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Games

Tortuga - Two Treasures
2006

Mall of America
Kicker Manager 2004
Holiday World

2004
Sacred
2003
Bundesliga Manager X
2001
Pizza Connection 2
2000

Film

Urmel aus dem Eis
2005
Back to Gaya
2004

Visualization

DTE
2006
Ballpoint Pen
2003

Research

Brook
2003
Mountain Flight  
Cloud Flythrough  
Tree Magic
2002

Software Development

Fur Simulation
2002
CPS
Footstep System
1999

Portfolio

Holiday World
Copyright 2004 Island Games

Modeling, Skinning, Additional Lighting
Marco Windrich
Textures, Shading, Lighting, Rendering
Kay Poprawe

Rigging, Animation, Special Effects,
Compositing, Software Development

Dirk Bialluch
Special Effects, Additional Modeling
Katrin Schmid
Software
Maya 5.0, Maya 6.0
System
Dual AMD 2800+, 1.5GB RAM, GeForce Quadro 500 FX

For the PC game Holiday World we produced the complete intro movie on behalf of Island Games within four month. The colorful comic-style two minutes movie shows a continuous camera ride through three holiday areas, that the player can choose in the game, inclusive company and game logo.

Storyboard

Before the start of actual production we developed an extensive storyboard to get an idea how the transition between the sets could look like. We tried to avoid noticeable cuts or blends between sets. Hence the point of view had to be adjusted accordingly and objects had to be positioned respectively. The final movie matches with the original storyboard up to 90 percent. In some shots we had to adjust the camera slightly and new objects had to be added to provide a forced motivation to change the point of view.

Animatic

Due the complexity of the project we had to develop an animatic to settle camera movement and timing before the actual production started. As soon as we had the final camera for a specific set, we started to work out the details. We built stand-in lores geometry for each set that represented all important in their rough basic form. Animated objects were substituted with cubes that were transformed with a few key frames to get a basic idea of speed and timing. Thereupon the camera was animated. The transition between two sets was always problematic. Often we tried to use objects as a cutting edge to hide the change of layers behind geometry, thus we had to preview these parts using the final hires geometry. As soon as the camera for a specific set was finalized, work on the hires geometry and details began.

Modeling

While work on the animatics was in full swing we had already started working on characters, because they could be modeled, textured, skinned and rigged independently of the camera. Nine characters had to be created and partly we gave them names to have a good view over a scene's content. The names were limited to three letters for easier exchange when using scripts.

  • Main character (Bob)
  • Bikini babe 1 (Isa)
  • Bikini babe 2 (Mia)
  • Bikini babe 3 (Sin)
  • Toucan
  • Giraffes
  • Lizard
  • Shark
  • Fish 1
  • Fish 2

Due to the comic style proportions of the characters a not completely real.

Next the sets were worked out in detail. Marco Windrich, who was also responsible for most of the characters, modeled the geometry based on drafts. The landscape was trimmed to the region maximally visible based on the camera. Thus we avoided spending time on objects that are definitely not visible. Marco had to create the following sets:

  • Island Games Logo
  • Safari
  • Island
  • Underwater
  • Holiday World Logo

To reduce the already enormous modeling expense we fell back on Paint Effects converted to polygons where ever possible. Hence many plants in the safari and underwater set are based on Paint Effects. Under water Paint Effects provided a simple solution for plants deformed by ocean current.

Texturing & Shading

Texturing and shading of the characters was particularly time intense. Especially shading of the main character required much time, because he appears in all sets with different lighting conditions and we could not switch shading due to one continuous camera.

The huge landscapes raised a further problem because the camera sometimes moved very closely to the geometry. Hence we were forced to create very large texture maps that could stand up to extreme close ups.

Skinning & Rigging

For each character an individual rig of joints and locators was created. The joint hierarchy was hidden later on and the character was animated exclusively using different controller objects. We had global controls i.e. to twist the complete spine, as well as local controls to transform single joints. To animate the fishes Dirk Bialluch programmed some expressions, that generated a realistic geometry deformation based on two attributes that defined speed and transformation intensity.

The main character's setup turned out to be much more complex than the others. For Bob we had a total of three rigs, that had to be blended arbitrarily. The base setup controlled movement of the character in the set per keyframe animation. The second rig was bound to the jeep and enabled interaction with the steering wheel and automated movement with the vehicle. The third rig was based on procedural walk cycle generation based on the Footstep System developed in 1999 by Dirk Bialluch.

The jeep was equipped with another complex rig that took care of driving dynamics related to the ground. The jeep's movement was calculated based on a single speed parameter. Banking and tilting of the car's body was also based on speed changes, as well as movement of the wheels. Deformation of the wheels was done using the collision deformer developed previously for Back to Gaya. As weights shifted the collision deformer prevented intersection of the tyre with the ground geometry and widened the tyre in the area of ground contact to preserve its volume.

The toucan was equipped with a complex rig too, because he did not only have to fly, but also land on objects, sit on a deck chair and swim under water. To provide the feathers with a realistic and dynamic property an irregular motion could be added by an expression to simulate air resistance. This effect was controlled by two attributes defining speed and intensity.

Animation

Motion of the characters was primarily realized using traditional keyframe animation. Other parts were created using procedural animation exclusively like i.e. a fairly long walk of the main character from the jeep to a springboard at the swimming pool. In this case we used our Footstep System. The resulting animation was converted to keyframes and further refined.

Lighting

Each set should reflect an individual mood and therefore required accordingly light conditions. The safari set presented a sunset mood with intensively red back light and long shadows. In this case the silhouettes of objects should stand out. The island hotel was shown around midday and required very bright lighting. We needed to place quite a few fill lights to achieve a regular lighting. The underwater world was lighting-wise by far the most complicated set. We used a decent key light and many fill lights to realize diffuse underwater light conditions. The overall lighting was rather dark to let the scooter's headlights and the brightly illuminated hotel stand out. Visible spotlights and lamps created volumetric beams. The actual underwater effect was realized later in compositing using z-channel based bluish fog.

Special Effects

We needed to simulate dust and dirt to improve the integration of animated objects into their environment. The jeep i.e. creates a cloud of dust while driving across the steppe. We used Maya's cloud software particle to generate this effect. The giraffes in the background of the safari set also swirl up dust. Since the effect is rather decent in the background of the scene we used hardware rendered sprite particle to simulate the dust.

The clouds above the island hotel were created using Maya's fluids. Hence we could very easily animate the clouds slightly and when turning the camera we got more depth and realism as if using a matte painting.

Under water we used particles to simulate bubbles created as the main character breathes out. To give the water a more realistic appearance we created a volumetric field of thousands of particles using our plug-in Spread Objects, originally developed for the feature film Back to Gaya. They were rendered in an extra layer with Maya's software renderer and reacted to lighting.

Rendering & Compositing

Each set was divided into several layer to reduce scene size to a renderable level and gain better possibilities to manipulate the images in compositing. Splitting the images into layer was also required to achieve the transition from one set to another. The transition from safari set to the island hotel takes place in several steps:

  • Camera turns down towards the ground, so the jeep covers the upper half of the image
  • The safari sky is exchanged with brickwork and sky of the island hotel set
  • Camera turns up, so the sky is visible and the ground is not in the field of view
  • The safari ground is exchanged with the tile floor of the island hotel

During this camera turn Bob changes all his clothes imperceptibly for the spectator from safari outfit to a swimming trunks. The jeep stands in both sets, but it is hidden as soon as it leaves the field of view. Thus it is no longer visible as the camera turns around later. The change of light conditions was a bit more complicated this time, because main character and jeep are visible all the time during the transition. We needed to render the main character and jeep layer two times for the transition period, once with safari lighting and once with island set light conditions. Then we blended both sequences within about 100 frames hardly noticeable, so at the end of the transition a palm standing in the hotel casts a shadow onto Bob and the jeep.

The transition between island set and underwater world is more abruptly. Thus this part was suitable for a cut, that of course had to be hidden. The change between both sets happens as Bob jumps with a header into the pool of the island hotel. The camera follows Bob into the pool and as soon as it dives into the water we are in the underwater set. The transition was hidden by using water splashes and bubbles. In compositing we adjusted the colors so both sequences matches precisely where the cut happens. As the bubbles disappear under water we slowly fade into the underwater set color scheme.

Leaving the water and getting to the final logo raised another challenge. The camera looks downwards at a hotel under water and moves back with increasing speed until it shoots out of the water. While the camera moves further back an atoll becomes visible. Finally you can see a whole group of islands. Thereafter the camera penetrates the clouds. At this point we fade out the ocean surface and the complete globe becomes visible. With a concentric impulse effect the earth is inserted as letter "o" into the "Holiday World" logo. The seamless transitions from underwater set to the ocean surface (realized with Maya's ocean shader), to the atoll, to the group of islands, into the clouds (Maya's fluids), to the globe and finally to the logo were created chiefly in compositing. Here we adjusted colors and contrast and blended the transitions.

In the end the complete movie was color graded and final effects were applied, as i.e. lensflares in the safari set and for the spotlights in the underwater hotel.

 

Stills



















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