[comp.graphics] More Computer Animation

tso@celia.UUCP (Pauline Ts'o) (02/15/88)

I received a pretty good response, so here goes.  The following is 
based on two and a half years of experience, first at Robert Abel 
& Associates/Abel Image Research and currently at Rhythm & Hues, Inc.  
This discussion is generalized to cover T.V. commercials, T.V. 
station IDs, movie trailers, and small-scale special effects for 
movies.  I'll touch on what we require from our software, but this 
discourse is going to be long enough without in-depth philosophical 
software discussions.  Maybe later.  In the following, gender is 
determined by the majority sex that currently holds that particular 
position at Rhythm & Hues.

First, the cast of characters:

	The Company - The computer animation company.  That's us.
	
	The Client - the people with the product.  For example, 
		Chrysler, Scrubbing Bubbles, Benson & Hedges, 
		local T.V. stations like KCBS, WBBM, also ABC, 
		NBC, CBS, MGM, etc.

	The Agency - the people managing the advertising or 
		promotional campaign for the Client.

	The Sales Representative - the person who roams the Agency
		halls looking for work to bring to the Company.  
		Also called the Sales Rep.

	The In-house Art Director - he's a Company man.  He doesn't 
		always exist for a particular job.  But if he does, 
		he is responsible for making final decisions on all 
		creative/ aesthetic aspects of the job.

	The Out-house, I mean Out-of-house Art Director - he's an 
		Agency man.  He doesn't always exist for a particular 
		job either.  But if he does, he is responsible for 
		making final decisions on all creative/aesthetic 
		aspects of the job.  His decisions are more final 
		than the In-house Art Director.

	The Producer - the person organizing the logistics of the 
		job.  She is responsible for bidding for new jobs, 
		delivering jobs on time and on budget, scheduling 
		post-production sessions, coaxing approvals from 
		the clients, reminding the technical staff what's 
		expected of them and when, chasing after late 
		payments from the Clients, etc. etc.  

	The Technical Director - the poor slob who actually spends 
		all the time pounding on the keyboards to get the job 
		finished.  The mythical end-user of graphics software.

Definition of terms: 

	Storyboard - not a person.  A storyboard is a series of 
		drawings done by an Art Director illustrating the 
		concept of the campaign as it develops through the 
		animation.

	CGI - computer generated imagery.  The complement of image 
		processing.

Scene I.  The setting is the Agency.  The Sales Rep meets with his 
 	Agency contact.  He discovers that the Client has asked the 
	Agency to develop a campaign to promote their product.  The 
	Sales Rep also discovers one of two relevant things - the 
	Agency has an idea for the campaign that could be suitably 
	executed with computer animation or the Agency has no ideas 
	at all but wants to use computer animation for whatever the 
	end-product will be.  In other words, the Agency has either 
	settled on a message or a medium.
	   If the Agency has settled on the message, then it probably 
	has at least rough storyboards to show the Sales Rep.  The 
	Sales Rep then shows them the Company Demo Reel and suggests 
	that computer animation would be a really nifty way to realize 
	the full potential of the concept.  He convinces the Agency to 
	consider the possibility and obtains copies of the storyboards.
	   If the Agency has settled on the medium (which is rare), 
	then usually it's because someone there has seen some other 
	computer animated spot and the Agency really likes the "look".  
	In this case, the Agency may seek out the Sales Rep rather 
	than the other way around.  The Sales Rep then shows them the 
	Company Demo Reel and suggests that this Company is the best 
	qualified to achieve that computer animated "look".  Sometimes 
	the Agency will be interested in a particular In-house Art 
	Director, especially after seeing his work on the Demo Reel.

Scene II.  The setting is the Producer's office.  She receives a 
	cautiously optimistic phone call from the Sales Rep.  He 
	explains the situation at the Agency and promises to send 
	the storyboard to her ASAP.  Or he tells her that the Agency 
	wants one of the In-house Art Directors to come up with the 
	creative ideas and for the Art Director to send his storyboard 
	to the Agency ASAP.
	   In any case, somebody's storyboard winds up on the 
	Producer's desk and she begins to work out a preliminary bid 
	based on the technical difficulties that she and the technical
	staff perceives as inherent in the storyboards.
	   She submits the bid to the Agency and they tell her that 
	it's too high.  She submits a revised bid and they tell her 
	that it's too high.  She submits a revised bid and they tell 
	her that it's too high.  She submits a revised bid and .... 
	you get the picture.
	   The producer (with help from the technical staff) can lower 
	a bid in several ways - by re-exploring the technical aspects 
	of the storyboard and thinking of easier ways of overcoming 
	technical difficulties, by suggesting a combination of 
	techniques like live-action with the CGI to lower the technical 
	difficulty, by suggesting alterations in the storyboard to 
	lower the technical difficulty, by lowering the Agency's 
	expectations, etc.

Scene III.  The setting is the Company.  The Agency decides to award
	the job to the Company.  There is much rejoicing because we
	can now stay in business for two more weeks.  Technical
	directors (usually one or two) are assigned to the job, along 
	with a producer, who may or may not be the same one who bid 
	it, and a production programmer if there are any special
	purpose programs that need to be written.  
	   Most animation houses nowadays use off-the-shelf production 
	software for the bulk of work.  Wavefront systems are popular, 
	but Vertigo (now Cubicomp Canada) has a nice package also and 
	Symbolics also has a foot, no, a toe, in the door.  A few, 
	very few, still use Abel Image Research software.  (That's a 
	whole 'nother story.)  The old companies - Abel, Omnibus, 
	Digital Productions, Cranston/Csuri - used all their own 
	software.  PDI, as the sole survivor, also uses their own 
	software.  At Rhythm & Hues, we use off-the-shelf software for 
	most of the work, however, a good half of our jobs require 
	additional custom programming.
	   There are basically four processes that the Technical
	Director goes through to complete the job.  The first process 
	is known as Modeling.  Modeling consists of building the 3D
	database within the computer.  Usually, this is accomplished
	by digitizing flat artwork.  In richer days, some companies
	also had 3D digitizers.  Some off-the-shelf packages don't 
	have surface modelers yet.  Most off-the-shelf packages have
	an ascii database format so that production programmers can
	procedurally generate special data and hook it in to the rest
	of the package.
	   The second process is Choreography/Animation.  
	Choreography/Animation basically consists of making the 
	database move.  At Abel's and at Rhythm & Hues, we make a 
	distinction between moving simple rigid objects (like flying
	logos) and moving objects so that they squash and stretch and
	have that magical "illusion of life".  Yeah, like ANIMATED.  
	Real animation software is in its infancy.  No off-the-shelf 
	package that I know of even begins to deal adequately with 
	the requirements of good animation.  Any production house that 
	is currently producing animation is doing it with in-house 
	software.  However, most off-the-shelf packages do have 
	adequate or better than adequate choreography systems.
	   The third process is Lighting.  Lighting consists of both
	giving the objects their material characteristics (like gold, 
	marble, plastic) and placing lights in the environment to
	provide highlights, shadows, etc.  Lights may also be
	choreographed, that is, they may also move over time.  At
	the places where I have worked, Lighting has been a major
	bottleneck in the production process.  Often, the Art Director
	will want a particular highlight in a particular corner of a
	particular polygon and the particular software we use does
	not have the tools to make that process interactive.  Usually, 
	the Technical Director places a light where he thinks might 
	result in the proper effect, goes away for 15 minutes while the 
	Renderer computes the frame, returns to see that his first
	guess was wrong and he tries again.  'Course if we had a Cray...
	Since Lighting is such a time-consuming process, only a few
	key frames are lit under the intense scrutiny of the Art 
	Director.  The rest are filled in by the computer.
	   The last process is Rendering.  Rendering consists of
	letting the computer number-crunch away and compute all the 
	final frames.  This is also not an interactive process, but it 
	sometimes gives the Technical Director a chance to catch up on 
	some sleep.  
	   Actually, the truly last process is Recording.  The
	rendered frames have to be placed on some sort of recording
	medium, either film or tape.  This process utilizes equipment
	not typically thought of as main-stream computers.
	   Actually, the truly truly last process is Post-production,
	if necessary.  If the job is a combination job, then the 
	other footage needs to be composited with the computer
	graphics at a post-production facility.  If the job is a tag
	for a live action commercial, then it also needs to brought 
	together in "post".  Sometimes, last minute color balance 
	corrections are done in post.
	   Actually, the truly truly truly last process is Obtaining 
	Final Approval.  Ah, approvals...
	   Throughout these processes, the In-house Art Director is 
	looking over the Technical Director's shoulder, telling him 
	what needs to be done to match the vision in the Art 
	Director's mind.  Of course, what the In-house Art Director 
	has in mind is not necessarily what the Out-of-house Art
	Director has in mind.  Therefore, periodically, the
	Out-of-house Art Director must show up at various stages of
	the processes to give approvals for what has transpired.
	Hopefully, it is so granted.  However, sometimes these
	Out-of-house Art Directors are answerable to a Senior Art
	Director at the Agency.  If so, then the Senior Art Director
	demands final say.  However, the Senior Art Director shows up
	less often than the Out-of-house Art Director, so more work
	or more mistakes, depending on your point of view, will be
	done between approvals.  However, sometimes the Client doesn't
	really trust the Agency and THEY demand final say.
	Unfortunately, sometimes they don't exercise their right until
	the product has already been rendered and recorded and gone
	to post-production.  THEN they say they don't like it.  This
	is usually about the same time the Producer decides she needs 
	a vacation in the Caribbean.  Or a raise.  Or both.  And of
	course, any of these people may say one week that they like it
	and the next week, well...
	   Actually, the truly truly truly truly last process is 
	Obtaining Final Payment.  This sometimes occurs months after 
	Obtaining Final Approval and even after the product has aired.

Scene IV.  The setting is the apartment of the Technical Director.
	He comes in at night after working many hours and on a whim, 
	he turns the television on.  He flips the channels looking for
	something good - "Hey!  That was MY commercial!"



   Well, believe me, that was a BRIEF summary of the production
process.  I know some of you want more details concerning software 
aspects, hardware aspects, employment aspects, but I thought I'd 
run through the social interactions first.  You know, give 
everyone a basis of understanding the type of environment we work 
in.  I'll see what kind of discussions arise now before posting 
again.

tso@celia.UUCP (Pauline Ts'o) (02/15/88)

Forgot my .signature.


-- 
Pauline Ts'o                          
Rhythm & Hues, Inc.                  
INTERNET: celia!tso@tis.llnl.gov    
UUCP: ...{ames,ihnp4}!lll-tis!celia!tso