- Architosh Staff (info@architosh.com)
- 00 Feb 2001
Luminetik
Interview
Background
AFR How did Luminetik get started?
AA It actually started as a collaboration
between Kevin, I and two animators in the beginning. Basically Keven
has a background in architecture for the last tweny years and...Mark
and Sean are character animators that collaborated with Kevin on
some architecture projects. And they saw that there was much more
in their architectural skill base so they expanded.
AFR How long ago was that?
AA Three years ago.
AFR Now your background is a little different.
Can you talk about and how you came into Luminetik?
AA I came into Luminetik when I realized
that visual effects, animation or even architectural renderings
require someone who understands the technical side of the business.
And I ran a technial consulting business both on the Macitnosh and
PC side for four years. So I understood the mraket, the technoclaoy
and the consmer base and how technology is changing on the cutting
edge. So basically I was able to bring new technology into Luminetik
and adn change the pipeline so we could be more cost effective.
AFR Was your background in terms of your
consulting bix focused on 3D firms?
AA yes, I had quite a few of those, special
effects adn ad agencies background. Ad agencies also use 3D and
2D software.
AFR Now you also have Industrial Light and
Magic (ILM) in your background. Can you talk about that or you bound
by an NDA or something like that?
AA No. I know I can't really talk about that.
Types of Projects
AFR OK. Let's shift gears a bit. What types
of projects lauched the firm three years ago?
AA Well, Kevin was stil doing architecture
[3D} but he was adding, like, his little flair like having character
animators design little characters for his architecture scenes,
and he started collaboring with the character animators and using
his visual layout skills==and architecture becomes a layout in the
cumputer animatin, and combining the two skills to give realistic
looking environments.
And as time went by the collaborated on a
few animated shorts, they worked on a few projects related to designing
games. And they worked on a 3D interactive Web page for Hewlett-Packard
AFR Was there a particular project that really
gave you the sense that Luminetik was going to really take off?
AA Well...basically I learned a couple of
things working at Luminetik. You know when we first started there
was only four of us, and with just four people there was very limited
work that we could do, But several companies were calling us like
Nickalodean, HBO, TIme-Warner, VH1...and they were asking us, you
know, to work on projects that we didn't hvae the personell to do.
So we realized at that time that we eitehr had to grow as a company
so we could take on this type of work, or we couldn't do it.
And so, as far as a business plan, it didn't
make any sense not to grow because we wanted to be in a financially
better area.
AFR Sure.
AA So...what we did is put out an ad and
started recruiting and found some of the best animators, ,modeliers,
people in architecture and started interview them. And we went through
400 people...
AFR Wow
AA And we came out with the top 10 percent.
And once we put together the teams were also putting together the
real and we were looking at everybody's work. And when we saw taht,
this database of work, we realized that there was a huge oportunity
here in New York City. Because for a long time advertising agencies,
film companies, broadcast people have beein going to LA, because
they like LA pipeline. They like the way LA does the work, they
like the way LA does the business.
And we wanted to give New York--the East
coast-- an LA like pipeline. Where they could talk to somebody here
who had that type of experience, taht type of way of dealing with
clients, and also an understanding of the technology, the busins
and the amrekt.
AFR Isn't New York a growing community of
digital specialist?
AA I would say yes but a lot of peple put
a lot of emphasis on the Internet, and it turned out to be a big
mistake, because if you walk around Chelsey right now where most
of Silicon Alley was based, all it is is empy buildings. And I think
that a lot of people who were getting int the technology business..you
know, the Itnernet companies paid outrageous salaries but couldn't
afford to pay those salaries and people who had Flash animation
skills all of a sudden thought they were animators and had this
ability to do high-end stuff and the reality is they couldn't. And
when the market fell out, all of a sudden there were $90 an hour
people who were unemployeed who were looking for animation jobs
but these people were like Flash animators.
AFR Sure...
AA As far as like 3D, 3D in New York has always been very very
hobbled...there hasn't been a lot of real 3D emphasis in New York.
There really isn many companies here that do it. I would say that
BlueSky Studios in White Plains is sort of Pixar-like, and they
recently doing a Twentieth Centerur Fox film called IceAge and tehy
do really really beautiful work and they jsut won an Oscar for a
little short called Bunny.
CuriousPictures at one time did a lot of animation work but the
quality of thier work has actualy gown down. And basically becaus
they hire Interns rather than realy experienced adn talented teams
they don't get the quality of work that you should do. Other companes
spend so much on overhead and offices that they can't hire the talent.
AFR Right.
AA We wanted to form a different type of
business model where we would try to keep the overhead down, we
would look at every type of technology that we could so that we
coulld find someting that we can use and not have to use or develop
proprietary software for we could save money for the client.
And wanted to streamline the pipeline so
that we didn't have 15 copies of Maya and also 15 copies of Softimage
and only one person using them. And we also wanted a smaller boutique
style house because in many of the special effects houses people
don't communicate very well and...you know you've got one team working
something, and you have another team workign on something, but there's
not somebody in the middle really communicating the ideas well,
and so when tehy come together with their shots tehy don't match.
AFR Right, I understand that well from the
architecture field too.
AA And we found thing that was very interesting,
in that there is always six people--you know with usually about
$300,000 in salaries--doing a job. So we decided that we wanted
to create a new super-animator who can do all those things. And
rather than paying six guys each at $50,000 we wanted to pay another
guy $75,000-$100,000 who can do all of it. And also streamline our
pipeline while doing it.
AFR. So your firm is quite unique then. Now
can you tell me a little bit about the market in NY. What types
of clients are you going after?
AA We are doing a lot of things. We decided
that doing films, for example is not a great money maker. People
who are doing film work are running at a loss or breaking even.
So we decided were going to be a 3D company.
People that do Photoshop do Photoshop for
everything, right?
AFR Right.
AA There's not this, 'oh, you do photoshop
for advertising, you do photoshop for film', they do photoshop.
So we decided we have Maya, Lightwave 2D/3D artist, and they are
not just people who can wrok on one medium. So we decided that we
would explore the marekt of gaems, web 3D...as it grows, commecials,
and films.
But we don't want to do 300 shots of a film
because we cna't see how a company makes money doing 300 shots,
We just want to do five. Becuse if you do five shots you can make
more money then if you are doing 300.
AFR. Is that also a factor of just small
or large a firm is?
AA Yes, but its also overhead doing all those
shots, because it becomes a bigger headache, it becomes an assembly
line. And if you think about at some point the shots are not worth
$50,000 a person. That type of overhead is a little crazy.
AFR Let's move on to some of the people of
Luminetik.
AFR Is Gaming the most lucrative market out
right now for 3D?
AA I would say commercials and games. Quite
a few architects end up working at special effects houses because
of the fact that it pays well. And thier experience is actualy used
more expensively than in architecture, and it provides them a creative
avenue more than an engineering avenue I would say.
AFR Now you started with architecture, obvioulsy Kevin's experience
started with that side, are yous till open to and exceptign those
types of commissions?
AA Oh yah, yes we are.. We are totally interested and we would
like to take architecture into the next thing, the future, even
find new technologie to do new thigns with the field. including
things on the web and gaming. In fact, we hve a technical staff
that actually supports architects, including Mike Boyle, Kevin,
and myself.
AFR, Now you have one famous architect clients,
Maya Lin. What kinds of things have you done with here?
AA Let's have Kevin talk about that one.
AFR Sure.
KC We were just actually doing previous ones.
That were related to landscape architecture and it was more for
a visualization of lighting design.
AFR I see.
KC I do a lot of renderings in Lightscape.
In that case we actually wound up building a physical model as well.
They were more hands on. It was the Grand Rapids Michagan Pavilion.
That was about two years ago.
She had this idea of taking the midnight
sky on the Millenium and placing it in the ground, using fiber optics
under the ice, so the concept required us to find a software --
which we actually used Starry Night, to calcuate the star calculation
of the sky, put that into ArchiCAD, and then map into onto workign
drawings so that they could actually build it that way.
AFR Wow,
KC, Which is a little unusual...(laugher).
It was kind of like usign a Pict image then tracing it as a Vector
drawing and turning into a schematic design to actually construct
it.
KC the image we sent you is actually a kind
f a conceptual design of what the lightfall would be, the feel that
she was looking for.
Background questions
AFR How well did an architectural education
prepare you for your job as a 3D specialiist?
KC Umm, actually really well. When I was
in school== I went to Temple in Philadelphia==we had the first computer
design studio, which I think was in 86', Although not all of the
teachers really excepted it at the time. It was supported by certain
teachers and we were doing full blown 3D, animations and lighting,
the whole deal.
All of the tools, the same toolset crosses
over to 3D animation really. Animators are much looser than architecture
people so you wind up being more detail oriented or more lighting
oriented, which is good because the animator people are more organic
orented, which is good because it makes for a good combination.
It helps keep the detail up.
AFR You started your career as an architect.
How has that transtion been for you? What has that been like crossing
over to 3D from traditional architecture practice?
KC Its been weird because I took a transition
and did some 3D renderings and then because of these 3D renderings
mostly on the architectural side, I wound up getting desgin work
working for designers on the architectural side, and now back into
the high-end 3D side. It kind of flip flopps
It's not that we are just doing just animations,
we are doing high-end design too, because the tools are so easy
to visualize these designs. I just got project where an architect
said, give ma a 17 story high rise conceptually, because he saw
what we could do and we respected his design, I think, and we came
up with something without any opinion from him at all....
AFR I see.
KC which is nice, and so we were basiciallytaking
a designers ideas and putting them into 3D so they could see them.
AFR With Lumentik, where do you want to go
with architectural 3D?
KC Uhm, we're trying to give architects the
ability to have the full blown animated techniques that you can
go with film and broadcast for the architectural projects. The typical
architectural walkthroughs are typically very low end compared to
the CG effects world, but we could bring them up to the film level,
giving them the ability to have real interactive-animated parts
of the building and people walking and full blown effects than just
cardboard cutouts kind of stuck inside a montage of PHotoshop. Which
has kind of been the standard now.
For us we are trying to stay above the curve.
So we are going ot make things more realistic, like if its a bridge,
we use animated water with running cars moving across it.
AFR Right, kind of otherwise bring these
otherwise static images to life?
KC Right. Which totally changes...when you
move and see this transition over time, or the sun changing or things
like the it totally changes your perception of the space.
AFR What kind of tools will you be using
to do that kind of work?
KC We have a pipeline of a bunch of things.
On the CAD side we defintely use ArchiCAD, that's are main stay,
which we use on the Macintosh. We have Lightwave on the Mac, we
have, other than the PC, ArchiCAD goes into to Lightscape very well,
as far as rendering.
The animation side really comes more from
Lightwave and Maya. Then we wind up compositing effects together
in a post situtation...
AFR I see..
KC So which is actually Final Cut now.
AFR So you have moved to Final Cut Pro?
KC Ya, basically its awesome!
AFR What were you using before for these
compositing effects?
KC After Effects and Premier [Adobe products]
AFR I see...
KC Which are still good, I know them better
than Final Cut, but with Final Cut we just got a Matrox MT Card
for the Mac...it's what you can do for a $10,000 system for $1000
now.
AFR Wow.
KC It's awesom! Its a breakout box, you can
put it to you DV tapes, put it on your monitor. It's amazing what
you can do with it.
AFR Do you find that more of your architectural
clients are intersted in that type of dynamic rendering jobs?
KC We were asked about a week ago to do on
the Web, a rotablel island with all the buildings built on to it,
so you cna zoom around the isalnd and see this world...but the tools
to do that are really pushhing thte enveleope. Just to calculate
that stuff before was insane.
That's the kind of stuff that people are
starting to ask for. They see this stuff in the films and they automatically
assume you can do that on the desktop. So we are tying ot meet the
need as best as possible, but a lot of it is educating the client
about time and budget.
AFR Sure. That makes a lot of sense. Let's
talk a bit about your process now. When you get a typical
CG project, what the the major steps involved?
KC On the architectural side?
AFR No, on the non architectural side. Let's
take the non-architectural side because most I think most Architosh
readers, or half of them at least, understnad the architecural side
very well.
KC Ok.
AFR Can you talk about the non-architectural
project. How do you begin? What are the key steps invovled?
KC Nine times out of ten there is large amounts
of photography involved. Because you either need texture maps, large
backgrounds or actual physical objects depending on what you are
doing.
Then we try to story-board the project. If
it is an animation we wil sketch out some kind of sequence of key
shots, key frames, so along the way we have some sense of what the
animation will look like.
Then model it, take the those textures from
the photogrpahy process, overlay them on the models, and test different
paths in the animation. And usually the client gets involved very
early..and alot of times the client is designing a long he way.
So there is always this dynamic along the
way between teh deign the and the end project. Which is good and
bad, from the design side good, but it tends to slow the production
along the way.
Then we do the rendering, which is very time
consuming and then the compositing and post-production work.
AFR Now do you guys do you own photography
in the initial steps?
KC Yes.
AFR You do it in-house?
KC We were doing it out-of house, but the
thing about 3D is that you have to be very specific about how you
photograph things. so by the time you communicate this to the photographer
-- and with the cots of digital cameras we have now, knowing how
to photogprah is half the battle. So a lot of times its better to
have the perosn actually doing the mCG work to take the pictures.
AFR Now are your 3D people proficient at
Final Cut Pro or do you have specialists for post-production work?
KC We have two kinds that are doing most
of the editing, while everyone else is stickin to the 3D side. But
we try to make sure everyone knows a little bit aobut everything,
but they have one or two little specialty.
KC But again, animation is so different than
post, or video editing, its better to have some animated background
person doing the post, because tehe is so many different veariables,
like compression, or frame rates which are so much different than
video.
AFR What is the yellow tower project?
KC That is an art installation in a 10,000 car parking garage
Technology at Luminetik
AFR Why is Luminetik primarily a Mac-based
studio?
AA It's cost effective, they are easy to
use, they are esasy to configure...uhm, as far s in teh pipeline
they save us money. The clients can actually use the m easily, for
example, if they have to send us something over the Internet and
they are workign on something elses, they are easier to work with
other people with it.
Mike Boyle
AFR
MB The Mac suits are needs for getting teh
job done quickly and easily. I mean, that's one reason. We use whatever
we need to get the job done, its just that with ArchiCAD and some
of the other 3D things that we do, run wel on the Mac, and the Mac
is much easier to maintain and support.
AFR IS really then economics that are driving
the whole issue or is there more to it than that?
MB I don't know if it is economics...its
more of just ease of support. For us, on the Mac there is not the
level of driver issues and support nightmares that there are on
teh PC, it's just so much more transparent in terms of plug-and-play.
You put something in there and it works. There is nothing to load...you
know. The number of issues we have on teh Macs is drastically less
than we have on the PC's.
AFR I see.
MB Especially with these higher end apps
like Lightwave and everything else...
AFR Now you are using Unix, NT and the Mac
OS. How would you rank these platforms in terms of being up for
you when they need them.
MB Well....ah, Unix is 99% of the time is
always there, Very very rarily do we have problems with those machines,
which they are mostly the servers which we don't do much on. In
terms of worksstations, the Macs are defintely...up times are much
higher than the PC's. It's alwyas something crazy with the PC's,
weather its a video card or a network card that is nonstandard.
We try to stay with standard configurations as much as possible
to ease that. But boy, I will tell that we just have many less problems
with the Macs in than the PCs in terms of uptime, long term.
AFR Right, Now you have some Unix servers,
how are you guys configured to store you files while you work and
then archiving them later?
MB Well...actually a couple of Mac servers
primarily.
AFR Really?
MB Ya (laughter)...Once again, they are maintenancewise
they are very easy, and they support all the major platforms in
terms of clients, uhm. adn they are really easy, there is no downtime
in terms of those.
In terms of archiving we use all kinds of
stuff. it realy depends on the proejct. If it is video we will archive
it to multipel DV or somethignwe will use DVD-RAM for archiving.
A lot of CD-R archiving too. And DLT tapes as well. It really depends
on the jobs.
AFR So what are you using Unix machines for?
MB Well, web server.
AFR OK, That makes sense.
MB Just Linux stuff on Intel hardware, well
actually its AMD, Web server stuff with Apache. Pretty standard
things. We don't erally use it for the file sharing thing.
We are also starting to look at the render
farm stuff. And we will probably end up with Unix on that end as
well.
AFR As a render farm?
MB Ya, just because the hardware is so cheap.If
the performance is good.
AFR I wanted to ask why the 3D world has
become so dominated by NT when teh Mac was originally a very strong
player along with Unix before NT wasn't even around. Why do you
think NT came up so fast?
MB Well...in terms of the bleeding edge,
NT is still the only way to go. In fact, there are some Wildcat
cards, soem really really high-end OpenGL cards that are only for
NT. You know, IF that is what you are doing all day long, I can
understand why somonee would want to go that route, performance
wise NT still eclipses teh Mac for some things,
but in terms of actually being productive
with teh Machines though, We just found that people with the Mac
tend to get more work done. It's not a question of the performanc
e of the machien but performance of the person. We've got Lightwave
and some other stuff running ont eh Macs that just work. We just
really don't have issues with it.
There are a lot of places that do use that
higher end NT stuff, and they seem to get good results but we seem
to being doing quite well.
AFR Is Lumentik's pipeline with Macs typical
or a-typical of most 3D studios?
AA Most 3D studioes are not really using
Macintosh right now. ANd the reason why they are not using Macintosh
seems to be a lack of education. For example, when I was a other
special effects house, another PC guys, who was a Lightwave guy
actually told me that he did not realize that Elastic Reality ran
on the Macitnosh. But it actually started on the Mac. So its primarily
education.
We've managed to do a little bit of feedback
to Apple Computer to make them aware of the the 3D market as far
as its growth and potential because currently in the PC market or
all hardware market and software, teh consumer and buisness markets
are down adn so are the inernet markets, And evne the server market
is really low except on the Linux side. The fastest growing market
right now is defintely the workstation market.
Certain magazines and certain marketing reports
confirm that the 3D market is the growing market in teh tech sector
right now.
And the gaming market is going ot past film
in revenue this year at $6.07 billion. 87% of teenagers play games,
and 92% o boys play games. Teenagers control $20 billion dollars
of spending money according to Licensing Magazine last month.
AFR So if it is an education issue, why are
3D pros not getting educated to the Mac and its ability?
AA Well, you know Apple suffers from a really
bad publicity. The reality is that Apple has not made many contacts
in this industry to try to educate people. If you have ever met
an Apple sales person outside of Apple, a lot ofthem will talk to
you for five minutes, not be very knowledge about their products,
and
I think is partly Apple's fault and partly
bad image. That hasn't been changed in awhile.
I think what Steve Jobs is doing right now
is defintely a really wonderful thing. He is making a person effort
to actually meet with some of those clients personally and help
expand the growth of that the platform. Which i think is remarkable.
You know he got two jobs, he's running Pixar too and the fact that
is he taking the time to go to personally go to BlueSky Studios
or ILM or Digital Domain and basicall get a feel for who is cient
is and express his interest in pcking up the mac platform in their
studios.
Bluesky, for examplek, who is in new York
city, had avery difficult time getting support. And one of their
lead animators who is a big Mac fan, bought the G4 when it came
out, bought the whole Apple Cinema Display, even has a Ti PowerBook,
bought the speakers the mouse, everything, but he couldn't find
anybody to help him promote it at BlueSky. He was a believer, completely.
And plus he also said...he told me four years
ago that OpenGL needed to run on the Mac, Maya needed to run on
teh Mac. So we made a series of calls to provide that feedback to
Apple that if you wnat 3D to run on the Mac this is what needs to
happen.
AFR. Right. As a 3D professional, what else
can Apple do to make your job even better?
AA I think that Apple has to think about
diversity, because they are very limited about what is on the platform.
For example, when you got a Macintosh about two years ago, you were
stuck with an ATI Rage card. The ATI Rage card was very good for
a consumer-based person , but it was not a professional person's
card.
When you are dealing with a 3D software,
and you are deaing with 3D rendering adn yuo are dealing with architecture,
every package tells you to get the best 3d graphics card available,
because even if it cost $4000, if it can save you on a project that
last a year, four months, that's going to svae you a lot more than
$4000.
And one of the things that we have noticed
that has been missing on the Mac platform has been support for a
variety of3d graphic cards, the softwrae is very very focused on
certain pakcages, but as far as plugins...plugin support is just
not there.
AFR What plugins are you talking about?
AA For example, Lightwave 3D right?
AFR yes.
AA There is probably a hundred plugins for
the Mac and over 3000 plugins for the PC.
AFR I see. Yet another education downfall
perhaps?
AA Well, its also because Apple's developer
3D section is pretty, and because I do know that the few 3D dvelopers
at Apple are really really working hard, and tring to get and move
slowly nad get things in action.
I think that the thing is is going to take
a really aggressive bit of work from teh developers to get a lot
of developers to really believe in Mac.
For exxxample, the strategy of X-Box, Microsofot
had a very difficult time getting DirectX to game developers. SO
MS develoepred XBox. XBox is going to be $200 for each console,
but every softwre develoepr will not now being using DirectX to
program because of XBox.
AFR. Right. And of course it only supports
DirectX, not OpenGL? Is that correct?
AA Yes, it works iwth DreictX. ANd the thing
is DirectX is possibly a really nice technology and OpenGL is sort
of a dinasuar, its been around for a really long time.
SGI and Microsoft got together about six
or seven years ago and formed Fahrenheit which was supposed to be
a collaboration between the two companies to to right a replacment
for OpenGL. And I think that DriectX possibly uses all those tools
from that collaboration.
AFR Are tehre some applications that don't
run on the Mac that you would love to see?
AA I think some of them. I think I would
like to see Houdini.
KC Defintely Lightscape. It was a Unix platform
ten years ago, and it went ot NT, and it got bought up by Autodesk.
But it would be sweet to have that in OS X.
KC Maya on the Mac is defintely something
we are interested. But it is Maya Complete not Unlimited, which
is a bad move on them.
Some good translators would be nice.
AFR you list is actually quite small.
KC, Yes, just Lightscape and some plugins
and stuff. Everything compositing and Photoshop work we already
do on the Mac anyway.
AFR Are tehre some PC graphics cards you
would lik tos ee on the Mac?
KC Problably the Wilcat Card. The one we
use the most. It is a great card, just blows away anyting else around.
Some of the Nvidia cards are obviously catching up to it and the
price points are less, but the graphic card support ont eh Mac has
been weak at best.
Other people have told me that too bad Autocad
didn't stay on the Mac. Because I know a lot of Autocad people that
were usign it on the Mac ten or so years ago and when it didn't
move forward on teh Mac they ended up switcing to the PC. ON the
engineering and architecture side.
AFR Yes, Right. Well we are aware of that.
We have collected well over 4000 petitions for that, and everybody
knows, -- Apple and Autodesk -- that that is an important issue
for many users.
AFR You have experience with the films in Industrial Lite Magic?
David No, no I used to work for Digital Domain.
AFR Can you talk about the big time films you have done and the
tools you have used?
David I was involved in Dantes Peak, Tiatanic, and Mystic in various
capacities. When you have such ???? projects you try to find the
best tools for the task. My personal option is that you cant limit
yourself to certain hardware and software solutions because there
are very different tasks so you need different tools especially
when hard and software are evolving so fast you have to watch for
the best possible solution. So on all these projects basically the
hardware and software was Utoys.
AFR What are the tools you are using now?
David I use a combinaton of Adobe applications and PC and Macitosh
combinations. If you have to do Mac Painting I think the MacIntosh
solution is the best because it is already entered for the graphic
application in terms of the color and you be sure that what you
see on the computer screen is going to see on your television screen.
You can ??? scanning of new material to the final project. This
is the only solution that you can do this type of task. If you compline
sets from a color point of view it is better to use Macintosh solution.
AFR Is that because of color sinc or is it color sinc not such
a big factor in video?
David You know the biggest ?? when you work in these environments
with different monitors you need continutity between shots. If there
are three people working on the different shots in the same sequence
you have to make sure the shots look similiar and you mark the set
to be color calibrated. Apple gives you the best tools to do this
and the hardware is geared up to this task. It is very difficult
to calibrate monitors so it is basically guess work. If you do 3D
rendering ultimately your product is the image and if you are not
really sure what you are looking at you can't deliever good quality.
If you are talking about film there is an extra step you have to
take from a recording the best optical solution is if you can control
better all stages of the process.
AFR Have you used FileCut Pro?
David Yes. I have had a great experience. It is a great program.
It allows you to do really sophisicated ????and there is a composite
abilities I have found to be really useful.
AFR What was your role on Titanic?
David On Titanic I was on the team that pretty much did the second
part of the production and Iwas doing alot of consulting types of
things. During the first part of production I was supervisor on
Dante's Peak. So on Titanic I was overseeing the weathering and
water shots, people and things like that. I did some composing of
some shots. I was involved alot in the intregration of live action
movements. I was consulitng and overseeing this part of the film.
AFR Is your role as supervisor at Luminetiks is similiar role overseeing,
setting the direction for these special effects?
David It is a little bit wider because visual effects provsion
involves market producing computer generated elemants but actually
in live action elemants essentially they always come up with a solution
for producing certain imagery and whether it is live action c gel
combination of the different techniques.
AFR That is definately a broader role.
David Visual Effects Director describes the position more.
AFR Akiko had explained to me that everyone does more of everything
than is normally done in other studios.
David It just naturally happened like this. I have enjoyed it.
I dont like the ????because it narrrows the ?? so you can't see
the bigger picture and sometimes you miss alot.
AFR Absolutely. Thanks for taking the time to talk with me.
Mark Hello.
AFR What is your role there at Luminetiks?
Mark My role is 3 D animator and 3 D graphics producer. I do a
large portion of 3D models, animation, ideas and excution of the
3D. I do not do composing 3D O. I do alot of product modeling, character
and develop.
AFR Are you a FileCut Pro user?
Mark Yes.
AFR How well can you do animation with FileCut Pro. I mean I know
you dont do animation with the application but in terms being an
Animator how does FileCut Pro work out for you?
Mark As an editor it is very nice. I actually use it frequently
for laying out a bunch of my shots from agamatics?????, to lay out
reels,from going over sound. It is a really good editor for my animations
after the 3D is done.
AFR What is your main animation application?
Mark I use a couple. I use LightWave on the Mac for ??? modeling
and I use Maya on the PC because Maya has extra tools that LightWave
can't handle. LightWave has things that Maya can't do. Those are
the main packages I use for 3D.
AFR Can you describe to me the complete process of animation? What
are the steps and tools you are using?
Mark Once you have ideas you use drawings to finalize what you
are going to do. After you have those you make an automatic. An
automatic is a very early edited version of the final piece done
with all drawings.
AFR Is this with wireframes?
Mark No this is all done with hand drawings. It is a story boards,
comic book version but you put it in a final cut and add sound.
Then you finalize thnt you know exactly what you are going to do.
If you go into animation without knowing exactly what you are going
to do you spend twice as long executing it because you dont know
what you are doing. After you have the story board layed out you
go to 3D design which you design everything that you are going to
make exactly. You model them, texture them and then you prepare
them for animation which means for a character after you sculpt
the character you have build a skeleton inside them so they can
actually move with bones, muscles, facial expressions which you
create. Then you hve the animation part. After you have the short
segments created you go back to your story board, the final cut,
and you drop in each segments after it is created so you watch it
evolves from a story board to your final piece. After you put in
all the parts in you put in the sound and then extra editing it
and thats it in a whole.
AFR As an aminator do you think the Mac platform is suitable for
animation? Do you have all the tools you need?
Mark Mac has a small user set for 3D. I am disappointed because
I love my Mac. Personally speaking I think it is a better operating
system than windows. It is easier to deal with and just more friendly.
I would rather do anything on a Mac over a PC if I had a choice.
AFR Can you complete a project solely on a Mac?
Mark I have many times.
AFR Could I talk with Kevin one more time?
Kevin Hi
AFR I have plenty of material here to use so I am going to rap
it up. Could you give me one last statement.
Kevin Okay
AFR Did we cover everything that you wanted to cover?
Kevin We covered the majority of it.
AFR As the CEO of Limentik, where do you see your firm in 5 years?
Kevin Basicallly we are heading to trying to take the tools for
3D and apply it comercial work as far as t.v. spots, gaming, film
and special effects. So we are in talks with a couple gaming companies
so we are branching into that division as far as being able to do
open sequences and actually some of the tools that we have been
using for online objects now apply to the online gaming tools. We
will use this as a stepping stone to do online games which is a
whole new market which hasnt been established yet. As far as making
a name for ourselves, Luminetiks get recognition from the film but
as profitablity we will probably get it out of the gaming market.
We are trying to keep ourselves afloat with the gaming.
AFR Do you think there is an oscar in the horizon?
Kevin Who knows. That would be awesome but I think it will take
us a few years to get there.
AFR I am sure you will get there at some point. I just have one
more question for Akiko and then we can rap it up. Where would you
like to see Apple in the 3D market in five years?
Akiko I would like to see Apple in the 3D market where it is not
the 2D market in five years where it is with Photoshop, with the
support of Adobe, software for print press and print.
AFR How do you think they can get there?
Akiko I think that they are going to have to get aggressive pursuing
the clients in that business especially the high end clients which
in this case are the visual effects ?? , the advertising agencies,
because many of the advertising agencies in New York are moving
from 2D to 3D and most of the commercial work that is done is done
by ?????. We see that there is a relationship between the print
work and the commercial because they are often tied in because of
the campaign. So we would like to see Apple provide a total solution
rather than just part of the solution. Many people migrated to the
PC because they were able to get the total solution from the PC.
We are looking forward to MacWorld and Apple in the last three years
provided us with surprises and we are looking forward to spending
some money there.
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