Comments on: The software used in the making of Avatar http://www.twin-pixels.com/software-used-making-of-avatar/ Design & Photography Tutorials and Resources Sat, 19 Jun 2010 05:49:29 +0000 hourly 1 http://wordpress.org/?v=3.1-alpha By: Davidhttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-597 David Sun, 13 Jun 2010 17:31:31 +0000 http://www.twin-pixels.com/?p=472#comment-597 Thank you very much for all the information on this page. I've always been curious to understand how CGI has been used in movies. James Cameron seems to use them perfectly which is partly the reason why I like his movies so much. I've just started to understand this technology and would like to thank Armand as well as all the contributors (esp. Larry and Pompoko) for their inputs. I'll make sure I post something if I find something relevant.. :D Thank you very much for all the information on this page. I’ve always been curious to understand how CGI has been used in movies. James Cameron seems to use them perfectly which is partly the reason why I like his movies so much. I’ve just started to understand this technology and would like to thank Armand as well as all the contributors (esp. Larry and Pompoko) for their inputs. I’ll make sure I post something if I find something relevant.. :D

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By: Faizurrhttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-595 Faizurr Sat, 12 Jun 2010 07:57:46 +0000 http://www.twin-pixels.com/?p=472#comment-595 Thank You. Thank You.

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By: Anthonyhttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-582 Anthony Fri, 14 May 2010 04:15:11 +0000 http://www.twin-pixels.com/?p=472#comment-582 I'm new to the movie editing thing. I'm mainly a web and print production person. I use Adobe CS3 and love it. So I'm sticking with Adobe when it comes to audio and video production. But all the products mentioned are good products and I agree that more software companies should speak up when they're part of big things. Everyone thinks of Adobe because they promote their products the same way Apple does. Not saying they're the best, but they try like hell to make you believe that they are. I’m new to the movie editing thing. I’m mainly a web and print production person. I use Adobe CS3 and love it. So I’m sticking with Adobe when it comes to audio and video production. But all the products mentioned are good products and I agree that more software companies should speak up when they’re part of big things. Everyone thinks of Adobe because they promote their products the same way Apple does. Not saying they’re the best, but they try like hell to make you believe that they are.

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By: Joshua Kimblehttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-572 Joshua Kimble Thu, 06 May 2010 15:59:35 +0000 http://www.twin-pixels.com/?p=472#comment-572 I guess people is not understanding the original point of this article. Is not about what CGI software package is better than other. Each developer, each designer, each producer can choose any particular tool for any given reason (budget, facility software of choice, licensing, etc..) I've been using software since the late 80's, and I think the acquisition of Maya by Autodesk, reflects an important point, yes 3D Max is a solid tool, but Maya, Lightwave, Softimage, Blender and even Maxon Cinema 4D have some features that others don't. Get over folks, is not about which should be the only tool use in the industry. This is about the lack of information available from the equipment manufacturers, post studios and software developers involved in such of big film production. I shared Armand opinion, they're really low profile in showing their products features linked to this big movie. Excellent article!! Armand, I guess this is more in depth writing and analysis (with the contribution of every response) than some of the articles in print media (I.e: CineFX or Millimeter). I guess people is not understanding the original point of this article. Is not about what CGI software package is better than other. Each developer, each designer, each producer can choose any particular tool for any given reason (budget, facility software of choice, licensing, etc..)
I’ve been using software since the late 80′s, and I think the acquisition of Maya by Autodesk, reflects an important point, yes 3D Max is a solid tool, but Maya, Lightwave, Softimage, Blender and even Maxon Cinema 4D have some features that others don’t.
Get over folks, is not about which should be the only tool use in the industry. This is about the lack of information available from the equipment manufacturers, post studios and software developers involved in such of big film production. I shared Armand opinion, they’re really low profile in showing their products features linked to this big movie.
Excellent article!! Armand, I guess this is more in depth writing and analysis (with the contribution of every response) than some of the articles in print media (I.e: CineFX or Millimeter).

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By: Timhttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-569 Tim Fri, 30 Apr 2010 01:26:45 +0000 http://www.twin-pixels.com/?p=472#comment-569 Wrong again. Nuke was also used halfway in the post production process. So Nuke is used for compositing. Please remove the previz. Wrong again. Nuke was also used halfway in the post production process. So Nuke is used for compositing. Please remove the previz.

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By: Jeff Murchisonhttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-562 Jeff Murchison Thu, 22 Apr 2010 13:59:57 +0000 http://www.twin-pixels.com/?p=472#comment-562 Houdi's use in Avatar:http://www.sidefx.com/index.php?option=com_content&task=view&id=1694&Itemid=68 Houdi’s use in Avatar:

http://www.sidefx.com/index.php?option=com_content&task=view&id=1694&Itemid=68

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By: Pompokohttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-532 Pompoko Fri, 05 Mar 2010 20:39:02 +0000 http://www.twin-pixels.com/?p=472#comment-532 Just to mention on top of Nuke, Shake was still used heavily by veteran compositors in Weta Digital to do the final comp in putting together all the render passes.In terms of animation, Na'vi was most heavily relied on motion capture, and at early stage of production Weta Digital provided the basic mocap rigs (both facial rig for e-motion capture and body rig for rest of body motion capture) for principle characters to be enabled to be recorded onstage and be live-fed into James Cameron's real-time virtual camera back in Lightstorm...but further fine tuning is always required by CG artists to clean up the data, and Weta Digital's animators does step in to animate any gaps required to be filled in the areas where Na'vi interacts with environment objects as well as with other creatures. But in terms of overall performance and body language of characters are all kept almost perfectly intact by motion capture.As for all the tiny emotive nuances of each Na'vi's facial expression that we see in final result of film, we have to give a huge thumbs up for the facial rigging team and modeling team back in Weta for coming up with such a pain-staking pipeline to transcend each principle actor's emotion so perfectly to the big screen: http://features.cgsociety.org/story_custom.php?story_id=5501When it comes to creature animation, motion capture data was used on horse (which turned into Direhorse in movie) that principle actors rode on, but most of other creatures were actually key-animated by Weta Digital's animators (Viperwolves, Thanator, Banshees...etc.)A lot of softwares and plugins/scripts are actually developed in-house that is only available within company as well, because so many tools that the artists needed to create Avatar more believable just didn't exist in the current software market. Some of them may be released as commercial package in the near future perhaps (such as Massive crowd simulation software was developed from Weta Digital since Lord of the Rings, and Nuke from Digital Domain since Titanic...etc.), and some may never be shared and be kept as the company's secret weapon to tackle extreme-realistic CG results :PAnd just to further clarify what Larry said....Lightstorm came up with all the previz that was pretty much near identical to final film (in terms of overall character's position and movement, rough jungle setups, camera movement...etc.), because back in Weta Digital or in any other company, we would always start off setting up shots accordingly on these previz that were given to us. James Cameron constantly refer back to these previz as we started chucking in character models and lighting scenes, since he's gone through all these previz and ticked off approval back in Lightstorm already. However once in a while, certain shots will always change along the production in terms of composition as we further put in all the details, and those we have to experiment ourselves back in Weta Digital in shots such as Well of Souls sequence which has a lot of extreme color pallete to deal with that needed countless ongoing trial and refinement to get the right balance by the artists along with supervision of CG supervisors, Joe Letteri, and James Cameron to get it right. But the truth is because of these previz produced by Lightstorm was already approved by James Cameron....Weta Digital, ILM, Framestore and other companies involved, were able to compare and rely on them as a reference to get all these countless shots signed off on time.All the companies involved in the Avatar have their own pipeline workflow (which usually takes years to be refined and continue to change from production to production) and each use their in-house setup to accomodate target goals and tasks given by the director, so however their technique and software use might be...so long they achieve their part of job, it's mission accomplished, and a big thumbs up from Mr Cameron :)So at the end of the day, what matters is all these softwares mentioned were needed to use in different stage of production to finish Avatar on time with the best quality that James Cameron wanted to achieve in the given production budget and time. And most important of all, the hardwork and talents of all artists involved from different companies is the most valued and only through sheer amount of passionate direction and perfection driven by countless CG supervisors, Joe Letteri and James Cameron's vision made this movie even possible to be achieved to this insane realism level. Just to mention on top of Nuke, Shake was still used heavily by veteran compositors in Weta Digital to do the final comp in putting together all the render passes.

In terms of animation, Na’vi was most heavily relied on motion capture, and at early stage of production Weta Digital provided the basic mocap rigs (both facial rig for e-motion capture and body rig for rest of body motion capture) for principle characters to be enabled to be recorded onstage and be live-fed into James Cameron’s real-time virtual camera back in Lightstorm…but further fine tuning is always required by CG artists to clean up the data, and Weta Digital’s animators does step in to animate any gaps required to be filled in the areas where Na’vi interacts with environment objects as well as with other creatures. But in terms of overall performance and body language of characters are all kept almost perfectly intact by motion capture.

As for all the tiny emotive nuances of each Na’vi’s facial expression that we see in final result of film, we have to give a huge thumbs up for the facial rigging team and modeling team back in Weta for coming up with such a pain-staking pipeline to transcend each principle actor’s emotion so perfectly to the big screen:
http://features.cgsociety.org/story_custom.php?story_id=5501

When it comes to creature animation, motion capture data was used on horse (which turned into Direhorse in movie) that principle actors rode on, but most of other creatures were actually key-animated by Weta Digital’s animators (Viperwolves, Thanator, Banshees…etc.)

A lot of softwares and plugins/scripts are actually developed in-house that is only available within company as well, because so many tools that the artists needed to create Avatar more believable just didn’t exist in the current software market. Some of them may be released as commercial package in the near future perhaps (such as Massive crowd simulation software was developed from Weta Digital since Lord of the Rings, and Nuke from Digital Domain since Titanic…etc.), and some may never be shared and be kept as the company’s secret weapon to tackle extreme-realistic CG results :P

And just to further clarify what Larry said….Lightstorm came up with all the previz that was pretty much near identical to final film (in terms of overall character’s position and movement, rough jungle setups, camera movement…etc.), because back in Weta Digital or in any other company, we would always start off setting up shots accordingly on these previz that were given to us. James Cameron constantly refer back to these previz as we started chucking in character models and lighting scenes, since he’s gone through all these previz and ticked off approval back in Lightstorm already. However once in a while, certain shots will always change along the production in terms of composition as we further put in all the details, and those we have to experiment ourselves back in Weta Digital in shots such as Well of Souls sequence which has a lot of extreme color pallete to deal with that needed countless ongoing trial and refinement to get the right balance by the artists along with supervision of CG supervisors, Joe Letteri, and James Cameron to get it right. But the truth is because of these previz produced by Lightstorm was already approved by James Cameron….Weta Digital, ILM, Framestore and other companies involved, were able to compare and rely on them as a reference to get all these countless shots signed off on time.

All the companies involved in the Avatar have their own pipeline workflow (which usually takes years to be refined and continue to change from production to production) and each use their in-house setup to accomodate target goals and tasks given by the director, so however their technique and software use might be…so long they achieve their part of job, it’s mission accomplished, and a big thumbs up from Mr Cameron :)

So at the end of the day, what matters is all these softwares mentioned were needed to use in different stage of production to finish Avatar on time with the best quality that James Cameron wanted to achieve in the given production budget and time. And most important of all, the hardwork and talents of all artists involved from different companies is the most valued and only through sheer amount of passionate direction and perfection driven by countless CG supervisors, Joe Letteri and James Cameron’s vision made this movie even possible to be achieved to this insane realism level.

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By: Kathttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-530 Kat Wed, 03 Mar 2010 15:47:04 +0000 http://www.twin-pixels.com/?p=472#comment-530 Well you are entitled to you opinion, George however I can say that while I was on BSG I thought about the other applications we could have been using (like XSI and Maya for example) and it would have been impossible to keep our air dates. And we won Emmy's for that work, so... the reality is simply that the tools do make difference and Lightwave is well known for being a secret weapon in VFX. You can ignore that at your own peril. Well you are entitled to you opinion, George however I can say that while I was on BSG I thought about the other applications we could have been using (like XSI and Maya for example) and it would have been impossible to keep our air dates. And we won Emmy’s for that work, so… the reality is simply that the tools do make difference and Lightwave is well known for being a secret weapon in VFX. You can ignore that at your own peril.

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By: Georgehttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-529 George Wed, 03 Mar 2010 14:57:51 +0000 http://www.twin-pixels.com/?p=472#comment-529 Sorry but this article its funnyOf course also notepad was used to make the rough draft of the scriptLightwave was used to model real time props,good and then?,props can be made in max,blender,imagine,turbosilver,sculp4d.What separates lightwave from max or silo as far poly tools?I really dont get the point.I understant lightwave fans but it just funny,main work was characters and even in the stupid and remote case that they where all made in lightwave,who cares?Artist behind rigs,Renderman shaders,comp,animation,lighters are the real tools.And again sorry but Weta uses Maya,for poly props like i said lightwave max silo have better tools.But people where amazed by chracters not by the box in the background,and i could guess that for complicated props zbrush deserves more credit than lightwaveI wont bother again lightwave fans Sorry but this article its funny

Of course also notepad was used to make the rough draft of the script

Lightwave was used to model real time props,good and then?,props can be made in max,blender,imagine,turbosilver,sculp4d.

What separates lightwave from max or silo as far poly tools?

I really dont get the point.

I understant lightwave fans but it just funny,main work was characters and even in the stupid and remote case that they where all made in lightwave,who cares?

Artist behind rigs,Renderman shaders,comp,animation,lighters are the real tools.

And again sorry but Weta uses Maya,for poly props like i said lightwave max silo have better tools.

But people where amazed by chracters not by the box in the background,and i could guess that for complicated props zbrush deserves more credit than lightwave

I wont bother again lightwave fans

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By: Kathttp://www.twin-pixels.com/software-used-making-of-avatar/#comment-528 Kat Wed, 03 Mar 2010 14:12:23 +0000 http://www.twin-pixels.com/?p=472#comment-528 Are you trying to be funny George? Don't believe us? Go to www.ilwug.com and look for Rob Powers interview with regards to Avatar and how pretty much everything started with Lightwave3D for that film. Are you trying to be funny George?
Don’t believe us? Go to http://www.ilwug.com and look for Rob Powers interview with regards to Avatar and how pretty much everything started with Lightwave3D for that film.

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