- Bohemibot wins Student Oscar
- Picture of the Month
- FPrime UB
- Der Eisenturm
- RebelHill rigging
- Project news: V
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The film’s creator, Brendan Bellomo, age 24, has been working with LightWave for twelve years. Bohemibot took Bellomo two years to create, including five months of pre-production and CGI R&D. It took two weeks to shoot the live action on a Panavision F900 CineAlta, provided by a grant from Panavision. Then it took 18 months to complete post-production. It involved nearly 80 artists working on a total of 450 VFX shots, with Brendan doing approximately half of the work for each of the 450 VFX shots himself. In addition to executing his own shots, he supervised editorial, the other FX artists and the sound designers and composers. The Panavision F900 CineAlta allowed the Bohemibot team to shoot uncompressed 1920x1080 24P footage straight into a Mac Pro running a RAID on set. This was the same camera/lens system used for “Star Wars Episode II: Attack of the Clones” and “Battlestar Galactica.” |
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95 percent of Bohemibot's VFX were made with LightWave, primarily v9. FPrime 2 and then 3 was used for rendering. Some of the 80 artists working on the project around the world used other 3D packages for some of the animation, which were then shaded, lit and rendered in LightWave 3D. |
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The long-awaited version of FPrime for the Universal Binary platform came out this month as a free upgrade to all FPrime 3 owners. Now Intel Mac owners can access real-time previewing, and also benefit from advances to LightWave that have arrived since the last update:
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Christoph Horch, a German animator (of the traditional "pencil" kind) has been friends with Oliver Vogel, a German animator (of the "LightWave 3D" kind) for years. When Christoph wanted to create a story centered around a weak and decayed house in the middle of a storm,
Oliver suggested that it might be good to create the set in 3D, then animate the characters on that 3D set. "Oliver made the suggestion to create the house and all of the interiors in 3D. It would have been quite a mess to animate flying furniture, breaking staircases and so on by hand. Another advantage was the potential for moving the camera. Particular scenes in the corridors and Lydia's subjective view of the attic (as she approaches the tent) gained a lot of depth and texture by using 3D."
Oliver: "Since Christoph wanted to have a film without camera moves that are impossible in the real world, we built a Previz version of the house and made the whole shot breakup before he started animating. I then just added detail on a shot by shot basis. So every background is 3D, but overpainted as well. And then there was the fun of animating the storm and the 2D/3D interaction. For example the cloth on the windowpane is 3D as well... but traced after I animated it."
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NewTek spoke to Craig 'RebelHill' Monins about his outstanding rigging work - the source of much discussion on the forums. Craig: Without wishing to sound too harsh... ignorance. No tool is capable of anything unless you know how to use it. Really, I think it is simply that character rigging can be mired pretty deep in complexity and technicality. Once you get into doing more than simple IK setup, and begin to do things like space switching, dynamic reparenting and stuff, you need to understand the system underneath the co-ordinate system. This gets a little techy/math geeky in its nature. LightWave is very much a point and click/menu drop down interface, which doesn't immediately lend itself to thinking in that fashion. I imagine in another 3D application, with its scripting, CA has taken off because fellas who know a lot about math would find ways to do all these things in an instant with that interface. However, everyone caught in between starts to see a disconnect between the two ways of working, and the myth evolves from there. But, once you take a look under LightWave's hood, and find out how it handles all of this technical backend, it actually becomes a very accessible package for doing character setup, precisely because of the simpler (and very consistent) interface.
Craig: Umm... since V6... 2001, I think. I started out with an "unofficial" copy. After about three months of clicking buttons at random, and figuring out nothing other than how to deform a sphere to make something that could conceivably be a potato, I thought "gah, I can’t figure this out.” I bought a legit copy for no other reason than to get my hands on the manual. I became much better after that. Remember kids... buy your software, it comes with instructions!
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See the first trailer here and a clip from the series here
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