|
Anatomy
of a Project: HDTV Animation for a Large Screen Venue
|
|
|
Written
By George Avgerakis
Products
reviewed: Discreet's 3-D Studio Max 4.0, Digimation's
Stitch, IBM's T-20 Thinkpad and Intellistation computers,
Seagate's Cheetah 180 Hard Drives, Eyon's Digital
Fusion 3.0, Leitch-DPS Velocity NLE, Piranha and JVC's
DTV monitors.
For
several years I have been honored to produce HDTV
programming to feature the technological developments
of JVC at the annual, National Association of Broadcasters
(NAB) convention in Las Vegas. This year, the challenge
was a bit unique; to craft a "brand awareness"
for JVC's D-ILA projector line.
|
|
The D-ILAs
are capable of projecting high definition images on screens upwards
of 20 feet, thereby targeting cinemas and high-end home theaters.
JVC's product manager, Frank Taylor requested us to come up with
a one minute commercial that would help make the name, D-ILA more
familiar. No limits were placed on the creativity or concept,
but the budget was tight.
Hunkering
down with Jack Ehrbar, our chief animator, I decided our firm
would submit two storyboards, one by Jack and one by me. Using
the simplest story telling tools, our hands, voices and bilabial
sound effects, we honed our offerings down over the period of
a week into my board that spoofed the old Victor trademark, featuring
a dog and a Victrola (we experimented with a lot of ways the dog
could show his disdain for analog). Jack's board, featured a pair
of archeologists trying to open the secret chamber of an Egyptian
pyramid, there to find the Pharaoh, alive, popcorn bucket in hand,
watching a D-ILA projector.
On presentation
to the clients, I learned that JVC no longer owned the rights
to the famous dog logo, which left me desperately pitching one
idea. The experience is a lesson in group satisfaction. One member
of the committee wanted the history of JVC somehow presented in
the piece. I suggested that the hyroglyphics on the walls of the
tomb comically feature key symbols for JVC's pioneering moments
in broadcast history. As the archeologists press these symbols,
the inner chamber is opened. Another committee member wondered
if Egypt was the best locale. Someone remembered that a pyramid
had figured in a recently successful print ad campaign. Still
another suggested lengthening the concept to a five minute film.
A reiteration of the budget quashed that idea. Eventually the
charm of the storyboard won out (or no one really wanted to waste
another week while we churned out another concept).
With approved
board, I gathered the creative team together to build a workable
schedule and divvy up the work. Jack had recently installed Discreet's
3-D Studio Max and several of Digimation's plug-ins and would
be responsible for all the digital animation. I would write the
dialog script, cast voice over talent, execute the soundtrack
and supervise the marriage of sound and picture to a D-5 HDTV
master tape.
Since the
deadline was short, only four weeks, we decided to work simultaneously
in spite of the fact that usually the sound gets done before the
picture. To achieve this compression of effort and time, Jack
listed all of the tasks and scenes that did not require lip synchronization,
while I schedule the minimum time to get a script written, approved
and voice recorded. While I was scripting and casting, Jack could
be modeling the characters, designing the pyramid scenery, and
building the correography. After I had completed the voice recording,
Jack would begin the lip synching while I worked to find the music
and effects for the final mix.
Since our
shop is not yet equipped with HDTV recording capability, we planned
to work in 525 digital format at a 16:9 ratio, doing all sound
to a BetaSP "proxy copy" of the piece and laying the
mixed audio to a SMPTE coded digital audio tape (DAT). With the
exception of a 12 frame test, we would not see the final HDTV
result of our labor until the final stage, when we carried our
1,800 HDTV frames to Tape House in midtown Manhattan, for the
frame-by-frame record to a Piranha digital disc recorder and thence
to D-5. Like ancient Egyptians, we were playing with fire.
Discreet's
3-D Studio Max 4.0
Barely had
we begun our modeling work on 3-D Max 3.0, than a review copy
of 4.0 arrived. Aware of the significant advantages of the upgrade,
we decided to proceed with the newer version. Regrettably, the
3.0 character models did not port well into the new version of
Max, no doubt due to the huge amount of reworking that was required
of the core program in order to achieve the significant improvements
of 4.0.
One can complain
about the issue of upgradability all one likes. It's nice to have
all work, archived in Version 3 instantly portable to Version
4. The facts of life, however, determine that often a product
must undergo such severe core code reworking (the kind of rework
that really makes an upgrade worth buying) that work done in early
versions is difficult to plug in to newer versions. Such is the
case between Max 3.0 and 4.0. Now you know. If you are planning
a 4.0 project for a client that did a lot of work in 3.0, you
can decide if you want to stay in 3.0 and bill for that level
of effort or redesign the elements and build in 4.0. My opinion
is that the time saved by 4.0's significant improvements will
compare favorably with working in the older version. It's not
a big deal if you know the answer before you bid the project.
That said,
what are the advantages of 4.0 when considering an upgrade or
a first purchase of Max? We see the improvements breaking down
into four areas; Interface, Tools, Plug-Ins and Integration.
The 4.0 interface
allowed us to right click on any object to obtain all the commands
appropriate to that object without referring to the command panel.
Our IBM Intellistation, equipped with two, 1 gigahertz Pentium
processors, is equipped with two monitors, which allows the 4.0's
"Quad" display window to neatly segregate functions
into "active" and "accessory" levels of priorty.
Jack can therefore work on screen A, 90% of the time, but refer
to screen B, for immediately essential control functions. When
JVC's clients came to see the work in progress, the Quad layout
allowed them to concentrate on the large frame displays without
getting distracted by the control screen, which we simply shut
off during the check rides.
Usually, we
obtain client approval at each critical stage of animation, beginning
with written approvals of the storyboard, the characters, the
physical setting, correography, lighting-texture-atmosphere and
audio mix, in that order. Max 4.0 seems well designed to this
flow. For instance, Active-Shader is a new, "pre-render"
timesaver that updates the frame preview as each atmospheric,
lighting and texture parameter is changed. Since we adjust these
parameters after the choreography is approved, we avoid this function's
only conceivable shortcoming, which is that it takes a bit of
time to redraw the frame after an object's position has been altered.
Since our
project involved the creation of a "real world" environment,
employing cinematic effects, 4.0's MuliPass feature provides instant
previews of Depth of Field, Motion Blur and various camera angles
without rendering entire frames. The speed of these feature is
determined by the processor(s) and video card, which, in the case
of our IBM's Oxygen Wildcat card, saved us an aggregate of nearly
one workday during the course of a month's project. It also helps
to have a large amount of RAM onboard - in our case, half a gig.
The new Tools
included in Max 4.0 that assisted in this project were, HSDS,
Skeletons, Skinning, Polygon Modeling. In the past, we tended
to create a basic humanoid character and then modify it into the
cast that would fill an animation. This produced a similarity
between characters that was determined by what was easy to individualize
from character to character.
Hierarchical
Subdivision Surface modeling, or SHDS, grew out of seminal work
at Softimage which provided isolated areas of functionality, based
on whatever object divisions that artist cared to create, such
as hands. Max 4's advancement on this basic concept allows high
degrees of detail, color, texture to be manipulated on one part
of a character, the face for a close-up scene for instance, without
affecting the complexity or render times for other areas (or other
appearances) of the character, saving enormous amounts of design
and rendering time. The use of "proxy" objects, commonly
used in earlier 3-D software products, is eliminated.
Our Arabic
character, Farag, for instance, required such detailed skin texture
in one close-up shot, that Jack had to actually scan my swarthy
Mediterranean cheek to get Farag to look authentic. The cheek
textures were controlled at the face level hierarchy, which was
eliminated for long distance shots where the texture was not apparent.
Skeletons,
bones, whatever you call them, have always been a blessing and
a curse since we discovered them in Lightwave 4.0. In Max 4.0,
they now represent both the "physics" of the inverse
kinematics (IK) as well as the shape and size of the character
they occupy, making the task of switching between characters and
tweaking the choreography a lot easier.
Another useful
tool in 4.0 is the Render Elements feature that allows the user
to separately render the elements of a composited picture. Z-Buffer,
Alpha Channel, Shaddows, Reflections or Refractions and others
may be rendered independently into their own windows and exported
to compositing tools like Discreet's Comubustion, Eyeon's Digital
Fusion or Adobe's After Effects.
Plug-Ins from
third party vendors need not be a concern to animators migrating
to higher versions of Max. Traditionally, Max has either incorporated
key plug-ins or the third party developers have courteously upgraded
their products at little or no cost to be compatible with the
new version. The following plug-ins have now been incorporated
into Max 4.0:
To date, we have had no problem with plug-ins offered by Digimation,
the leading third party vendor for Max plug-ins. In fact, Digimation's
personable technical staff go way beyond the call of duty to make
sure every product is supported and converted with successful
results.
One particularly
useful Digimation plug-in, Stitch, worked incredibly well with
4.0, allowing us to build flowing, Arabic robes for Farag. Stitch
is a fabric modeling software that works much easier than previous
attempts at fabric rendering by other manufacturers. On previous
assignments, a robe or dress would always cause a problem if the
material was caused to stretch or unfold to accommodate a spread
of the underlying joints, arms or legs. Unsightly gaps, or bizarre
creases would often form, requiring intricate patching or hand
retouching of affected frames. Stitch figures allows garments
to be designed from the same kind of patterns that a seamstress
uses, with "real world" logic, thereby eliminating repair
routines and making the learning process highly intuitive. (Jack
intends to review Stitch in a future edition, so enough from me
here.)
As a result
of Discreet's acquisition of 3-D Max, users can expect a high
degree of integration between this version and Discreet's other
products. While we did not test Fire, Flame, Flint, etc., we did
output one sequence of our animation from Max 4 to Combustion
in order to composite a background scene. This was facilitated
by using Discreet's new RPF file format which incorporates 13
channels of 3D metadata in frames that are carried from the animation
program into other, compatible programs (Combustion is one). Other
programs using the RPL format offer only 6 channels.
Case in point:
One of the few Digimation tools which has not yet been upgraded
to Max 4.0 is Phoenix, which we needed in our production to create
torch flames. For these elements we fell back to Phoenix running
on 3-D Max 3.0 and rendered these elements in RPL format, storing
the alpha, G-buffer and UV map parameters in the metadata channels.
We had to sacrifice the reflection mapping data, but our schedule
dictated that there wouldn't be time for rendering torch reflections
anyway. Had the schedule been longer, RPF metadata, dumped into
a compatible compositor, would have been essential.
At the time
of this project, we had just received our first copy of Combustion
and did not feel confident enough to use it under "client
pressure." We used Eyeon's superb Digital Fusion software
to composite the torch flames into each shot and the results were
predictable and fast.
While Jack
was working the animation, I proceeded from approval of the script
to casting the voices for the archaeologist, Farag, the Arab guide
and the Pharaoh. The client immediately liked Tony Wellman and
I resurrected my best horror voice for the Pharaoh's climactic
appraisal of D-ILA. For Farag, we had to go to a genuine Egyptian,
Fawzi Abdeltawab, who translates Arabic for our firm's foreign
language translations service.
Digital Fusion
also assisted us in the next phase of production, which was to
check our animation results in 525 digital standard. The rendering
of HD (1,080 pixels by 1,924 pixels) frames and their frame-by-frame
assembly on D-5 tape is a very expensive process. We wanted to
nail down every detail "offline" so to speak.
To do this,
we first generated standard digital television (SDTV) frames in
"letterbox" style, and then assembled them in our DPS
Velocity nonlinear (NLE) editing suite. Here, we caught major
errors, adjusted cut points between scenes, checked the accuracy
of the lip synch, color balance, etc. After making the "gross"
adjustments to the animation, we re-rendered the program as HD
frames and then batch composited them in Digital Fusion to be
letterboxed 525 frames. After reassembling the frames in Velocity,
we examined the finer points of the animation to see if we could
find anything wrong. We did, and corrected only the scenes that
were problematic.
There's only
so much one can do to check an HDTV animation in the SDTV universe.
One mistake was a hole in the back of the Pharaoh's head that
allowed light to shine through his open mouth. Instead of going
back to the animation, Jack merely took the twenty offending frames
into Adobe Photoshop and painted in the mouth.
|