CompuServe Thread

ILM

17 messages in this thread
#65094From: James TichenorNov 5, 1993 12:16 AM
>>I am looking for any ILM contact to discuss their entry level positions. PMJI – I have talked to ILM, and the story I was told was that they offer internships to students with 3 years computer studies – comp animation major. When asking about entry-level jobs, they had and knew nothing…
#65212From: John N. JordanNov 6, 1993 9:55 AM
James, [ILM taking comp.anim. major students for internships] I did not know that there is such a major for College. I thought that it was just started up recently for Grad. school. My major is Broadcast comm. (focusing on DTV though.) I do have as much computer experience/knowledge as some computer sci. majors around though. What do you think- are they looking for just programmers, or ones who can communicate an experience? I doubt that my little programming skills will dazzle them. I have taken Pascal, drafting, and some electronics courses though. Please let me know who you talked to, and what they do. (e-mail?) An internship would be good enough. Thanks, John
#65260From: James TichenorNov 6, 1993 8:43 PM
<<What do you think- are they looking for just programmers, or ones who can communicate an experience? I doubt that my little programming skills will dazzle them. I have taken Pascal, drafting, and some electronics courses though.>> I think they'd be interested in programmers, but more so animators. The way the future of TV, Film and advertising is going, computers are becoming more a part and less a "cool thing". If I had gone to school (instead of sef-study) I would have worked on both computing and art or film. A combination of both is CRUCIAL for this new field. I too have a lot of computer experience, but don't have the piece of paper to prove it. My advise? Make yourself available to any small computer animation company. And learn 3D Studio. It may not be SoftImage, but the theories are basically the same. What little exeprience I have had on the bigger machines has only showed me that 3D Studio is as sophisticated (sp?) as the big boys…
#65267From: John N. JordanNov 7, 1993 12:36 AM
Thanks for the advice. I think ILM may be too difficult to get into, even as an intern. I'm gonna try, and pray- but I see myself getting started in some smaller animation house doing shorter pieces. I'm not giving up now though. ILM is too big a deal to let the odds get you down. About my education, I'm trying to get a broad education as possible, within reason. I have taken art, design, programming, electrical engineering, Tv, Radio, (…) classes. (It's calling changing your major several times <g>) I seemed to cram a four year experience into five. <g> I am now soaking up as much computer graphics material, tips, info, etc, as possible. I read about everything I can get my hands on. (Aside from the Siggraph math/programming journals. <g> I tried. They loose me quick.) About 3DS, I want it. Currently, I use a character-based type program called Playmation. It's good for characters, allowing complex movements and motion. I like some of the features over those I know of in many polygon-based programs like 3DS. I don't know about R3, but it seems much harder to do character stuff in R2 than Playmation. I think part of it is due to the polygon models. I like the full spline models in P. I can gyrate them around like jello, and still have smooth edges. As best as I understand, 3DS needs a high-polygon model to give the same approximation. I do like many other features for non-character type stuff. The IPAS functions are one that quickly comes to mind. Faster rendering is another. About ILM, do you remember who you talked to? I am looking for some way to talk to someone inside, without having to send a letter to their generic PO box address. I doubt I would get much of a response. I'd love to get an internet address to talk to someone.
#65284From: Andrew McClaryNov 7, 1993 9:47 AM
John, Take a lot of art classes. Most of the stuff you are going to learn in the computer classes is going to be obsolete by the time you get out but the art and design experience will life with you a lifetime. Unless you want to program, programs like 3DS and even the big boys (or should I say big bucks) don't require programming skills to do animation. But on the other hand, if you don't have good desing skills and a good knowledge of color, you are never going to be worth as much as the guy who has these skills. Other good classes to take might include classes on film or if your lucky and your school has classes in classical animation. Andrew McClary Graphic Alchemy
#65307From: James TichenorNov 7, 1993 2:52 PM
<<About my education, I'm trying to get a broad education as possible, within reason. I have taken art, design, programming, electrical engineering, Tv, Radio, (…) classes. (It's calling changing your major several times <g>) I seemed to cram a four year experience into five. <g>>> This is the way to do it. But work experience means more in the long run, although, when I think about it, this is such a new field, any experience is good experience. Read "Computer Graphics World" – the best mag I've seen on the subject… and lots of pretty pictures. I don't know Playmation. It's DOS based, I'd guess. What are the theories behind it (ie: how does it work). You're right about 3DS and character animation. My current project is about a robot, but was originally written for a human. I decided the robot movements were more suited to this polygonal environment. But, oh boy, just wait 'til you get to play with SoftImage or Alias… one day, one day. I didn't get a contact name at ILM. They're not the friendliest bunch, which is understandable, considering the number of mes who call. Look for a smaller, more up and coming company. Or better yet, try one of the big software companies. Learn how they make all this stuff.
#65331From: John N. JordanNov 7, 1993 6:11 PM
>"Computer Graphics World" That mag is on my list of regular reading, along with DTVW, 3D Artist, Videography, an occaional Mac mag, and a forgotten few others. I don't have many choices of 3D around here, so I had to get my own setup, and work from the ground up. I am carving my own 3D way here at college, getting out of classes to do independent 3D work- using my own equipment, and such. Playmation is a pretty cool Windows based program. It is fully spline based, and has spine, muscle and morphing features needed for good char. anim. The motion is also variable, rather than linear from one keyframe to another/etc. The guys making the program are trying to make as sophisticated a program (for char. anim.) as possible. There is a step up to Playmation, called ProMation- due out now. It features Inverse Kinematics, full splines, skinning between 2 hierarchically connected objects, and a bunch more stuff that I have not seen in any other programs other than SoftImage, and the like. Pro. costs around $800 too. It will import .DXF files as well. I plan to get it soon, but I don't have the cash for it right now. I have a more immediate need for video out, and a bigger HD. I do see R3 being a good tool though. I'd like both. Since they both support compositing, I'd like to be able to combine the two together. Mabe R4 will give more flexability for its objects, allowing the features of real character type animating programs like Promation. Both spline and polygon objects together might be an option.. 3DS *can* do char., but it seems real hard. I saw a mouse anim. that looked really good for 3DS. It looked like something done in a char. based program- but I know it took alot of work to do it. Check it out, it's on the R3 demo tape. Everything else I've seen has it's limbs chopped off, allowing them to move. That can look neat, but it's not cool when that's the only easy way to do it. Enough ragging on 3DS- I think it's a fine program, and it is the best "swiss army knife" for 3D. I'd buy it if I were doing 3D for a living. I couldn't afford not to. >ILM Yeah, I know that ILM has been pretty "introverted" since it's big take off in the Star Wars trilogy. I understand though. I've heard of tons of fans swarming their studios for a peek into their world. <g> Thanks for you input. John
#65337From: James TichenorNov 7, 1993 7:19 PM
I should check out 3D Artist but I can never find it. Hey, do you have the info on Playmation? I'd love to check it out. Sound extremely interesting! Will Pro. EXPORT DXF files? It sounds like these and 3DS would get along great. And I didn't mean to put down 3DS. It's a spectacular program, one of the best for the PC, in all ways and all uses.
#65372From: John N. JordanNov 8, 1993 1:19 AM
Plamation already exports .dxf. PRO will as well. It is pretty cool in that it gives more polygon's in areas it needs it, and less in the areas it doesn't. Pretty smart, I say. PRO will import too. I'm not sure how that will work, but I am told that it does have that feature. I think that Pro, and 3DS will be good together. But I'd rather have the rendering power of 3DS chugging away, than the PRO. PRO raytraces, and does not do Phong or Gouraud. It can't, due to it's patch construction. The results are good, but not as fast as 3DS can be. (but 3DS can't do refraction, etc.- as best I understand.) Alas, importing PRO figures to animate in 3DS would be pointless- since PRO has the better char. animation tools. So one must composite both together to get the best of both worlds. I don't know how easy that'd be though. (perspective, etc.) I'll try to dig up an evaluation I gave of Playmation to someone earlier, if you are interested. (Win Cim may have deleted it though. It seems to loose messages now and then.)
#65484From: James TichenorNov 8, 1993 4:26 PM
<<Alas, importing PRO figures to animate in 3DS would be pointless- since PRO has the better char. animation tools. So one must composite both together to get the best of both worlds. I don't know how easy that'd be though. (perspective, etc.)>> I don't think this would be a huge prob, as long as you could save Playmations as .Flc's or .fli's. Actually, I think there's a new file type in 3DS3 but I haven't gotten to that new feature yet. I would definitely be interested in whatever info you had on this software package, especially the makers. I would like to try and get some specs.
#65514From: John N. JordanNov 8, 1993 7:50 PM
Yes, the PRO/Playmation programs output .tga files- upto 32bit (with alpha channel). The resolution is like 4kx4k or 8kx8k or something really big like that. The problem with compositing is with moving cameras, and correct motion/perspective. Also, I'm not sure how one would use the shadows or reflections of a PRO object reflecting/shadow-casting in the 3DS world (or vice versa). You'd have to forget about all that, or take a long time to try to fake it. I'd use DTA for the compositing, or whatever Video Post has (I'm not familiar with that.). DTA can be found in Graphdev, Morphing section. It's great. Soon, there will be an "add alpha" feature that will be good for cool effects/whatever. The program's main feature is to "compile" animation files together from .tga's (hence the name Daves Targa Animator <g>) I'll look for the specs/review stuff I have done earlier. I hope I have it- I don't have the time now. (sorry) I'll get back to you for this either way. (Probably in a new PLAYMATION or PROMATION titled thread. John
#65668From: James TichenorNov 9, 1993 1:21 PM
<<The problem with compositing is with moving cameras, and correct motion/perspective. Also, I'm not sure how one would use the shadows or reflections of a PRO object reflecting/shadow-casting in the 3DS world (or vice versa). You'd have to forget about all that, or take a long time to try to fake it.>> I wonder if one were to save each frame of their animation as a .DXF, then merge them in with an already constructed 3DS scene/animation with camera moves and lighting already created. Kind of defetes (sp?) the purpose of keyframing but it may be a work around. You're right about the shadows though. If you were to match all camera moves and lighting in PRO, and then import each frame into the VIDEO POST… sounds like a lot of work. To bad it doesn't output .FLIs. Then create your character animation with proper lighting and matched camera moves, and VIDEO POST it into 3DS's keyframer. Theoretically, it might work, but inconsistancies in lighting and camera between the program would wreck it. I don't know. But it sure would be fun to try. Hey, can you E-MAIL me something in either/both .DXF and .TGA. I could play with it and let know you what happens…
#65655From: John N. JordanNov 9, 1993 12:59 PM
Check out my message under Playmation/Promation thread. I ended up talking alot about them, so I renamed the title and put it there. If you have any more questions, feel free to ask (in that thread). Things were getting too confusing. <g> John
#65375From: John TissavaryNov 8, 1993 1:32 AM
There is no doubt in my mind that the lack of spline based modeling and animation is the biggest drawback of 3DS. Maybe r4…
#65545From: Larry JundaNov 8, 1993 10:25 PM
I've been reading about PlayMation, Pro-Mation and Real 3D primarily for the spline based modeling features. Perhaps it would be possible to use Pro-Mation or Real 3D to do the modeling then convert it to polygons for rendering in 3DS. Or, maybe some new IPAS routines may provide this capability.
#65685From: Aaron WeintraubNov 9, 1993 3:39 PM
Hi. Pardon my jumping into this thread, but it looked really interesting and particularily relevant to my personal situation. This message is not addressed to anyone specifically, but I just replied in the thread where I thought it should go. I'm a student in my last year of high school. I'm very much into computer animation and would like to see myself doing it as a career. I'm not sure if I want to end up character animating for film or television, though. I'm pretty sure, though, that what I want to do hasn't even been invented yet. A couple years ago, I took a course in Extended Media which dealt with video, film, animation, photography and other technological wonders. It was very enlightening. All my life I had assumed I could be a techie person and I would get me where I wanted. I realized that in order to do anything worthwhile, I needed the art background also. I've been taking art for the past two years and find it refreshing. The ideas that your put into your stuff are more important than how you actually do it. I'm sure that's what ILM is looking for. Anyone can be taught to use a computer, but not anyone can be taught to be an artist. I was lucky enough to have it in me that I also loved movies and wanted to make them, so I feel that I have a fairly good combination of both skills needed (art and computer) to get along. My history, though is mainly with computers. I, like you (I think, or someone else in the thread), am 100% self taught. I've taken all the computer courses in my school, but just for the credit. I could have actually TAUGHT them with what I knew. I've been using 3DS for about 2 and a half years now, that was completely self taught also. The art stuff is kind of new to me, but I'm liking it and taking to it well. I work part time at a local computer animation firm and the experience that I'm getting there tells me that you need something more than just computer knowledge. Half the people there are artists, trained to use computers after they learned design at art school. Everyone there does some sort of art on the side, in some other medium, for themselves. Having to apply for university for next year really soon, these issues are really relevant. I know I want to do animation, but not just a computer science major with a graphics specialty. I've talked to people doing that and they just program applications. They figure out the formulas for ray tracing and discover new and faster techniques for shadows and reflections, that sort of thing. They're headed for a job programming software at Alias or Softimage. What they don't do, is actually use the stuff. They never make any animation with what they've done, other than for demonstrational purposes. Animation done by scientists is traditionally, bad. I want to use the stuff for a purpose, as well as know how it works. Knowing the programming is still an essential part of it (especially with IPAS), but it's not ALL of it. I live in Toronto. I've checked out local York University for their programs there. They offer the only Bachelor of Fine Arts degree in Canada and have a fairly good film program. I'm also looking into going to the states, but the cost is tremendous. I've been fortunate enough to speak with profs and students at York and figure out a schedule so that I could major in Film and minor in computer science. This is pretty good. I can do just about everything I want to. Also nearby is Sheridan college, whose comp. animation program is considered by many, including ILM and Disney, to be the best in the world. They have a 1 year program that requires a fine arts degree to get into. Supposedly, though, they and York are cooking up a new program that combines film and computer animation. I would love to go into that. I can talk for hours on this (as you can probably see). Actually, I'm more used to seeking out information like this than actually giving it out. If you've read this far, thanks for putting up with my life story. I just wanted to express all the stuff that's been in my head for the last while, and this seemed like a good place to do it. Please reply (anyone), I'd love to get into a conversation about this stuff. Aaron P.S. I've never heard of an animation major either. Is it offered at a specific school, or is it just comp. sci. with a specialty?
#65747From: James TichenorNov 9, 1993 10:01 PM
Hello Aaron, It sounds to me like you are doing exactly the right things. I'm 23, and WISH I had taken way more art in school. You're right, computers are easy to learn if you have a mind for. The problem with doing it in school is, tomorrow, what you learned it out of date and the new stream of even more amazing software is on the way. I'll except one thing – the theory. It's easy to learn how to punch up a camera track, or render a box – but understanding the theory behind anti-aliasing, phong shading, NURBS, ray-tracing etc isn't so simple. But I think it's essential. Having said that, a really good book on graphics would go a long way, if no all the way, to explaining this stuff. I just picked one up. It's dense, full of equations and stuff that means nothing to me (oh, why didn't I listen in Physics 11!), but the theory is there. "Advanced Rendering and Animation Techniques – Theory and Practice" by Mark and Alan Watt. About $50, but I think it's all I'll need to get fully up to speed. <<The ideas that your put into your stuff are more important than how you actually do it.>> Absolutely. You're right, a lot of comp. animation had been created by engineers instead of artists and it has that "gee-wiz, look at this amazing new technolgy!" I'm like you, and believe it's the idea and the story, first and foremost. Take art. Take film, without hesitation. Keep up with the computers, and try and figure out how to apply what ypu learn to the computer. I work for a production company in Vancouver. We've been making traditional films for twenty some odd years, but are now looking at the possiblities of making those smae films, but using computers way, way more. I think the future is in this, especially if production costs are a fraction of traditional film making. Keep it up. I wish I were in your place, just coming out of high school. Okay, okay, I'm only 23. Keep in touch and let us know how it's going. Who knows, we may work together in a few years… <g> James PS – Learn how to tell a story!!