two voices. The cheerful
@Man and a testy narrator whom @Man must convince during the demo.
I cast a set of voice over talents for each type, but John Beach
offered to do both! In the end, due both to John's talent, his
in-house studio capability and our tight deadline, John won the
contract. The two voices you hear on the presentation are both
John, recorded, at different times, of course. His website is
also a delight to behear (www.voiceguy.com).
Using phone
patches, I was able to link the client in Indiana to John in his
studio and me in my office. The resulting DAT tape, Fedexed to
me the next morning, was fed into my PC-based editing system equipped
with Leitch-DPS Velocity for video editing and Sonic Foundry's
Sound Forge for audio editing.
Using still
frames of @Man's poses, I built a rudimentary video timeline in
Velocity and then captured all the paragraphs of John Beach's
characters in carefully numbered .wav clips. These were captured
mono at 48 kbps. Although Bill Miranda would eventually compress
these clips for use in Flash 5, I decided that the entire demo
would be edited at the highest quality and then chopped into chunks
according to Bill's Flash 5 timeline requirements.
In order for
me to assess how far the compression could be taken on the finished
mix and still sound reasonably good, I tried various compressions
in Sound Forge, using the "recompress" tool. This allows
infinite ranges of compression both of frequency ranges, data
bandwidth and bit depth. This proved to be enormously helpful
in choosing from a vast array of stock music in my Firstcom/Music
House library. As you might guess, hip hop was the category that
could sustain the most compression and still sound like the original
file.
Using a hip
hop opening, I assembled the narration and @Man audio tracks into
a final, still frame video that ended up looking like a pretty
interesting PowerPoint presentation and sent this off to the client,
via email for approval. I also sent various compression samples
as well, using the "cry uncle" approach to assess at
what level of compression the client felt the audio fell below
their expectations of acceptable quality. Thus, the Sound Forge
compression tool, which is easily reversible back to the original
version, provided Bill with a limitation guideline for building
the final Flash 5 file, without taxing Bill's patience.
Flash 5 Construction
With the soundtrack
and all animation cell revisions completed, the project moved
into Bill Miranda's hands under the guidance of PFS Newmedia CEO,
Jason Miletsky, who brought in another programmer, Cathy Mellado,
to handle some specific Java scripting that would be required
before the project could finally run on CA's servers.
Because of
the enormous size of the show, Bill chose to break it down into
easily streamed chunks that, conveniently, matched the script's
"chapter" structure. Chapterizing also allowed Bill
and me to assess the relative size of each chapter so that if
we trimmed copy or frames in one we could do likewise with the
others to maintain esthetic balance. Using my block diagram and
the associated animation repertoire that Jack developed, Bill
was able to orchestrate the flow of @Man's movements so that they
did not appear to be excessively repetitive.
In addition
to the animated @Man sequences, CA had requested that we design
an interactive menu bar that would allow the viewer to navigate
the presentation, pause it, mark it to quit and return viewing
and to register for a free, 20 day test of the product. This was
no casual request.
Since the
entire purpose of the demo was to get potential customers to sign
on for the 20-day trial of Jasmine ii Portal, the demo had to
allow the viewer a wide range of anticipated actions, ranging
from an outright "quit" to a "I love this, let's
register" decision at any time in the viewing process. Most
of these options are easy to create in Flash 5, but the option
that was most difficult was the client's desire to have stop the
show, mark the pause point and return again to the same point.
This proves impossible without writing to the viewer's computer
(using "cookies") and CA did not want to initiate such
an intrusion of the potential customer's space.
Cathy proved
a lifesaver in this department, assisting Bill to create an attractive
menu bar that offered the next best thing to quit-and-return,
which, in the end pleased the client even more than their original
desire. What Cathy designed was a chapter system that broke the
Flash 5 file into 5 distinct parts or chapters. These were titled
by the client into the 5 subject categories that CA marketing
felt were the keys to understanding Jasmine ii. Bill then incorporated
these chapter names into superimposed titles at the bottom of
the screen. As the show streams to the user, the titles change.
A menu bar selection, "Scene Navigation" pops a list
of all 5 chapters and users can jump to any chapter they choose,
thus making the necessity of bookmarking unnecessary and aiding
the user to a higher degree.
Once Cathy
designed the functionality programming of the menu bar, Bill was
able to execute all the Flash 5 calls using Flash's newly incorporated
interactive features. Unused on our program, but now available
in Flash 5, are significant web-learning tools, such as multiple
choice questions employing radio buttons, matching of columned
items, sequence building and other common instructional tools
that are employed by many distance learning professionals but
which were not easily incorporated into any economical authoring
program until Flash 5.
Bill's opening
pages for the demo are also of note. These were created in Adobe
Photoshop 5, and ported into Flash. While serving the most common
function of providing information while the user downloads, the
screens also instruct the viewer how to use the menu bar, before
the @Man show actually runs. These screens make the initial download
of some 400 Kbytes more palatable, especially on smaller bandwidths.
The Wrap Up
Our working
demo in Flash 5 ended up being just slightly more than 2 megabytes,
a Goliath program. Because Bill had segmented the show into chapters,
viewers with 56K modems don't usually wait longer than 2-3 minutes
to see the show begin. Of course, while they are watching Chapter
One, the other chapters are loading in the background. DSL and
T-1 viewers will be delighted, however to see that the show starts
playing after 10-20 seconds.
Another problem
that reared its ugly mug was the Flash 4 - Flash 5 compatibility
issue. Whenever a new version of an Internet plug-in debuts, there
is always a lag time before everyone in the user world downloads
and installs the plug-in. Because Flash 5 was absolutely necessary
to run this show, Flash 4 was not an option. However, if users
only had Flash 4 installed, our show would lock out to a black
screen. After sending our show to Macromedia for evaluation, the
makers of Flash showed us a simple program called a "Flash
4 Sniffer." This program is hidden in the opening window
of the Jasmine ii demo and if the user has not upgraded, a message
appears within 10 seconds pointing the user to the Macromedia
site where the Flash 5 player plug-in can be downloaded and installed
in minutes. Users who already have Flash 5 installed, go right
into the demo. Of course, users who don't have Flash at all should
read the text that precedes the demo.
Our work was
completed just in time to absorb all the technical buzz that was
generated by extensive magazine advertisements in all the computer
trade press. Although some debate continues at CA about the viability
of @Man as a corporate representative, both the CA sales staff
and the general public seem to respond favorably to the character
and his message. At any given time there are over 1,000 potential
clients taking the free 20 day trial of the portal and thousands
of hits are recorded daily on the demo.
Our production
was called, "Awesome!" by Macromedia staffers who had
a preview, but we are sure that by the next Flash Forward convention,
there will be even better productions out there to make @Man quiver
in his little red shoes (Jack, can you animate a "quiver?").
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