CompuServe Thread

#seaQuest questions

38 messages in this thread
#38888From: Anthony RamirezFeb 20, 1994 4:33 PM
I wanted to ask about the work you do on seaQuest and how it is done. How much time do you get to produce a segment? Between time it is presented and the deadline. How much of that time do you guys have to build new objects? Are new objects given to you as a sketch like the ones on page 61 of Jan VTU, or are they verbally described and you guys build to suit? Do you know of any of the animators for Foundation that has a CIS account? It would be nice to be able to talk to them as well.
#38895From: GREG TEEGARDENFeb 20, 1994 6:13 PM
John Gross has gone off to Bermuda for a week to do a Toaster training seminar (lifes tough huh), anyway I'll try and answer your questions. We generally get about 2 weeks to complete the scene files requierd to complete a show. The third week is used for rendering the final shots. All new objects are usally modeled within the first week. Most everything is already built though already, so modelling is minimal at best. Yes, new objects are given to us as a sketch like the kind seen in VTU, although the Art Director does closley interact with us during the construction of a new model.
#38924From: Ron LegroFeb 21, 1994 7:21 AM
Tonight's episode featuring the "Stinger" one-man speedster was a remarkable bit of CGI work. Congrats!
#38930From: GREG TEEGARDENFeb 21, 1994 11:11 AM
Glad you liked it. We thought for sure that it was going to kill us time wise. We normally deliver a show the Monday before it airs, but this one had us rendering until well into Thursday. Some shots were taking two or three days to render- even with the Screamer. We were calling the episode Stinker because of all the shots! GT Just for my own feedback, what impressed you the most about it?
#38932From: Stephen BaileyFeb 21, 1994 11:40 AM
Loved the episode, too. The CG, I mean. I was extremely impressed with the shear speed of the images. That Stinger was flyin'!! I didn't quite buy the back tail, which swung back and forth in an organic way that seemed impossible for an otherwise metal(?) structure. I missed some of the dialogue, so maybe they were working with a new type of metal. The best was the overhead surface water, as seen from below. The way it scrolled past at lightning speed. BRAVO!
#38940From: GREG TEEGARDENFeb 21, 1994 1:17 PM
Glad you liked the water. It takes FOREVER to render because of all the transparencey involved, not to mention the 24,000 polys. (for the water alone) The Stinger tail was supposed to be made of a plyable rubber type material, but construction crew in their infinate wisdom made it out of sheet metal. Called a lack of communication. Anyway, glad you liked the show!
#38933From: Stephen BaileyFeb 21, 1994 11:43 AM
One other question… When the prototype Stinger came in (the one that broke down) there was some kind of oil leak trailing behind it. It seemed to expand slightly in the water as the shot progressed and the Stinger moved forward. Great effect, though it was very subtle. Any way you could tell us how it was done?
#38941From: GREG TEEGARDENFeb 21, 1994 1:17 PM
I'd love to! Actually, we didn't do it. It was done at the Post Group in a Hairy- or is it Harry Bay, as a post effect. In fact all of the canopy shots outside the vehicles were done later in post.
#38977From: Ron LegroFeb 22, 1994 10:41 AM
I presume it's hard to do anything organic looking, especially fluid movements such as that fishtail design demanded. I also liked the storyboard — shot selection, angles, etc. A casual friend who saw the episode said it looked more computerized than average for the series, but even she couldn't deny that, choreographically, the race was excitingly realized. On the downside, the seabeds in a few cases looked a little less well realized than usual for the show — maybe because you were forced to concentrate on the foreground action. All in all, this particular set of CGIs could be considered a milestone of sorts for episodic TV. Not just an attempt at visual eye candy, but a very powerful use of CGI to tell a highly kinetic and imaginative story. Model photography would almost have been out of the question, even with an unlimited budget. Of course, you'll have to outdo yourself to stay competitive with the Foundation Imaging folks, given the looks at their "B-5" work we've had so far. That kind of friendly rivalry we viewers can use more of. :}
#38999From: Paul GerhardtFeb 22, 1994 6:26 PM
>Of course, you'll have to outdo yourself to stay competitive with the Foundation Imaging folks, given the looks at their "B-5" work we've had so far. I have to agree that the latest B5 stuff has been stunning. But keep in mind that of all the environments that one could try to model, space is the easiest. It is a stark, uncomplicated, and a physically simple environment with no detail except for the "techojunk" you put in it. The underwater world of SQ is NOT simple. It is an infinitely complex and variable environment visually. IMHO the problems of creating a believable underwater shot are much more difficult that of a space shot. In fact again IMHO the only reason it can be pulled off is that the underwater world is for most viewers still an unknown strange place visually, and they are willing to accept a "simplified" version as being "the way it is". As soon as you move above the surface where the viewer's visual knowledge base is full of images you can't get away with it. (You have not see SQ running on the surface have you?) Then only by mixing CGI's with real images (like Jurassic Park) can you satisfy the human eye's expectation of infinite detail and get a believable shot.
#39009From: Mark D. ManesFeb 22, 1994 10:49 PM
A very interesting and insightful posting. I had really never thought about it that way.
#39127From: Ron LegroFeb 25, 1994 6:24 PM
I quite agree.
#39033From: Arnie CachelinFeb 23, 1994 12:02 PM
I also thought the bottom looked a bit plain and clean. Maybe I need to vacation on better tropical isles! (fewer tires and syringes!)
#38998From: Paul GerhardtFeb 22, 1994 6:26 PM
Jumping in here. I have to add my compliments to you, John and the others regarding the stinger episode. >Just for my own feedback, what impressed you the most about it? Since I am stuggling with some of the same problems creating underwater shots for our student video I have a GREAT appreciation for what you have accomplished. If I am not mistaken the "stinger" episode was the first time you attempted to show both the bottom and surface underside in the same shot. Well done! And there was the shot of the "stinger" doing a loop where the "stinger's" lights reflected off the surface underside. Again nicely done! What this shows me is that even under the pressure of cranking out the shots on time you have been experimenting and stretching the envelope of what is possible. That's the creative and fun part after all. Right now I am attempting to make my virtual underwater environment a more lively "living" place. So I have been creating a variety of fish both individuals and whole schools (using particles in Imagine 2.9). In one shot I needed closup of a device (the deadly, now illegal, fishing device known as the "Z-9000" in our script) stuck in the bottom. So I created a bottom fish to scuttle across in front of it. Can you get all excited about creating a swimming flounder! Damn right you can! Keep up the great work! I am still planning to send you and John a tape. As soon as I have accumulated enough shots to make it interesting. We've finished the FX shots for the first scene "The Teaser" and we are working on scene #2 "The Call For Help", so it should not be too much longer. I'll include a copy of the script my student writers have come up with so you can see how it all fits together. BTW: I am sure you don't come it contact with the live cast members. But in case you do – Jonathan Brandis comes from the Danbury CT area. My female students would like him to know that he is a real home town hero to them.
#39005From: GREG TEEGARDENFeb 22, 1994 9:35 PM
Your correct that this was the first time that both the seafloor and the water surface were both shown at once. The hardest thing to do was getting the caustic refractions of light to fall on the vehicles and landscape, reqiuered that we raytrace a distant light through a large mass op polys making up the water surface. Takes forever to render. Send us your tape when your through!
#39006From: Adib NasleFeb 22, 1994 9:45 PM
Greg, since you are fielding questions for John, I was wondering if you could shed any light on layered surface textures using the Morph Surfaces feature. Grant Boucher touched on this in the latest issue of Lightwave Pro, but he only hinted at its potential. Could you explain what is ment by layered surfaces, and is the effect a result of a less than 100% surface morph (ie. if you morph a surface into another at say a morph level of 25-35% to get a completely different surface characteristic). I just received the January issue of LWP and am looking forward to reading your article on Compositing Live Video (as I type this message I am on pg. 7). Keep up the tremendous work on Sea Quest.
#39008From: GREG TEEGARDENFeb 22, 1994 10:25 PM
Well….. Let's see. I believe that what Grant was talking about rgarding layered surfaces was a surface with multiple maps. – i.e Color, diffuse, transparency, bump etc, all on one surface. He could mean that objects that aren't 100% morphed to each other would show characteristics of themselves combined, and if so, say one object is 50% morphed into another, than the surfaces would be 50% mixed. You could theoretically come up with many different kinds of surfaces. Knock yourself out!
#39023From: JERRY HATCHETTFeb 23, 1994 12:49 AM
I tried last night to do a LW morph between 2 exactly identical objects, other than one of them having displacement mapping, and one flat, without the mapping. It didn't morph. Any way that you know of to accomplish this? (It'd be awful tough to model the displaced version…) Thanks, Jerry P.S. Concurring with the other posts, I thought the graphics in Sunday's show were the best so far, great! And if you ever see the producers, pass on to them that there are a LOT of us who appreciated a seaQuest without all the political overtones. Eg. 'Save the whales', 'The evil military', and so on…
#39034From: Arnie CachelinFeb 23, 1994 1:08 PM
If the objects are identical, then the morph is indistinguishable! I5t sounds like you either want to animate the displacement map, or save the 'displaced' object with the LW Save Transformed button, then load that as your morph target.
#39043From: JERRY HATCHETTFeb 23, 1994 8:03 PM
Arnie, I'm _almost_ positive that 'saving transformed' doesn't save a displacement, but I'll sure try again. That would be the perfect answer, of course. For some reason, I was also thinking that displacement would not use a sequence, but heck, I may be wrong there as well. Either would work equally well for my purposes…
#39046From: GREG TEEGARDENFeb 23, 1994 10:18 PM
You have to make sure that when you do a morph that the objects are not only the same but also from the same layer. If you cut and paste the morph target to another layer, the point order is changed and it won't work. I'm not sure if this is your problem, but then agian I hate morhing myself, so I may not be the best one to answer your question. I'll mention the bit to the producers if I see them, but they wouldn't listen anyway. GT
#39097From: Arnie CachelinFeb 24, 1994 11:28 PM
I really hate morphing myself too; I never have quite feel like I've gotten me back to exactly what I was before I started to morph.
#39038From: Adib NasleFeb 23, 1994 5:20 PM
That's what I thought. Until I read the article, I had not even considered this possibility. Thanks for the clarification!
#39045From: Paul GerhardtFeb 23, 1994 9:00 PM
>Takes forever to render. And that's with a Screemer! I'd like to try that, but with my single 4000 it would take months. Maybe I'll do a still as an experiment. Thanks for the information.
#39074From: Peter GreciFeb 24, 1994 3:59 PM
Howdy paul, this is only Vaguely on this topic but……. Since you've been doing alot of Underwater based work lately, would you happen to have clipart of a Lobster,Crawfish,shrimp,catfish,Chicken and Crabs? Color brush would be fine but Lineart would be better. Thanx. Whats it fer you ask? I'm putting together a little booklet of Cajun Recipes for a buddy of mine(he's getting me a good deal on Crawfish) and I'd like to spice it up a bit with some pictures. Thanx Paul, can't wait to see yer new stuff on Amiga Gang II
#39084From: Paul GerhardtFeb 24, 1994 8:15 PM
Scanning. . . Clams. . .Roast Chicken. . .Lobster. . .Crab. . .another Crab. . .Flounder. . .Shrimp or maybe Crawfish! These are 300dpi B&W line art, but they are MAC TIFs. You have ImageMaster so you can read/convert them. Which ones would you like? BTW if you would like these and 4994 others pick up the CD "ClipMasterPro", 5001 images for $29.00.
#39120From: Peter GreciFeb 25, 1994 4:06 PM
If their not too large I'd appreciate the Clams,Flounder,Shrimp,Lobster, Chicken and Crawfish. Thanx, if yer interested I'll send ye a copy of the Recipe Booklet when it's done. Has about 8 recipes most of which are for Crawfish and Shrimp. The Booklet includes recipes for Seafood Gumbo and Also for Jambalaya. It's Wondermous I gaurentee hehehehehehe. If you have a Phone # for the Clipart Disk I'd appreciate that too for further reference tho I don't do much printing. Doing this Booklet as a favor for my Buddy for telling me about 800-66-CAJUN which is a source of fairly inexpensive Seafood. Tho the Shipping does offset the Savings considerably. Now if I could just find someplace in Brooklyn that sold Crawfish……….. Thanx Paul
#39134From: Paul GerhardtFeb 25, 1994 8:29 PM
Peter, OK, I'll arc em up for you. Watch your Email. I picked up the CD at COSTCO a wholesale store. As a union member you should be eligible if there is a store near you. Great buys!
#39164From: tim buddFeb 26, 1994 4:12 AM
Greg, I keep hearing a lot about this new show seaQuest. I was wondering if any of the episodes are available in video? I am living in Tokyo and needless to say the show, not to mention English TV in general, is not available. Thanks for any comments. Tim Budd An Amigan in Tokyo
#39175From: GREG TEEGARDENFeb 26, 1994 11:16 AM
As far as I know seaQuest is not available on video yet, if at all. Judging by the scripts we get though and the uncertainty of being renewed for next season, look for us on MST3K!
#39032From: Arnie CachelinFeb 23, 1994 12:02 PM
That's Gazelle! ;-/
#39128From: Ron LegroFeb 25, 1994 6:24 PM
No, that's Frawnken-schteen! :}
#39040From: Anthony RamirezFeb 23, 1994 5:58 PM
>John Gross has gone off to Bermuda for a week to do a Toaster training Thanks for taking your time to answer some questions. Btw, I loved the CG in the Stinger episode. The school of fish and the underwater grass added lots more realism to the shots. Excellent work guys.
#39047From: GREG TEEGARDENFeb 23, 1994 10:18 PM
Glad you liked it. John Gross was responsible for that shot. GT
#39215From: David HofmannFeb 27, 1994 11:38 AM
Hi Greg, from the ongoing thread I conclude that you are one of the gues that make the CA for the TV series seaQuest. Here in Germany we only saw the first four episodes. The CG in the very first episode were really amazing. Very good mood. But I was a kind of disapointed with the episode I saw today. The one with the strange creature that prodiced glowing droppings. The tentacles looked not very organic (especially the movement). Also the small under water ships move more like space ships in vacuum than submarines. They move too fast. maybe they should drift a little more instead of going on a strait line. Ok now everyone here will hate me for criticising. Don't get me wrong, I like the CA in seaQuest a lot.
#39218From: GREG TEEGARDENFeb 27, 1994 1:02 PM
Your actually right about those things, but those are judgment calls made by the effects supervisor, and we have to follow his direction. The tenticles on the sea monster were very difficult to do, for a number of different reasons, the most significant being the amount of time given us to do it. That's one of TV's downfalls; we typically get about 2 weeks to complete a show, so stuff is sometimes not a finished or refined as we would like it to be. Glad you like it overall though!
#39260From: David HofmannFeb 28, 1994 12:55 PM
Greg, no doubt about that, making tentacles look real good is very difficult. 2 weeks for a show is very very tight. I'm sure if I had to do it it would not look even clsoe to what you and the whole team is doing. <g> Commodore is making a contest here in Germany. The task: making a 10-15 second trailer aniamtion for seaQuest. The winning animation will replace the current trayler. Only amateurs are alowed. Looks like I'll send in one, too <g> -David
#39589From: Duane J. FleerMar 5, 1994 11:28 PM
I've been very impressed with the work done on seaQuest…I wish I had the time (and horsepower) to do that kind of work. Alas, keeping the family fed doesn't really allow me to develop those kinds of talents. Keep up the good work, guys! Duane.