#ILM
6 messages in this thread
Aaron, I've been away a few days, but anyway . . .
I posted Rosebush's side just to present an opposing point of view.
As I said earlier, I feel a person's capacity is driven more by their
desire than by other factors.
I don't want to get into to position of defending Rosebush's views,
but here is a point just for kicks. Many on this forum strongly
disagree with Rosebush's view: Its easier to teach techies animation
than arties. And, most people are right that "fuction-based"
programming, etc., is not required to do good 3D.
However, consider ILM and Jurassic Park. The folks at ILM have said
that, while the individual programs used to do the CGI were
commercial, the glue that tied them all together was custom-coded.
One might deduce from this fact that it would be easier to teach a
techie the mathematics of color, than it would be to teach an artist
good programming with C, or assembler, or whatever. Not only would
the artist be required to know the software, they would also need to
understand the custom interface and what to expect in terms of proper
app. interaction.
Cleary, ILM is the exception and not the rule. Yet, few would dispute
that the work at ILM sets the "class curve" for CGI. — James —
I agree with you about artists needing to know what to expect from a
program, and how to request it. I was not trained in computers at
all, I have a fine arts background and only recently took up
computers as a medium. Just doing what I have to do to get these
damned VOODOO BOXES to work makes me feel like I should've gotten a
quadruple major in art/electronics engineering/programming/psychiatry
(so I can perscrive myself sedatives when my system doesn't do what I
want it to…<g>). But I, a lowly art kinda guy, have managed to
teach myself enough to get things going.
When you speak of ILM, you speak of a tightly run ship… a crew of
people being payed good money to work together. The programers
don't have to rely solely on their artistic skills, and the artists
don't have to rely solely on their programing skills. While I'm sure
there was some overlap in both areas (artist/programer and vice
versa), the key is that in a production crew of any sort (one's I've
been in, anyway) one does the job one was hired for, and if it's
programming graphics then that's what you do. If you run into a snare
and need to consult the artist about what he needs, then that's what
you do. And if the artist can't do something with existing software
then he consults a programmer to make it possible.
At ILM, as in most production companies (film, digital effects,
etc…), there are heads of department who hire the crew and ensure
that it is working together and producing the product that is needed
to fill the bill. Department heads and support artists are usually
the folks who do the creating of art(production designers, art
directors, artists hired to create and execute), while systems
specialists, programmers, etc… usualy take care of the
hardware/software. There is nothing inglorious about this, and
nothing to defend. If a programmer happens to be a good artist then
he's qualified for two jobs, but will probably officially only do one
at a time on a large production.
Pardon my overly long message, but I feel that people make too big a
deal over what job is better and who's headed for heavan faster
because of it. My bottom line is this: Film, TV, and lots of CG
stuff is a popular and public art, and requires the support of a lot
of people to exist. If you're a programmer and produce an animation
that lots of people like, you're also an artist. If you're an artist
that produces an animation that very few people like, you'd better
try doing something different (maybe programming? <g>).
Proffessional approval and accolades are nice, but they're NOT what
art is about.
Well said John.
Jim, 'Puter man with artistic aspirations…
[PolyGone Cafe']
Hi Jim. You're moving out of the area? Why don't you give me a call
and hop over into the city so we can meet before you leave? My
number is 415 673-0812.
While it may be true that ILM is the exception to the rule, I also
think that they are they are of the sort that define "good" computer
animators. You don't get to ILM without having the right blend of
art and tech, and I doubt very much that anyone at ILM was taught
anything technical or artistic by ILM.
I know for a fact that almost everything ILM does revolves around
custom code. That requires really strong technical knowledge, but I
find it hard to believe that they just hired some crackerjack
programmers and taught them to draw. There's no way that a straight
programmer could make a dinosaur move and look that realistically.
Indeed, as John Tissavary said in his reply, ILM is a tight knit group
of individuals — each of which has a particular talent or set of
talents.
I suppose that if anything can be induced from this, it would be that
it takes a mixture of talents to get the job done — and whether one
or the other is easier to teach may be irrelavant.