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Back
to Gaya
Copyright 2004 Ambient Entertainment
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Credits |
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Lead
Programming
Crowd Tool
Special Vortex Effects
Plug-in and "Move-Tools" Programmer
Additional Financial Co-Producer |
Dirk
Bialluch |
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Modeller
Additional Financial Co-Producer |
Marco Windrich
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Lead
Texture Artist
Additional Financial Co-Producer |
Kay Poprawe |
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Special Vortex Effects Assistant |
Katrin Schmid |
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Software |
Maya 4.0, Maya
4.5, Maya 5.0 |
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System |
Dual AMD 2400+,
1.5GB RAM, GeForce4 |
Back to Gaya is the first German
completely computer generated feature film. On March, 18th 2004
the children picture had its opening night in German cinemas. To read detailed
information about the film and its plot visit the official website. On October 2001 we joined the team in Hannover in the production facility
of Ambient Entertainment.

Brampf

Galger

Zeck
Until the end of production
countless MEL scripts and plug-ins were developed for Maya to
extend existing technology and provide the artists
with completely new tools.
Dirk Bialluch was responsible for Maya software
development. A total of three programmers were working full
time on the project.
Time was pressing for each tool
developed. Thus there was not much time for research and most
programs had to be suitable for production right from the first line
of code. Many small production specific tools were developed.
Describing all of them would be out of proportion for this article
hence we want to mention the most interesting
ones development-wise.
Modeling
Texturing
Spread Objects
Spread Objects is with more than four month
of development by far the most complex tool being programmed
during the production of Back to Gaya. This Maya plug-in makes
serveral new nodes and MEL commands available to generate
and transform some thousand instances. Any Maya geometry
or object hierachy can be instanced, even Paint Effects can be duplicated this
way. Instancing also supports complete DAG hierarchies. Due
to construction history the source objects can be modified
and animated at any time. These changes are transferred to
all instances automatically.
Spread Objects was developed primarily
to create landscapes. It was used i.e. to distribute some
thousand trees and stones on vast territories that can be
seen during the opening scene approaching Gaya. The main node
offers more than 250 attributes and provides the artist with
every conceivable method to place objects. Almost every function
has an internal random number generator at its disposal and
can thus transform every individual instance randomly. Objects
can be spreaded on nurbs surfaces as well as polygon geometry.
In addition Spread Objects provides several internal primitive
shapes like a plane, sphere, cylinder and so on.

Brook, DIVX (1,8MB)
In this test scene stones, grass and pollen were created and
animated with Spread Objects.
Spread Objects creates instances not only
on two dimensional surfaces. It can create a 3D grid
of objects to fill volumetric shapes. Nurbs and polygon surfaces
are optionally extended along a third dimension about their
normal. Hence you can fill nearly any volumetric shape with
instances, i.e. to simulate under water particles or snowflakes.
Since every attribute is animatable you can
create masses of animated objects, again applying random functions
for irregular animation. In addition each Spreader can be
used as particle emitter, thus adding Maya's dynamics as an extra layer of complexity.
To make landscape design with Spread Objects
as flexible and intuitive as possible Maya's Artisan tools
were integrated right from the beginning. You can use the
paint tools to draw instances interactively onto a surface
or change i.e. their size or density simply by painting over
parts of the base geometry.
Especially for placement of large objects
like trees a highly optimized collision model was integrated
to avoid intersection of objects.
At times it was required to work with real
objects instead of instances. Spread Objects offers
a plug-in command to convert its instances to individual DAG
hierarchies that are no longer under control by the Spreader.
The convert command also handles animation and converts procedural motion to animation curves. As a pleasant side
effect even standard Maya particle animations using dynamics
can be baked this way.
Dirk Bialluch made sure to keep the tool
as interactive and intuitiv as possible which was apparently
not that easy due to the enormous scope of functions
affecting each other. A display node provides the user with
a number of OpenGL guides to aid the artist when creating
a large number of instances. Geometry display can be disabled
just using just OpenGL guides to position, rotate,
scale or even animate instances. To speed things up even further,
one can reduce the amount of objects created by a user definable
percentage value. When rendering the scene, the full amount of objects
is created. This workflow keeps even very complex scenes interactiv within Maya.
In tests we have created up to 260.000 animated objects using
Spread Objects.

Objects on a nurbs surface

Spread Objects OpenGL display
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