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projects in digital art • pipeline © 2007 fabio pellacini • 1
the 3D production pipeline
projects in digital art • pipeline © 2007 fabio pellacini • 2
overview
• basic steps to make a 3d animation• why do we need a production pipeline?• what is the production pipeline?• a tour through the various departments at Pixar
• no details, just a general picture
2
projects in digital art • pipeline © 2007 fabio pellacini • 3
image synthesis steps
projects in digital art • pipeline © 2007 fabio pellacini • 4
image synthesis
• geometry
3
projects in digital art • pipeline © 2007 fabio pellacini • 5
image synthesis
• geometry + materials
projects in digital art • pipeline © 2007 fabio pellacini • 6
image synthesis
• geometry + materials + lights
4
projects in digital art • pipeline © 2007 fabio pellacini • 7
image synthesis
• geometry + materials + lights = picture
projects in digital art • pipeline © 2007 fabio pellacini • 8
image synthesis
• frame the picture using the camera
5
projects in digital art • pipeline © 2007 fabio pellacini • 9
image synthesis
• time to move…
projects in digital art • pipeline © 2007 fabio pellacini • 10
image synthesis
• movement (rigid objects and camera)
6
projects in digital art • pipeline © 2007 fabio pellacini • 11
image synthesis
• movement + deformation
projects in digital art • pipeline © 2007 fabio pellacini • 12
image synthesis
• movement + deformation = animation
7
projects in digital art • pipeline © 2007 fabio pellacini • 13
animation production pipeline
projects in digital art • pipeline © 2007 fabio pellacini • 14
why do we need a pipeline?
• animated full-length features are huge endeavors– Up to 5 years from conception to final (2 in prod)– > 500 people involved
• requires big budgets and big organizations– $ 100 M per movie often
• need a solid structure to bring the creative process from conception to final
8
projects in digital art • pipeline © 2007 fabio pellacini • 15
what is the production pipeline?
• logical organization of the steps required to produce an animated feature film
• overlaps with the company organizational structure– departments, budgets
projects in digital art • pipeline © 2007 fabio pellacini • 16
pipeline organization
• every company has its own pipeline• every movie changes the pipeline
– requirements are changing– save money– increase the quality of the movie
9
projects in digital art • pipeline © 2007 fabio pellacini • 17
organization
• a movie requires a lot of time and people
• how do you keep the project focused?– vision– budget– execution– smart people that sign up to the vision
projects in digital art • pipeline © 2007 fabio pellacini • 18
key figures
directorproducer
lead technical directorlead animator
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projects in digital art • pipeline © 2007 fabio pellacini • 19
key figures: director
• creative lead• POV: the movie is a creative feast• responsible for the look and story-telling aspects• final word on all the artistic decisions
• at Pixar, often the story’s author
projects in digital art • pipeline © 2007 fabio pellacini • 20
key figures: producer
• executive lead• POV: the movie is a product• responsible for the budget aspects• final word on all monetary decisions
11
projects in digital art • pipeline © 2007 fabio pellacini • 21
key figures: lead TD
• technical lead• POV: the movie is a project• responsible for the technical dept.• final words on the implementation• turns the director requests in technical solutions
that match the budget
projects in digital art • pipeline © 2007 fabio pellacini • 22
key figures: lead animator
• animation lead• POV: the movie is a play• responsible for the animation dept.• he can be consider to be the lead actor for the
movie
12
projects in digital art • pipeline © 2007 fabio pellacini • 23
pipeline organization
projects in digital art • pipeline © 2007 fabio pellacini • 24
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• many departments
13
projects in digital art • pipeline © 2007 fabio pellacini • 25
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• preproduction
projects in digital art • pipeline © 2007 fabio pellacini • 26
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• characters and sets
14
projects in digital art • pipeline © 2007 fabio pellacini • 27
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• movement
projects in digital art • pipeline © 2007 fabio pellacini • 28
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• final images
15
projects in digital art • pipeline © 2007 fabio pellacini • 29
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• vertical hierarchy too
projects in digital art • pipeline © 2007 fabio pellacini • 30
the simplified pipeline
Story Editorial Art Casting
Modelling
Layout
ShadingPainting
SetDressing
Animation Simulation
Lighting Rendering
Rigging
Effects
• what was I doing?
16
projects in digital art • pipeline © 2007 fabio pellacini • 31
pipeline “stages”
projects in digital art • pipeline © 2007 fabio pellacini • 32
story development
• everything begins with a story!• storyboarding• process
– first idea– script and drawings that represent the story– trial and error process
• story is told many times and refined over time
17
projects in digital art • pipeline © 2007 fabio pellacini • 33
story development
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 34
story development©
Pixa
r/D
isne
y
18
projects in digital art • pipeline © 2007 fabio pellacini • 35
story pitch
• first time the story is publicly presented
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 36
editorial
• the keeper of the flow– study the timing of actions in the movie
• manage the editing of the movie– prepare the various releases
• similar to a traditional studio– but we start with the story before we have video
©Pi
xar/
Dis
ney
19
projects in digital art • pipeline © 2007 fabio pellacini • 37
art development
• develop the look-and-feel of the movie– characters and Sets– follow it through production– make most of the high-level artistic decisions
• traditional media– sketches, pastels, sculptures
• process– start with real world objects– develop look: shape, colors, materials– develop expressions and movements– for characters, sculptures are developed
projects in digital art • pipeline © 2007 fabio pellacini • 38
art development - characters©
Pixa
r/D
isne
y
20
projects in digital art • pipeline © 2007 fabio pellacini • 39
art development - characters
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 40
art development - characters©
Pixa
r/D
isne
y
21
projects in digital art • pipeline © 2007 fabio pellacini • 41
art development - environments
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 42
art development - environments©
Pixa
r/D
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y
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projects in digital art • pipeline © 2007 fabio pellacini • 43
casting
• voices have to match your characters
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 44
dialogue recording
• useful for animation reference
© Pixar/Disney
23
projects in digital art • pipeline © 2007 fabio pellacini • 45
modeling
• defines the shape• process
– starts with art data• drawings• sculptures (sometimes scanned)
– recreate geometry in the modeling environment
• models have to– look good – to please the eye– be functional – to fit in the pipeline– work when deformed – for animation
projects in digital art • pipeline © 2007 fabio pellacini • 46
character modeling©
Pixa
r/D
isne
y
24
projects in digital art • pipeline © 2007 fabio pellacini • 47
character modeling
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 48
environment and prop modeling©
Pixa
r/D
isne
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25
projects in digital art • pipeline © 2007 fabio pellacini • 49
environment and prop modeling
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 50
shading
• defines the material properties– colors– light reflectance properties– textures
• process– study of real world objects– understanding the physics of their appearance– understand the important appearance aspects
• e.g. what make fur like fur (and not hair or grass)?• e.g. what makes metal look old?
– match with overall look of the movie
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projects in digital art • pipeline © 2007 fabio pellacini • 51
shading
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 52
character rigging
• prepares a character for animation– defines the deformation of the shape
• shape changes when the character moves
– defines controls for animators
• process– start with art data– work with animation to test the look and controls
27
projects in digital art • pipeline © 2007 fabio pellacini • 53
set dressing
• creates sets out of props• prepares a stage for acting
projects in digital art • pipeline © 2007 fabio pellacini • 54
set dressing
© Pixar/Disney
28
projects in digital art • pipeline © 2007 fabio pellacini • 55
layout
• defines the camera– starting position– framing – which objects are seen– movement
• defines basic object positions– starting point for animation
• story boarding used as reference
projects in digital art • pipeline © 2007 fabio pellacini • 56
layout
© Pixar/Disney
29
projects in digital art • pipeline © 2007 fabio pellacini • 57
animation
• character movement and expression• process
– study realistic motion– develop a style of motion for the movie– very similar to acting– often develop entire new body language
• fish smiling?
projects in digital art • pipeline © 2007 fabio pellacini • 58
animation
• keyframed animation– movement is specified by changing individual controls
on characters at various frames– similar to 2d animation– used by Pixar and PDI
• motion capture– movement is recorded using live actors– editing to fix problems– used by Sony Imageworks, Weta
30
projects in digital art • pipeline © 2007 fabio pellacini • 59
animation
• very time consuming!– requires big budgets and long development times
• today biggest distinction between large studios and smaller ones
• hard to develop “economy of scale”
projects in digital art • pipeline © 2007 fabio pellacini • 60
animation
© Pixar/Disney
31
projects in digital art • pipeline © 2007 fabio pellacini • 61
animation
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 62
simulation
• not possible to animate everything• physically-based animation
– movement is computed to simulate physics
• applications– humans: hair, cloth, skin– natural media: water, fire, smoke– special effects: explosions
32
projects in digital art • pipeline © 2007 fabio pellacini • 63
simulation
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 64
effects
• natural media: water, fire, smoke• weather: snow, rain, wind• special effects: explosions, morphing
• very specific• encompasses modeling, animation and shading
33
projects in digital art • pipeline © 2007 fabio pellacini • 65
effects
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 66
effects
© Pixar/Disney
34
projects in digital art • pipeline © 2007 fabio pellacini • 67
effects
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 68
effects
© Pixar/Disney
35
projects in digital art • pipeline © 2007 fabio pellacini • 69
lighting
• defines scene illumination• process
– study real world footage– study material/light interaction
• simple materials: plastic, woods, etc.• complex materials: metals• characters: skin, hair
– start with art images– add and change lights to obtain the final picture
projects in digital art • pipeline © 2007 fabio pellacini • 70
lighting©
Pixa
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36
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lighting
particulatematter
surge andwell caustics murk reflection
refraction
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 72
lighting
© Pixar/Disney
37
projects in digital art • pipeline © 2007 fabio pellacini • 73
rendering
• compute the final images
© Pixar/Disney
projects in digital art • pipeline © 2007 fabio pellacini • 74
interesting dichotomy
• stylized characters, look, movement• based on physically correct building blocks
– movement: character animation vs. cloth/hair simulation
– shading: colorful surface material vs. subsurface scattering
– lighting: “shadow-less” lights vs. global illumination
38
projects in digital art • pipeline © 2007 fabio pellacini • 75
shot progression
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 76
shot progression
© Pixar/Disney
39
projects in digital art • pipeline © 2007 fabio pellacini • 77
shot progression
©Pi
xar/
Dis
ney
projects in digital art • pipeline © 2007 fabio pellacini • 78
shot progression
© Pixar/Disney
40
projects in digital art • pipeline © 2007 fabio pellacini • 79
what’s the take home message?
• movies are huge endeavors– big budgets– strong production structure– people with very different skills
• story telling• art• technical• research and development
• not too much artistic freedom• a lot of challenging technical issues
– images we could not make before
projects in digital art • pipeline © 2007 fabio pellacini • 80
what’s the take home message?
• if you are an artist– not too much artistic freedom– think about players in an orchestra
• you’ve got the music, the director and the other players
– specialist or generalist?
• if you are more technical– a lot of challenging technical issues
• images we could not make before• cutting costs with better tools
– have to understand artists and movie making• that’s where the money come from
41
projects in digital art • pipeline © 2007 fabio pellacini • 81
acknowledgements
• Pixar Animation Studios– permission to use the materials in this presentation
was kindly provided by Pixar Animation Studios