3D World

ANIMAL’S ANIMATION TOOLS

A LOOK AT THREE TOOLS DEVELOPED AT ANIMAL LOGIC THAT SOLVED SOME UNIQUE CHALLENGES FOR SPECIFIC ANIMATED PROJECTS

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rigging and animation, and for simulation of things like feathers, fur and cloth,” details Heckenberg. “Traditiona­lly that’s been an area where the animation industry has actually been a very active driver of technology and research directions. Rendering is another area where, as an industry, we’ve broken a lot of ground over many years and we continue to do so.”

‘RENDERING EVERYWHERE’

One of the most intense and visible R&D projects Animal Logic has tackled in recent years is the developmen­t of its proprietar­y path-trace renderer called Glimpse. The renderer started life on The LEGO Movie, and came about because of the need to craft the rigid plastic bricks for that film.

“It sounds like an easy problem, right?” relates Heckenberg. “You know, when you do computer graphics badly, everything looks like plastic. Problem solved for LEGO! But, in our case, we had made a decision early on with the project to actually take the brick metaphor all the way down through our models and tools. So rather than building complete objects that might look like assembled LEGO, we were

“WE WORKED WITH BRICKS WITH STUDS FOR ALL OF OUR MODELS”

Daniel Heckenberg, R&D supervisor – Graphics

working with bricks with studs for all of our models. This approach, combined with our very realistic style and aesthetic for the film, was a very significan­t challenge for the rendering technology we were using at the time.”

This specialise­d ‘problem’ gave Animal Logic the opportunit­y to develop its own rendering technology, taking advantage of the latest research at the time (2012) that had been done in physically plausible rendering, and looking to support aspects such as “instancing and the efficiency of representa­tion of extremely large scenes from a structural point of view,” explains Heckenberg.

Since The LEGO Movie, Glimpse has been transforme­d into a fully functional renderer and is now used on all Animal Logic projects. It’s also implemente­d into the entire studio’s pipeline. “We wanted Glimpse to scale so that it’s not just about rendering the final lighting pass,” notes Grant. “We’ve taken great advantage of the fact that our animation renders are done with the same renderer that we’re using for the final lighting. If we have even temp lighting, we get a much richer result, hopefully catching any necessary changes earlier in the process.”

PRODUCTION SYSTEMS

Organising hundreds of people to build thousands of shots and assets obviously requires a lot of tools. While not as popular as the pixelsand-polygons, systems for digital asset management, automation and resource management are just as critical to producing films efficientl­y and on time.

So, Animal Logic has also invested significan­tly in resources to develop custom production systems. Digital asset management is heavily automated and manages tens of millions of models, textures, rigs and renders across each film

and between their studios in Vancouver and Sydney.

Animal Logic also developed proprietar­y render farm systems, providing job scheduling algorithms designed to take advantage of on-premise – and more recently, cloud-based – computing resources. The schedulers tie deeply into the pipeline, handling heavy compute for rendering, while orchestrat­ing many types of automated processes. The overarchin­g goal is to keep artists focused on what they do best: creating amazing content.

CONTINUAL DEVELOPMEN­T

Newly available technologi­es and techniques mean Animal Logic has always had to refine its own pipeline and adoption of tools. The studio has been considerin­g some of the major developmen­ts in realtime tools and machine learning or A.I., and how to leverage more from operating in the cloud in terms of pipelines and infrastruc­ture.

There are also changes sweeping the industry relating to open-source software, such as Pixar’s USD and projects overseen by the Academy Software Foundation. Animal Logic is a regular contributo­r to these efforts, which Grant suggests, “helps us get a seat at the table. Our team really talks to the USD team, and we

actually have a bit of sway and a bit of influence because they know we care about this product and want to support it just as much as they do.”

Animal Logic was an early adopter of USD technology and the studio’s first major open-source project – AL_USDMAYA – was a ‘dynamic’ USD/MAYA translator/ bridge. The project was tested on Peter Rabbit and Peter Rabbit

2 across assets, animation and lighting. It has now been handed over to Autodesk and is an ongoing open-source project which Animal Logic continues to contribute to. Autodesk is looking to integrate the project as part of a larger USD workflow solution inside Maya.

Most recently, Animal Logic rebuilt its entire production pipeline around USD. This includes the lighting workflow on Peter Rabbit 2, which was based on an applicatio­n known as ‘Filament’ to provide an artist-friendly integratio­n of Maya, USD, Glimpse and a number of other technologi­es.

Above (left): The shapeshift­ing Queen Watevra Wa’nabi from

The LEGO Movie 2: The Second Part

The practical applicatio­n of this constant change and adoption of open-source tools is evident in the new animation pipeline introduced at Animal Logic. A wellestabl­ished pipeline had existed since Happy Feet (2006), and it was largely based on Softimage XSI. When that tool was discontinu­ed, Animal Logic began building something new. “At the time we considered building our own scene descriptio­n to service our next-gen animation pipeline,” explains head of production technology Aidan Sarsfield. “But through a stroke of good luck, Pixar open-sourced USD at just the right time!”

“The resulting animation workflow/pipeline would be

“THROUGH A STROKE OF LUCK, PIXAR OPENSOURCE­D USD AT JUST THE RIGHT TIME!” Aidan Sarsfield, head of production technology

familiar to most,” he continues. “The tools construct the animator’s scene. When the animator is complete, they deliver their motion files, and finally automation takes over the process of caching geometry and running review renders. The major difference is the management of scene complexity using USD.”

GETTING INTO THE FIELD

Ultimately, the Animal Logic crew working in technology and R&D hail from a wide variety of background­s. For example, technical director Jessica D’ali had studied informatio­n technology and worked in software developmen­t before completing a

master’s degree at the UTS Animal Logic Academy in Sydney, then scored a performanc­e TD role at Animal Logic. D’ali’s day-to-day role involves supporting, designing and implementi­ng tools for artists in the edit, tracking, layout, rotomation, and animation department­s.

“Software problems will occur during production, sometimes preventing artists from working,” outlines D’ali. “The support role requires me to solve these problems and ensure the artists can continue working without any disruption to their usual processes. As someone who enjoys problem-solving, I love searching for these solutions, and the close dynamic of the teams at Animal Logic means that some of these problems are a team effort and we are able to work together to quickly find creative solutions.”

“The second style of work that I am required to do involves the developmen­t of new animation and pipeline tools,” D’ali continues. “Every project is different and at the start of a new project, new tools, due to creative direction decisions or process improvemen­ts, will need to be written. A great part of working at a company with such diverse and talented artists is that people are always suggesting tools and software ideas for the TD team to consider and implement.”

For anyone looking to score a TD job at an animation or visual effects studio, D’ali suggests first experiment­ing with 3D animation software and learning Python. “A majority of animation tools, and all the tools I work on as an animation TD, are coded in Python. Practising writing Python scripts is a great way to learn this style of work. Pixar’s USD, which is used through Animal Logic’s pipeline, is also a great framework to investigat­e and learn.” Discover more of Animal Logic’s FYI work at animallogi­c.com

“WRITING PYTHON SCRIPTS IS A GREAT WAY TO LEARN THIS STYLE OF WORK” Jessica D’ali, technical director

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 ??  ?? A scene from The LEGO Batman Movie, where Animal Logic continued to refine its brick pipeline
A scene from The LEGO Batman Movie, where Animal Logic continued to refine its brick pipeline
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 ??  ?? Above (right): Animal Logic’s approach to shading in the LEGO films included adding in wear and tear to the final bricks and characters
Above (right): Animal Logic’s approach to shading in the LEGO films included adding in wear and tear to the final bricks and characters
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