#Siggraph/MAX/WOW!!
65 messages in this thread
Hello Everyone,
It's Friday afternoon and after doing my best to get around the southbound
LA-to-San Diego traffic I have finally made it home and am catching up on forum
activity of the last few days. If it's OK with all of you, I'd like to post
some impressions of what has got to have been the most impressive, motivating
CG show I've *ever* been to.
First, thanks to *everyone* who made the AMMEDIA/CIS '95 Siggraph party a huge
success! As BobR has mentioned, there had to have been >150 3DSers attending
what turned out to be a lounge-commandeering blow-out! By 9:30, David, the club
manager (who turns out to be someone I knew of during my R&R days back east)
basically turned the club over to us, running our demo reels on every screen in
the place!
He said: "Alan, tell your people they can have the whole place."
I said: "I think they've already taken over!" <g>
At any rate, it was great to see so many of you talking and having a good time
together. It's times like this when it's completely obvious that the 3DS
community is indeed a special one. Next year I think we are going to have to
actually rent a room, as we've really seemed to have outgrown small nightclubs.
I promise to do my best to retain the intimate, informal atmosphere that I
think we have all grown to enjoy. Thanks again!
(music swells)
Tuesday morning, 10:AM. MartinF and I walk past (thru) a huge, overbearing
purple people-trap called the SGI "booth". But guess what – very few people are
there. As we approached the Autodesk booth it was obvious why: The place is
jam-packed and spilling out into the hallway seven or eight deep straining to
see and hear what Gary and Jack are demonstrating — without a doubt the star
of Siggraph '95 — Autodesk's 3D Studio MAX for Windows NT!
Folks couldn't believe what they were seeing. Absolutely the most seamless
modeling, scene creation, and animation system ever shown on ANY platform! 3DS
MAX has been evolving since it's conception 3 years ago and it shows it. Users
will enjoy extreme environmental navigability, and an underlying infrastructure
designed to facilitate core-component ("CoreComps") plug-ins that work _with
the native interface and command structure_! Simply said, ANYTHING is possible
with the system, and it will NEVER seem out-of place.
The User Interface is clean, simple and elegant. Modeling is proprietary and
procedural combining every modeling trick in the book into a all-new concept.
Viewports update simultaneously with real-time rendered feedback. Animation is
a press of the "Animate" button away. Materials are created and applied
intuitively in the UI.
The complete feature list will be nothing less than staggering.
And if you think there will be a steep learning curve, I really doubt it. 3DS
has *always* been a very intuitive program to use. Now you can do all you ever
did (and much, much more), faster, easier, better, allowing your creativity to
be your guide, as you smoothly glide from one command to another.
"Driving" MAX has got to be like piloting an F-14 or a fine sports car.
Everything's at your fingertips, and you just sit back and steer the thing
while easily and intuitively affecting the proper input.
There has never been anything like it. By the looks of things, there may
shortly be very few *trying* to be like it. Our future has been announced.
As the release date draws nearer, I'm sure Gary & Co. will shed more and more
light on their wonderful "baby". Until then, as that guy in Jurassic Park said:
"Hold on to your butts!" <g>
Elsewhere in the very good-looking show, Jamie Carr's all-new In:Sync booth
drew raves for the NT-based Speed Razor. Running with DPS's PVR system on
Alpha/NT-based systems, Jamie showed us some real editing performance at a
fraction of the cost of a high-end NLE system.
Ron Scott personally demonstrated his High-Res QFX for WinNT paint program at
the Wacom booth. With it's non-MacIntosh oriented approach to painting and
image manipulation, It really seems much more oriented to the
animator/videographer than, say, PhotoShop. Like many of the original video
paint-boxes, you can paint *with* an effect as opposed to selecting an area
first and then processing it. And with it's introduction to NT, it will work
with any compatible video board instead of the Truevision products it was once
tied to. Sorta reminds me of some video-oriented paint systems on the early
Amiga. Should be great for texture maps. Very nice stuff.
Hardware-wise, the Alpha seems to be coming on strong. Everyone who is
developing for NT seems to be supporting it. I can only imagine that Adesk will
make an announcement soon concerning MAX's possible compiliation for the DEC
chip.
The Digimation folks were swamped as usual, with David and LaVina happily
showing products like Refraction Mapping and World Builder. 4D Vision (formerly
Schreiber Instruments) showed a new, desktop-based compositing system while
pledging continuing support of 3DS plug-ins.
The writing is on the, er, shirt, I guess… I don't know what will be the
bigger, more complicated and hard to complete job: Properly bringing SoftImage
to WinNT intact or integrating Wavefront and Alias into a single, seamless
program. Both companies (MicroSoft and SGI, respectively) have their jobs cut
out for them, and not a whole lot of time to do it in, especially after seeing
what Adesk has is the wings. Should be an interesting fall and Winter. I don't
think *anyone* spends more on shirt embroidery than these people. I wonder what
the Wavefront/Alias name will look like at CES this January?
All in all, it was a wonderful, stimulating show. This has gotten way too long,
so I'll defer some of the other highlights to other attendees here (there were
LOTS of them). It was great seeing and talking to all of you, and I look
forward to the next time we all get together!
Thanks for listening,
-Alan
Alan:
Thanks for putting the party together and inviting those special guests, Kevin
Gibson, that's entertainment! Get more name tags next time <G>.
I saw an SGI weasel poking around the Autodesk booth with a clip board. The
embroidered shirted guy was compiling stats on who was using what platform as
far as I could tell. Don't know what that was all about.
– Bob Ritger
ROFL! You're a riot, Bob. We had a good time, eh? Even if there was a little
angst amongst an individual or two. I hope nobody thought I was lying about
running out of name tags — I actually ran out (I had 100) quite early in the
night. And we actually wondered (years ago) if another party was needed or
would be attended. I guess we know now! Next year maybe I'll make a big placard
(a la "Eat at Joes") for folks who *really* want everyone to know who they are!
<g>
Yup, the SGI folks are really in a Now What? situation. If MAX doesn't force
them to decrease their orbit a little, I don't know what will. Maybe they
should go the other way and concentrate on high-level government simulation
(like E&S) and just leave the "everyman" market to folks who understand the
concept…
Take care,
-Alan
Alan:
I had a great time at the party, some excellent demo tapes too. There was a
roomful of pretty talented people there. Next year you may need to rent out the
Superdome, start planning early! <G>
– Bob Ritger
Bob,
Thanks for the kind words about the reel. We appreciate it.
Talk to ya soon,
Andrew Sinagra
Digital Art & Motion
Hey Alan, great job reporting about the SIGGRAPH floor. Sorry I couldn't make
your AMMEDia Party. Looks like it is going to be an epic year, 1996, for our
group of animation kids.
Michael B.
Most welcome, Michael. I hope it wasn't too much of an imposition and folks
could get a feel of what happened. One thing's for sure: MAX *happened*!
Yup, we've got great things coming in the near future!
-Alan
Hi Alan, good to meet you and others at the Asoft gettogether. Max sure was
impressive as h*ll :^)! Hopefully next year I'll have some better ''junk' to
show than those crusty ol' dragons and such ;^).
John Stetzer
JWS
Hey John, it was good to see ya at Siggraph. It'll be a long time before I
forget this show.
I think we *all* will have more to show next year…if you know what I mean!
-Alan
Well put, Alan.
-Kouros.
Dear Alan:
You forgot to mention the UCLA class YOU did with Greg Pyros, the find
presentation you made and the collection of hot users you impressed.
It was a pleasure to meet you in person, and I hope that I see you at every
Siggraph for the forseeable future.
You are very cool. N.
Gosh, er, ah, I'm all red and goose-pimply, Nancy! (and I *like* that!) <g>
I guess I kinda didn't think it was really part of Siggraph but I guess it
definitely was part of some folks' Siggraph, eh?
I'm so happy that you enjoyed my lecture and wasn't bored to tears! Thanks so
much for the kind words.
And let's not forget everyone else like Paul Lind, Martin Foster, Jim Biebl,
Greg, of course, (and if I left someone out I appolgize, it's late) who put out
the effort to help our fellow 3DSers with many aspects of the industry.
It was great meeting YOU (finally) and seeing you often throughout the show. I
hope I don't have to wait all the way to next year before we meet again.
Take care,
-Alan
Alan:
[UCLA 3D Studio class]
>> And let's not forget everyone else like Paul Lind, Martin Foster, Jim
>> Biebl, Greg, of course, …who put out the effort to help our fellow
>> 3DSers with many aspects of the industry.
Yes, the class was a great success, and thanks to Alex and Oleg from Video
International who not only attended but were dragged up on stage (kicking and
screaming the whole time!) and forced at virtual gunpoint to load and show
everyone their great new Refraction Mapping IPAS routines!
Thanks to everyone who participated and made it so much fun, presenters and
attendees alike!
Greg Pyros
>> AMMEDIA/CIS '95 Siggraph party a huge success! <<
Thanks Alan, you did it again, another very fine job!
>>without a doubt the star of Siggraph '95 — Autodesk's 3D Studio MAX for
Windows NT!<<
You also gave a very accurate report on SIGGRAPH, job well done. Looks like we
will all have to get to work to pay for all of this cool stuff that WinNT has
made available to us PC users, aah!, I now see where the name MAX came from "We
will have to MAX out our resources to be able to afford the hardware and
software to make this all work!!" How does that saying go- "The difference
between men and boys is the size of there toys." <BG> We have got a BIG one
now.
-Mike
Why, thank you, Mike!
It was a great show, wasn't it? Yeah, you're right. Now we've gotta get down
and do some serious work to pay for all the toys we need.
Let's see, dual P5/133's, 128MB RAM, 4G HD,……
-Alan
Alan,
only dual 133's? why not go for quad? <ggg>
it was great seeing everybody at the asoft party – thanks for making it happen!
-Kyle
Hey, not a bad idea, Kyle, but I'll have to spring for NT Advanced Server to
run 'em all!<g>
Very nice meeting you at Siggraph and the best of luck with your project!
-Alan
thanks, Alan, we'll have to see about getting the "3D band" together. – maybe?
-Kyle
>> we'll have to see about getting the "3D band" together. – maybe?
…and all that practice we put into getting ready… well maybe next year?
I was really hoping to get Gary to sit in on the drums!
Ralph
>>…3D band…<<
I'm giving it some serious thought already, Kyle…
-Alan
Alan,
<< [4 processor mb] I'll have to spring for NT Advanced Server to run 'em
all!<g> >>
You can run more than 2 processors with NT workstation if the computer seller
provides a custom HAL.
Mark
MS maintains (as far as I know) that 2 processors max out NT Workstation and
besides, it was only a joke, Mark.
I understand you pretty much run into diminishing returns after 2 processors
(Intel). Much better to have 2 machines with 2 processors in each.
-Alan
Kyle,
It was great meeting you. Too bad you didn't get a chance to hop on down to
the Mayan with us..<g>
Anyway, let us know when you're coming down to FL.
Talk to ya,
Andrew Sinagra
Digital Art & Motion
Andrew,
thanks – I had a lot of fun. Next year should ba a blast!
and I promise, I'll not wimp out and "forget" my demo reel. <g>
take care,
-Kyle
and yes, If I head down to Florida, I'll let you know and we'll hook up.
Don't forget the 3Deamon Omnicomp on that list. <g>
mb
Exactly, Michael — the 8 MB one!
-Alan
dear all,
I'd like to add my thoughts on Siggraph.
It certainly was a great show for a new generation of software on the cool NT
platform. The title "MAX" which looks good in text but is confusing to discuss
verbally in computer circles (I call it 3dsNT in conversation, or "Bruce" to
avoid confusion <g>) simply stole the show.
Even SGI diehard sceptics at my company were floored. Alan had to be sedated
after getting a tour of the product <g> and my mind was racing wildly over the
possibilities. My feeling is that much of the promise of the product will be
fulfilled by 3rd party participation and it will take until New Orleans, at
least, to see a good x-section of this. Although, this is already the case now
with r4 ipas development, it should be many orders of magnitude more applicable
and powerful with MAX. The architecture seems to allow this to the fullest
extent and should attract new, world-class developers AND allow C++ savvy users
to write custom code. I, for one, will be dusting off my C skills, and learning
the C++ way. I still love "keyscript's" quick and dirty basic BASIC, though,
and hope that will be incorporated into MAX.
I was also delighted to see that most of my 3 pages of wishlist items seemed to
be have been incorporated PLUS things I could not have even imagined. MAX seems
to out-Softimage Softimage and looks to be a great environment for character
animators. Glenn Melenhorst should wet himself when he sees this <G>.
Hardware-wise, there was manna from Nirvana aplenty – if Adesk decides to
support the other RISC processors (especially DEC alpha) which they would be
foolish not to. I priced out some Alpha boxes called Alphaservers and they are
SGI killers in price and performance. For example, one with 4 cpu's (21167
300mhz available soon), 4mb cache per CPU, 1gb RAM, 9gb disk which would be
used for a "render-server" with a street-price around $120k. The performance is
about 28 pentium 100's nominally, but with large scenes which take buckets of
RAM (500mb+) the payoff would be enormous. I call it an SGI killer because it's
about 80% faster than MetroLight's 8 cpu (R4400 200mhz) SGI Challenger XL for
25% of the price. Just like the Challenger these Alphaservers work very
effectively with multiprocessors and don't have a lot of overheard per CPU. You
maintain most of the performance even after adding several CPU's, unlike with
the Intel m/boards I've seen. This is probably due to the huge, fast caches
dedicated to each CPU. The useful maximum number of Alpha CPU's with DEC's
architecture seems to be 12 <choke> <g>.
Caution: these are initial estimates and may not be highly accurate but the
point is that the Alpha's could be a cost-effective high-end alternative.
However, I still haven't counted out Intel. They could still give the RISC boys
a run for their money with the P6 – I'd like to be able to compare
render-servers based on 4-12 P6's with similar design to the Alphaservers (i.e.
large individual cache, shared RAM). In any case, I'd much rather have 1 render
server than a bunch of individual boxes for a render farm – it's so much easier
to work with.
Well, so much for the hardware/software situation. It looks like we've got
those bases covered for the future. I wanted to discuss some issues in the
entertainment industry, specifically film/TV/commercial – one small area of CGI
– so please don't take offence if you're not focused in that area. There is a
real problem of talent – or rather lack of it. There's an industry-wide
shortage of 3d talent generally (everybody was bitching about it), and there's
a chronic shortage in 3ds-land. I think this will only get worse when MAX ships
because I think more entertainment companies will jump on that product (maybe
leaving SGI's completely) and will be looking to hire qualified 3ds people.
This is one area where the SGI world has 3ds beat. (this should come as no
surprise since that's where SGI concentrates). They have a trained and
experienced talent pool, many with 5-10 years experience in _production_.
Whereas, 3ds has lots of mainly self-taught folks with 0-2 years, a few with
4-5. Looking at the 3ds tape and looking at Softimage's and Alias/Wavefront's
there are still much higher production values overall in the latter 2. They
have the money and they have the talent. There is also world class animation on
the 3ds tape, but overall IMHO, there is more of it on the SGI tapes.
Ironically, there was some of MetroLight's 3ds animation (artist: Lars Fields)
on the Alias/Wavefront reel and they didn't even know it. It was done entirely
in 3dsr4 with no Alias/Wavefront at all – however Lars was working with many of
the top people in the business, including Mark Dippee of ILM, the director. So
he certainly wasn't working in a vacuum, but this does reinforce my point that
3ds has the quality if placed in the right hands.
Because 3ds is newer and by it's nature of being a less-expensive product that
individuals can afford, there is a lot of very poor animation being done. Poor
lighting, awkward composition, bad timing, awful bumpy cameras, no use of ease
to/froms. These are the things I see all the time in 95% of the demo reels I
receive.
Certainly, 3ds is very empowering for individuals, and I'm a product of that,
but people should not ignore the need for education and training. This need not
be formal and it's not a mystery: there are books aplenty on film-making,
photography, art, and animation techniques. I study these and continue to do so
– the need never ends. Hey, I'm not even that good and would like to work with
people much better than myself, but they are hard to find. My hope is that SGI
artists will start to defect to MAX, but it's a long shot. SGI apps are pretty
deeply entrenched and many would have a hard time with that kind of a move.
Hopefully, I can convince them otherwise.
Overall, what I'm saying is we're going to have the tools (hardware (Alpha, P6)
and the software (MAX + 3rd party plug-ins)) to go head to head with, or even
beat, the best of them. However, cultivating the people to use them is going to
take a couple of years.
That's just some personal notes from my point of view, which I admit is kind of
a narrow one. It's going to be an interesting year between now and New Orleans.
I welcome your comments 🙂
Martin
>> and learning the C++ way. I still love "keyscript's" quick and dirty basic
BASIC, though, and hope that will be incorporated into MAX. <<
hear hear! applause applause!
>> Overall, what I'm saying is we're going to have the tools (hardware (Alpha,
P6) and the software (MAX + 3rd party plug-ins)) to go head to head with, or
even beat, the best of them. However, cultivating the people to use them is
going to take a couple of years. <<
put another way, hardware and software are no replacement for mindware. 😉
-dave
Martin,
>> put another way, hardware and software are no replacement for mindware. 😉
<<
very well put! <g>.
Martin
<<put another way, hardware and software are no replacement for mindware.>>
how true!!!
-Kyle
Martin,
>> There's an industry-wide shortage of 3d talent generally (everybody was
bitching about it), and there's a chronic shortage in 3ds-land.
You got that right! Most of the companies we provide 3DS for have a constantly
needy job opening list. I really think some kind of roundtable concerning
educational/training resources needs to be set up; it's only going to get more
intense in the future. You're exactly right when you mention these incredible
new tools being made available, with very few people to run them in an
effective way. As a dealer, but not a production environment, we can provide a
certain amount of fairly high end training, but we don't have the expertise to
bring it to the creative and professional level that is required for 3DS to
compete on an even level with the "big iron". Being a dealer, there just aren't
enough hours in a day to constantly explore the best ways to do things, etc,
though this forum helps a lot!
CAD Camp, (Autodesk's "Dealer Days"), is going on up here in San Rafael right
now, and your message stimulated me to try to really seek out some answers
there in the next day or two. I think it's something that really needs to be
addressed. As a matter of fact, would you mind if I show a copy of your message
to the appropriate parties concerned? You expressed the problem very
eloquently!
John (AEC Technologies)
John,
I enjoyed your comments. I feel if more of us emphasize the need for education
and training then the message might get through.
>> As a matter of fact, would you mind if I show a copy of your message to the
appropriate parties concerned? <<
Yes, of course you can, be my guest! 🙂
John,
>> Most of the companies we provide 3DS for have a constantly needy job
opening list. I really think some kind of roundtable concerning
educational/training resources needs to be set up; <<
Very True!!
– Steve Ormonde
>>Glenn Melenhorst should wet himself when he sees this <
OOooooooo! WOWOWOWOWOWOWO!!!!
Glenn,
>> OOooooooo! WOWOWOWOWOWOWO!!!! <<
ROFL!
Great, provocative commentary, Martin. Kind of a "state of the 3DS Union"
address at a time when things are gonna heat up considerably. The spectre of
SGI artists defecting to MAX should kick a few of our butts into improving our
skills!
Back to work…
-Alan
Alan,
>> Kind of a "state of the 3DS Union" address at a time when things are gonna
heat up considerably. <<
I had to get that of my chest, hopefully in a diplomatic way 🙂 Many people
are expecting great, do-it-all tools while ignoring development of their own
skills. I'm going to mark my own words and step up my education in traditional
techniques and try to translate them into my CGI work.
Martin
Martin
Martin,
I also found your post this morning very encouraging. At the same time, it
reminds me of how far I have to go. It reminded me of something I read when I
was starting with the midi studio. "You can do what ever you think sounds good,
but you should *know* the rules before you break them". I would like to bring
that same attitude into this business. So, you have any suggested reading I
might do on staging, framing shots, lighting, timing, etc etc.?
Thanks, Terry
Terry,
>> "You can do what ever you think sounds good, but you should *know* the
rules before you break them". <<
excellent words to live by. I'm certainly not against breaking the rules – I'm
no conformist. For example, there are times when you'd want to use no ease
to/from, maybe a robotic style you'd want to simulate, but generally you'd want
to default to it.
It might be a good idea to look through some of the 3d Studio books that have
been published for other references. Specially, Michele Bousquet and Glenn
Melenhorst's books have some cool animation techniques and Michele's books have
some good lighting tips. There are lots of books available on traditional
animation at art stores. Sean Platter knows and probably owns a few good ones.
I propose that we compile a list of suggested reading and upload it to the
forum libraries. I have some books at home that I've found useful. I'll get the
titles and start a list. I want others to contribute too.
Martin
Martin,
>> compile a list of suggested reading and upload it to the forum libraries <<
I was hoping someone would suggest that.
I have two of Michele and Glenn's books, as well as the one you contributed to,
enroute as we speak. I have every intention of having the whole series before
long. I look for general books on film and video making also. Like you said
about the traditional animation books, there are a lot of them. I thought maybe
some of you guys here would have a few standouts in mind. I am starting to
render more animations now rather than just images, so as you can imagine, my
reading time is increasing. <g>
Thanks, Terry
Martin-
I've been following your MAX reports (the new software sounds fantastic… I've
been playing with using 3DS to visualize sculpture for about 2 years and my
colleagues and family are beginning to wonder if I'm ever going to stop being
excited about the new posibilities (g)…I'm starting to wonder too!
and :
<<I propose that we compile a list of suggested reading and upload it to the
forum libraries. I have some books at home that I've found useful. I'll get the
titles and start a list. I want others to contribute too.>>
Terrific!
Carlton
>> I'm going to mark my own words and step up my education in traditional
>> techniques and try to translate them into my CGI work.
Great message Martin, I think it would be wise if we ALL were to study a
bit of the traditional methods. I was at the bookstore the other day and
was simply amazed at the quantity and quality of books on the subject.
Ralph
You mean to say that 3D Studio Max isn't "Instant Artist in a Box"?
I positive that no one will ever write the "TALENT" plug-in <g>!
– Phil
Martin,
Very good assessment of the need for an educated and well-trained user base.
Before I joined Adesk I spent a number of years delivering 3D Studio
training, so the topic of education and training is very near and dear to my
heart. There are a lot of resources for general education on topics like
film-making, animation, photography, etc. but if you look for training using
your tool of choice (3DS) it's another matter. If you think it is difficult
to find talented, experienced 3D Studio animators, try to find some who can
also design curriculum and teach! Some very talented instructors hang out on
this forum but we need a lot more of them.
<We can only clone Ted Boardman so many times before genetic degradation
sets in :)>
Autodesk has an education division and within that is a department for
customer education and training. We are trying to support the need for 3D
Studio education and training with everything from getting 3DS into schools,
developing a professional training network (ATC's), and developing more
training materials. I would love to see 3D Studio customers have a rich
choice of training options in the way of credit courses, professional
seminars, and books and tutorials; but Autodesk and other developers of these
materials can't push a rope. The user base has to stand up and let the need
be known.
Your message sets an important precedent. Technical Directors, managers, and
owners of graphics production companies need to call for increased education
and training in the 3DS world. 3D Studio users also should contact your
dealers, local colleges and universities, and favorite bookstores and pester
them for what you need. Once a vocal and proactive user base proves that it
exists the education providers will respond.
Also, don't think that tens of thousands of 3DS seats and credits in a few
movies will do the trick. Users of 3D Studio have to speak loudly and
forcefully if they want to see their options for education and training grow.
A couple of cases in point:
1. I attended the Multimedia Authorized Training Center conference on Monday.
Common questions are; "Where is the training market?", "What kinds of
training do users want?" and "How do we develop the right curriculum?" You
know what you want and need, so tell them.
2. I attended the Siggraph Educator's Conference on Friday. The panel
discussions of how industry and education could work together didn't include
anyone from the software development world, and when software was mentioned
it was always Alias/Wavefront and Softimage. If you want to see degree
programs and credit courses using 3D Studio you, the users, have to let them
know.
3DS users have been great at providing the wish list that drives software
development; it's time to start a wish list for education and training.
Steven
Steven,
you make some excellent points and I hope people are listening. I'm probably
going to keep ramming this point home for quite a while.
>> There are a lot of resources for general education on topics like
film-making, animation, photography <<
Formal training would be great but users can help themselves NOW! They can do
it by getting the general education on the topics you mention. I will go home
tonight and find the titles of books I have read that I feel might be useful
and start a list in the library. I strongly suggest others do too.
Martin
Martin,
For the list. A book I found very helpful in learning the language:
"Film directing Shot by Shot, visualizing from concept to screen" by Steven D.
Katz
A simple and clear book that starts with storyboards (using some actual
boards from films many should recognize e.g. The Graduate; Blade Runner) and
goes through many of the issues involved with the Continuity style of
storytelling.
JDH
Jeffrey,
Do you happen to know the publisher of
>> "Film directing Shot by Shot, visualizing from concept to screen" by Steven
D. Katz <<?
Thanks,
Terence
-Terence M. Shumaker
Terence,
>> Do you happen to know the publisher of "Film directing Shot by
>> Shot, visualizing from concept to screen" by Steven D. Katz ?
Michael Wiese Productions in conjunction with Focal Press, a division of
Butterworth Publishers.
JDH
Jeffrey,
Thanks for the publisher info.
Terence
-Terence M. Shumaker
Jeff,
>> "Film directing Shot by Shot, visualizing from concept to screen" by Steven
D. Katz <<
I agree. I own and have studied this one. Highly recommended.
Another one which isn't quite as exciting but is pretty useful anyway is:
"the filmmakers handbook" by Edward Pincus & Steven Ascher.
it mostly seems to deal with narrative type movies.
Martin,
>> "the filmmakers handbook" by Edward Pincus & Steven Ascher.
I'll check it out, thanks! Look forward to a growing book list.
JDH
PMJI: I`m reading this book in this days and it`s extremly great! I you want to
improve your animation skills you shouldn`t miss this!
And I`d say a subsricption of the cinefex magazine can be helpfull too. It
explains a lot of special effect technics and their problems.
Michael
Michael,
Do you have a phone number of Cinefex magazine, for subscription purposes?
Terence
-Terence M. Shumaker
Here is the cinefex adress for subscriptions:
cinefex
p.o. box 20027
riverside, california 92516
phone: 800-434-3339
fax: 909-788-1793
Thanks for the cinefex address.
-Terence M. Shumaker
1-800-434-3339
Greatest MAG on the Planet! I still remember the excitement when I subscribed
to issue #1 which had Star Trek The (slowest moving) Motion Picture and ALIEN!
-David
>>>Michael,
Do you have a phone number of Cinefex magazine, for subscription purposes?
Terence
-Terence M. Shumaker<<<
-David Robert Swoboda
Thanks for the reply Robert.
-Terence M. Shumaker
>> I will go home tonight and find the titles of books I have read that I feel
might be useful and start a list in the library. <<
Most excellent and most appreciated, bud. Looking forward to it. Thanks.
– ej
Steven….
>>1. I attended the Multimedia Authorized Training Center conference on
Monday. Common questions are; "Where is the training market?", "What kinds of
training do users want?" and "How do we develop the right curriculum?" You know
what you want and need, so tell them.<<
You can also add to this list..Where do we as instructors get training as
well? when the industry wants 3-5 years of experience on software which is only
4-5 years old well… we may have a problem here. How do the instructors keep
ahead of the students… Is there any thing being done to help instructors get
training and then EXPERIENCE… so they have something to teach those students
that industry wants… Any help from industry? possibly…?
Roger C.
-Roger Cusson [Vanier-IAS
Alan,
Thanks to you, Robert, and others for reporting from the front lines!
Wish I could have made it myself. …The tentative feature list for MAX is
VERY impressive!
Paul S.
Most welcome, Paul. I hope the reports (Martin has a great one this morning)
are informative and helpful.
-Alan
You really write great highlights, Alan. <g>
– Jack
Considering the amount of sleep I got up there, Jack, it's a wonder I
remembered anything!
Thanks,
-Alan
You could probably get a few extra zzzz's if you didn't feel compelled to hit
_every_ party!
– J