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Evermotion Archinteriors for Unreal Engine 2


Epic Games released UE4 Infiltrator Real Time Demo for Free

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[ #UnrealEngine #Game #GDC ]
Epic Games released the entire Infiltrator project available for free to download and free to use in UE4-based projects. This is a high-end demonstration of Unreal Engine 4’s rendering and cinematic capabilities. Originally shown at GDC 2013

>>Learn Unreal Engine



>> Download:


All you have to do is Run Epic Games launcher to access the project in the Learn tab, download then create Project
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Mercedes-Benz A 200 Renderings

City Layouts with DEM Earth for Cinema 4D

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[ #Art #Creative #Cinema4D ]
Check out some creative City Layouts visualizations by Graphic Designer based in Ravensburg, Germany: Luis Dilger using DEM Earth Plugin for Cinema 4D

>>DEM Earth 2.0 C4D Plugin Tutorial

Luis wrote:
Topography, architecture and traffic routes give every city a unique structure. These conditions create the typical and individual inner structure of a city.
I didn't only want to show these structures in the conventional way from above, but also including the exact three-dimensionality of topography and buildings - a real world visualisation.
The OpenStreetMap data enabled me to visualize the satellite-based information using DEM Earth in Cinema 4D. The results are some extraordinary views of large capitals and small towns.

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Marvelous Designer 5

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[ #Cloth #MD ]
CLO Virtual Fashion has announced that the new update of its cloth design and simulation software Marvelous Designer 5 is now available with many feature and simulation speed improvement

>>Marvelous Designer tutorial

- Cut patterns using internal shapes and/or lines.

- Trace internal shapes into patterns or vice versa.

- Align multiple points along specific axis.

- Input specific measurements to offset patterns and segments as internal lines.

- Round off corners of patterns.

- Check pattern UVs before exporting garments

- The simulation speed has increased by approximately 30%.
- Both simulation and rendering speeds have improved by approximately 70% in the Mac environment.
- Any and all changes in the 2D window are automatically synced to the 3D window - and x2 faster than before.
- Fold and arrange patterns before Simulation is activated.

- Easily arrange patterns and OBJs on the avatar and garment.

- Apply and adjust the curvature of pattern edges, and/or express hems with facing.
- OBJ Export Improvements
    * OBJ Exports with XML Meta Data (Pattern, Mesh, Fabric, Seams)
    * OBJ Export with Internal Line Information, OBJ files now retain internal shape and line information upon export.
    * Separate Front, Side and Back Meshes for OBJ Export
    * Quad Thickness for OBJ Export
    * Weld/Unweld Options for Patterns
    * Select to weld or unweld sewn edges of each pattern piece.
And more here

Availability

Marvelous Designer 5 costs $550 perpetual or $59.99/month, $360/year rental. For more details please check here!

  More about Marvelous Designer

Download 800 Free Textures

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[ #Texturing ]
Joost Vanhoutte has shared a pack of about 800 textures for download free and commercial use. You can either download it from Gumroad or download the torrent. Some of these were taken several years ago, so quality will vary.

Get it here!   More about Download

Beeple: Zero-Day

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[ #MotionGraphics ]
Another great Motion Graphics work from Mike Winkelmann (a.k.a Beeple)- a Graphic Designer based in Appleton, Wisconsin, USA using Cinema 4D, Adobe Fireworks CS, Sony Vegas Pro

>>Learn Motion Graphics

After the success of STUXNET, a virus written by the United States to destroy Iranian uranium enrichment facilities, the U.S. government could no longer deny it was developing cyber weapons meant to do physical damage. With US companies and agencies under constant attack from state-sponsored Chinese hackers, it is only a matter of time before tensions boil over and more sensitive infrastructure is targeted. As more of our devices (cars, homes, etc) become connected, we will become more and more vulnerable to the physical threat of cyber warfare.
directed by: beeple
video: beeple
audio: standingwave

Watch the ZERO-DAY process video


You can also download the entire Cinema 4D / SFX project files here
  More about Motion Graphics

Watch New ‘Star Wars: The Force Awakens’ on Facebook 360 Video

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[ #Lucasfilm #Disney #StarWars ]
Facebook has just rolled out 360-degree videos in users’ news feeds, with new interactive videos from a number of publishers including Star Wars, Discovery, GoPro, LeBron James & Uninterrupted, NBC's Saturday Night Live and VICE

As part of the launch, Disney and Lucasfilm have debuted an exclusive 360 experience from the upcoming Star Wars: The Force Awakens that brings fans inside the beloved universe. Created by ILM’s virtual reality lab the video allows fans to take a closer look at the already iconic imagery of the fallen Star Destroyer on a desert planet teased earlier this year. Check it out!
Star Wars: The Force Awakens Immersive 360 Experience

Speed across the Jakku desert from Star Wars: The Force Awakens with this immersive 360 experience created exclusively for Facebook.

Posted by Star Wars on Wednesday, 23 September 2015
Directed by J.J. Abrams and produced by Lucasfilm president Kathleen Kennedy and veteran Abrams collaborator Bryan Burke, Star Wars: The Force Awakens arrives in theaters December 18, 2015.
  More about film

Epic Games Unveils ‘Bullet Train’ at Oculus Connect 2

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[ #UnrealEngine #VR ]
Today at Oculus Connect 2 in Hollywood, Epic Games Founder and CEO Tim Sweeney revealed Bullet Train, a new VR experience for the Oculus Rift, during Oculus CEO Brendan Iribe's keynote.

As Sweeney writes on the Unreal Engine blog, “Epic puts enormous effort into building great technology and content for the Oculus Rift and Gear VR. We believe that the VR revolution currently underway will open up unprecedented opportunities for game developers, filmmakers, and other creative folks.”

Sweeney also confirmed that since Epic made Unreal Engine 4 available for free earlier this year at GDC, a million new developers have chosen Unreal, and many of these individuals and teams are creating amazing VR experiences.

>> See Also: Interior Lighting with Unreal Engine



In order to explore and demonstrate the possibilities of this new medium, we've built a series of leading-edge demos over the past 18 months. Couch Knights showed the capabilities of the DK2, and then Showdown took advantage of CB1’s head tracking to immerse the viewer in a slow-motion action movie scene,” Sweeney continues. “And now, it's time for something new. Using the Oculus Touch controller for locomotion, we've built a world-scale VR gunfight experience with gameplay that weaves in and out of bullet time. Presenting: Bullet Train.


Bullet Train is the latest VR experience from Epic Games. Staying true to form, Epic puts you in the middle of the action: Use motion controls in the role of an agent undergoing an infiltration simulation set inside a modern train station. Master the art of teleportation, time manipulation, and close-quarters combat to blast through resistance forces. Thanks to Unreal Engine technology and the Oculus Touch motion controllers, you can physically interact with an array of weapons, from guns to grenades to missiles, and even feel them through haptic feedback.

  More about Unreal Engine

Digital Domain created Blockbuster VFX for New ‘Destiny’ Trailer

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[ #DigitalDomain ]
Activision, Bungie, 72andSunny, Digital Domain, RESET and Hollywood director Joseph Kosinski partnered once again to create the Blockbuster-worthy live-action trailer to launch Destiny: The Taken King, the first major expansion to the Destiny universe. The action-packed Evil’s Most Wanted promo made its broadcast debut on September 10 during the NFL season opener between the New England Patriots and Pittsburgh Steelers.

Renowned digital production studio Digital Domain handled the visual effects and color grading for the spot, with Academy Award®-winning VFX supervisor Eric Barba leading the charge. Barba is a longtime collaborator of Kosinski and his go-to Director of Photography Claudio Miranda. The three developed a shorthand for aesthetics while working together on previous projects spanning features (TRON: Legacy, Oblivion) to award-winning game trailers, including “Starry Night” (Halo 3), “Mad World" (Gears of War), and the original Destiny launch spot “Become Legend.”

The new spot is hyper-realistic and incredibly detailed, pushing the boundaries of gaming possibility. The trailer depicts a Fireteam of Guardians venturing to take on the vengeful King Oryx and his army. Dark humor and dread-tinged tension explode over a jaw-dropping action sequence set to the raucous Led Zeppelin anthem “Black Dog” that culminates in the promise of even more epic adventure to come.



Kosinski’s concept for last year’s debut spot was clear, to create a live-action version of the Destiny game. In the original spot, the Fireteam is shown battling alien invaders across stunning exotic environments pulled from real life, with the shoot taking place in Mexico, Arizona and Utah.

The Taken King trailer required a slightly different approach, with the head-to-head battle between the Fireteam and Oryx’s army taking place on a spaceship on the rings of Saturn. “We ended up doing a lot more digitally this year, by nature of where the action occurs, but we wanted to ground it in the same visual language we used previously,” explains Barba.

Filming took place on a sound stage in Culver City. “The production designer created a beautiful floor for us, which allowed us to plan the shots and sequences,” Barba remarks. “Then we did motion capture to pick up the movements and actions, using the CG camera as if it were live action.”

Each visual element, from the color palette to the movement of ash particles falling through the atmosphere, was meticulously planned to create a cinematic representation to exceed the expectations of gamer fans when Destiny: The Taken King hits store shelves worldwide on September 15th for PlayStation®4, PlayStation®3, Xbox One and Xbox 360.
  More about Digital Domain

Adobe Photoshop and Premiere Elements 14 with 4K support

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[ #adobe #Photoshop ]
Earlier of this month, Adobe has announced that they will unveil Creative Cloud 2015 later of this year with more native UHD support and HDR workflow in Premiere Pro and After Effects. And today They've released new versions of Photoshop Elements and Premiere Elements, its lower-cost photo and video editing software aimed at consumers. In this year's update, both Photoshop Elements 14 and Premiere Elements 14 have gained several new features and refinements to existing tools, making it easier than ever to use Adobe's software for improving photos and videos.

Photoshop Elements 14, Adobe's image editing software, has gained tools for removing camera shake and for removing haze. Adobe first introduced haze removing tools with its 2015 Creative Cloud update, and has now brought that capability to Photoshop Elements 14. While the haze removal tool is useful for improving the look of outdoor shots, it can also be used to clean up old photos and improve the lighting in backlit shots.
Adobe's shake removing tool introduces auto shake reduction. It's able to analyze a photo and fix it to remove blur caused by camera movement, with tools for fine tuning the final look of the image.
Adobe has also included new capabilities for several existing features. Guided Edits, the built-in tutorial tool in Photoshop Elements has been updated with new options that walk customers through adding motion blur and resizing photos to specific frame sizes. Guided Edits also include new before and after effects to make it clearer what each one does.

There are enhanced auto correct tools that provide five correction options after subject, color, composition, and lighting for each image have been analyzed, and there are much improved tools for selecting fine details in like hair and pet fur in a photo.

Facial recognition capabilities have been improved and faces are now recognized faster and more accurately, and there's a map that shows where photos with GPS included were taken.

Premiere Elements 14, Adobe's video editing software, now includes support for importing and editing 4K video from a range of different cameras, which is this year's biggest addition. As with Photoshop Elements 14, Premiere Elements 14 has gained improved Guided Edits for adding dramatic effects to videos.
Audio enhancement tools have been moved front and center in the app, making them more accessible, and motion titles have also been improved. It's easier to manage video clips with improved organizational tools and better facial recognition to sort by people, place, and event, and both photos and videos with GPS information embedded will be displayed on a map.

Also Check What's new in Adobe Photoshop and Premiere Elements 14 from CNet

Availability


Both Photoshop Elements 14 and Premiere Elements 14 for Mac and Windows can be purchased from Adobe's website for $99.99 each. Bundles are available for $149.99, and existing users can upgrade for $79.99 for one product for $119 for the bundle.
via
  More about adobe

First batch of Learn Squared courses are now available

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[ #Training ]
Industry-leading artists included Ash Thorp, Maciej Kuciara, Anthony Jones, Jama Jurabaev and Andrew Hawryluk are trying to create a new form of Art Education called Learn Squared. Today The First batch of Learn Squared courses are now available

UI and Data Design for Film

with Ash Thorp and Maciej Kuciara
From thumbnail sketch to final render, visionary designer Ash Thorp will show you how to create production-ready UI and data elements for Hollywood films.

Futuristic Character Design


with Maciej Kuciara and Ash Thorp
From loose sketch to realistic rendered illustration, create futuristic character design with consistency and speed. Tackle difficult subject matter with different concepting techniques.

Painting with Confidence

with Anthony Jones and Jama Jurabaev
Improve your digital paintings by studying advanced practice techniques. Produce a multitude of unique and efficient portfolio-ready designs.

Intro to 3D Concept Design

with Jama Jurabaev and Anthony Jones
Craft stunningly complex concept designs using a multitude of 3D techniques. Compliment your renders with detailed 2D compositing.

  More about Training

Maze Runner VFX Breakdown by Weta Digital

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[ #VFX #WetaDigital ]
The second installment of “The Maze Runner” takes place in a mythical post-apocalyptic city. WIRED shows the video about how Weta Digital took an unusual approach to creating the vast, ruined landscape by building the entire city first, then destroying it.


Click image to watch video

Watch now on CG Record TV

  More about Weta Digital

ILM Continues 40th Anniversary Celebration at VIEW 2015

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[ #ILM #VIEWConference ]
TURIN, ITALY -- The 16th annual VIEW Conference, Italy’s premier annual gathering of industry professionals presenting the latest news and trends across all areas of the digital arts including Computer Graphics, Interactive Techniques, Digital Cinema, 2D/3D Animation, Gaming and VFX, has announced that Industrial Light & Magic will present two very special sessions during this year’s event.

>>ILM Celebrates 40 Years of Awesome Visual Effects


“It’s so exciting that ILM will be marking their 40th anniversary with VIEW this year,” says conference director Maria Elena Gutierrez. “Their two special sessions are guaranteed to draw standing room only crowds at this year’s conference!”

The ILM Sessions are:

“ILM – 40 Years of Creating the Impossible”
Wed, October 21 -- 6-7.30 p.m.
For 40 years, Industrial Light & Magic has set the standard for visual effects, creating some of the most memorable images in the history of modern cinema. From advances in the photo-chemical process, optical compositing, motion control, and models and miniatures, to the company’s pioneering efforts in computer graphics, digital compositing, film scanning and recording, morphing, digital environments, performance capture, character animation and modern digital pipelines, ILM consistently breaks new ground in visual effects for film, television, themed attractions, and new forms of entertainment. In this VIEW session, the presenters will discuss the company’s work from its earliest days and breakthroughs along the way.

Speakers: Visual Effects Supervisor Ben Snow, Visual Effects Supervisor Tim Alexander, and ILM Modelshop Supervisor Lorne Peterson.

“The Park is Open: Journey to ‘Jurassic World’ with Industrial Light & Magic”
Friday, October 23 -- 12:15-1:15 p.m.
In 1993, ILM brought living, breathing dinosaurs back from extinction -- a move that would help shape the future of cinema itself. Steeped in the Jurassic franchise, the ILM panelists at VIEW will share the advanced on-set visualization tools used during production and the new visual effects techniques developed for modeling and texturing, environment creation, and advanced motion capture retargeting technology that allowed ILM to breathe life into Jurassic World, the latest installment directed by Colin Trevorrow.

Speakers: Overall Visual Effects Supervisor Tim Alexander and Animation Supervisor Glen McIntosh. The VIEW Conference’s digital movie festival, VIEW FEST, takes place October 16-18 also in Turin.

  More about VIEW Conference

ZBrush SUMMIT 2015 Presentations

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[ #ZBrush #ZBrushSUMMIT ]
Check out the recorded video of second annual ZBrush Summit's Presentations included the Presentations from Neville Page, Glenn Hetrick and Rick Baker.

>> See Also: Zbrush tutorial

Presentation - Neville Page & Glenn Hetrick

Neville Page is a British-American film and television creature and concept designer. Glenn Hetrick is a special make-up effects artist/designer originally from Hellertown, Pennsylvania.


Presentation from Rick Baker

Richard A. "Rick" Baker is an American special make-up effects creator known for his creature effects.

  More about zbrush

HALO 5 - A Hero Falls Live Action - TV Commercial

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[ #HALO #Game ]
Microsoft and 343 Studios debuted the new Halo 5 commercial for the game’s anticipated launch on Sunday Night Football.

Launching this fall exclusively on Xbox One, Halo 5: Guardians continues the story of the Master Chief, and introduces a brand new central character to the Halo universe – Spartan Locke (as seen in the live-action series “Halo: Nightfall”). Peace is shattered when colony worlds are unexpectedly attacked. And when humanity’s greatest hero goes missing, Spartan Locke is tasked with hunting the Master Chief and solving a mystery that threatens the entire galaxy.

Watch HALO 5 - A Hero Falls Live Action - TV Commercial on CG Record TV


Click image to watch video on CG Record TV
Halo 5: Guardians will be released on Xbox One on October 27, 2015.
  More about Games

Green-eyed Foreign Woman by Olya Anufrieva

Massive environments in Clarisse iFX at Tippett Studio

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[ #Clarisse #VFX ]
Tippett Studio is creating a 100% computer generated film for an immersive dome ride. Clarisse's ability to handle massive amounts of geometry has made it a central tool for the entire production process. Check out the recording of Alex's Hessler presentation SIGGRAPH 2015


Alex Hessler is a CG Supervisor at Tippett Studio. He has worked in visual effects and animation for more than 10 years, with credits on films such as Harry Potter and the Half Blood Prince, Avatar, and Pixar's Inside Out. He has co-authored Combustion Ground Rules, a instructional book on composting and is also a lecturer on CG Lighting and Shading at San Francisco State. Alex is currently focused on VR projects including an immersive theater ride.
  More about Clarisse iFX

Automobile Render Engine Tests

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[ #3dsMax #OctaneRender ]
Autodesk Master - Jeff Patton spent sometime to give a test to Octane Render and Thea Render. The Result is amazing as usual and he wrote on his blog:
Unfortunately I experienced a lot of crashes using the 3ds Max plugin for Thea Render. Probably would have been more stable if I had exported the scene out to their stand-alone application. However, I prefer working directly in 3ds Max.

Next up, Octane Render. It was enjoyable working with Octane. I like the speed and color correction/glow/glare options. I didn’t experience any crashes with Octane so I was able to produce a few more images with it:
Check them out!

Octane Render



First Octane render.

Thea Render


Thea Render test (bottom)

  More about Jeff Patton

Tackling global animation with Frankie

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[ #Animation #Frankie ]
Think children’s animation is easy? Think again. Production on Baby Cow Animation’s Wussywat the Clumsy Cat was spread across four cities and two continents – it was Frankie that bridged the Atlantic divide and ensured Wussywat’s message was delivered loud and clear.

Wussywat the Clumsy Cat is winsome children’s television at its finest. The show’s titular hero is an inquisitive yet somewhat graceless feline. As the famous proverb insists, this particular cat’s curious nature often leads him to trouble, causing many a mishap as he explores the seemingly infinite world of The Garden.

>>Learn Animation


Wussywat’s cloddish nature might cause a plethora of problems, but in the end he always emerges from the experience with a wider understanding of the world – and that’s the point. Wussywat the Clumsy Cat’s message to its young audience is that you shouldn’t be afraid to try out new things even if it means risking failure in the process. Here, failure isn’t negative – it’s all part of the learning process. Wussywat tells us that children can’t always be protected from failure, and it’s ‘have-a-go’ mindset – not the final outcome – that’s the real personal achievement.

It’s a meaningful message, broadcast simply through the medium of 2D animation – animation created via a partnership between Baby Cow Animation in London and Smiley Guy Studios in Toronto.

That geographical distance meant that this production wasn’t working within the same physical space – it was a truly global production, with a team of fifty writers, storyboarders, animators, voice artists, producers and directors working in tandem, with an entire ocean and a five-hour time difference cutting through the workflow.

In order to ensure that both teams remained in sync – and that the core message of Wussywat remained intact through each of its 5-minute episodes – the cloud- and web-based review solution Frankie was brought into play.

The challenge of 2D animation

Simon Quinn, producer at Baby Cow, has been working in stop motion animation for over 25 years, having previously worked on Wes Anderson’s Fantastic Mr. Fox and Tim Burton’s Frankenweenie. Wussywat was his first experience in children’s 2D animation, which meant an entirely different pipeline to grow accustomed to.

Wussywat also happened to be Baby Cow’s first ever pre-school animation, with the studio – formed in 1999 by comedy creators Steve Coogan and Henry Normal – having previously created animation for an older audience on projects such as Horrible Histories and Have I Got News For You.

“It was a challenge, as the project was new for us, and it was being created across the globe,” he tells us. “Baby Cow acted as the central hub for production, but there were elements of the show being created in places dotted all over the globe. Scripts were written all over the UK; designs were done in Wimbledon; Tom Edgar (the director) and the storyboard team were based in Cardiff; voice recordings took place at Fitzrovia Sound Post in the heart of London; and animation and music/dub were done in Toronto, Canada.”

For Simon, as producer, this presented more than a little challenge. “It’s my job to schedule the various elements, shepherd the various teams and heads of depts through the schedule, make them aware of the deadlines and milestones and try to coordinate between all the working parties – all while keeping the whole show on track, on budget and working with the investors and CBeebies our broadcaster to make sure we are keeping everyone happy.”

This was would be a difficult task in and of itself, even before you considered the round-the-world production pipeline. “ For each episode, design would start with pencil and paper in the traditional way,” explains Simon. “Those drawings are then scanned into Photoshop and sent to Canada where the assets are converted to Flash for the animators. We also use After Effects and edit in Pro Tools before outputting the data to Base Light, where The Farm in London finalise the picture before delivering to the BBC on tape.”

With 50 different people involved in the project at any one time and 52 five-minute episodes being worked on simultaneously at various stages of completion, the production was something of a juggling act to say the least.

“Distance has always been the key worry, with the sheer geographical spread of the crew across the UK and Canada, and the different time zones meaning very long hours,” says Simon. “It’s much easier to communicate when everyone is in the same building, so it was a demanding task in front of us.

“Thankfully, using Frankie combined with Skype enabled us to keep in touch, while also keeping tabs on what was decided by who and when – all without having to leave the comfort of a web browser.”

Discovering the power of Frankie
Tom Edgar of Barneyloon films was brought on to the Wussywat project as director. Being based in Cardiff, Wales, it was important that he stayed in the loop with the global team, ensuring his vision for the project was carried out as intended. It was the first time Tom had used Frankie – and it is unlikely to be his last.

“I cannot fathom how we could possibly have lead this production without Frankie!” he exclaims. “It’s now so fundamentally integrated into the way we work, I reach for it before an email as a response tool.

“With the production team on Wussywat so spread out across the globe, it was imperative, despite any time zone differences, that we could have highly specific questions answered during a single sitting. Being able to conduct virtual video reviews, during which frame-accurate decisions could be made with the whole team ‘in the room’, was unthinkably useful. It’s become completely indispensable to me.”

In previous scenarios, before he discovered Frankie, Tom believes that he would not have been able to work in the same streamlined, remote fashion as he is able to now: “I would either have had to travel extensively to wherever the project was, or indeed relocate to the location with or without the family! This would inevitably cost a great deal of time, money and inconvenience! If any material had to be approved remotely that would entail an enormous email trail and cross referenced phone calls over images and video stored on Cloud share sites or worse, couriered across the country.

“Frankie means we don’t have to worry about any of that,” he says with relief. “You can have multiple users across the globe interacting with the same information at the same time. The fact that each individual can watch, step through, mark and annotate clips – and then collate all of the episode notes with Frankie’s amazing self-generating PDF function – removes a huge margin for error.”

From script to screen

When working on the Wussywat project, Simon, Tom and the rest of the team would carry out Frankie sessions three-four times a week. These meetings would comprise different members of staff depending on what needed to be discussed in that session.

“The sessions could include any number of people from across the world,” begins Tom. “Sometimes the sessions would include myself, Simon and a script writer to discuss animatics or story issues; sometimes they would be with the animation supervisor and project leader in Canada; sometimes with a storyboarder or editor to discuss animatic board fixes; and sometimes with animators to discuss PDF notes and briefings. My role as director required me to keep in constant contact with all the various members of the team, wherever they were, to manage their workflow and review their output closely.”

Production of an episode would usually begin with the scripts being turned in storyboards. Next came the animatic: taking the still images from the storyboard and setting them to dialogue on a timeline, giving the show creators a working length for the episode and a guide for the animators on both shot length and action.

“From here I would often send the animatic to the storyboarder via Frankie to see what changes were required and how the stills transformed with the timings,” explains Tom. “This is the part of production where I tended to use Frankie the most, as it’s so much simpler to discuss moving images and synchronised sound when everyone involved is watching the same thing. Decisions as complex as scene planning changes, re-boards or re-edits and continuity tracking can all be done in a single session – and all of these decisions can be noted on both the video presentation itself and the emailable PDF generated after the session.”

Once a working animatic was been established, Tom would need to brief the animators. “Normally I would conduct a sit down presentation with all the team in one room, but with Frankie it doesn’t matter where in the world you physically are,” says Tom. “As long as you have an internet connection you can sync the animatic to everyone’s screen. Then, while the animators are working, they can bring me any revisions, changes, queries or questions and it’s simply a matter of linking it onto a Frankie session – it’s as good as looking over somebody’s shoulder!

“That’s why Frankie was in use from the very first concept designs all the way to final approvals.”

Post-production without the hassle

A project on the global scale of Wussywat the Clumsy Cat, created without the aid of a real-time video review tool such as Frankie, simply wouldn’t be possible to the same degree of efficiency and speed. Telephone calls, FTPs, long download times and a constant back-and-forth in email communication might be one solution, but the production process will never match the speed and efficiency of one that incorporates the instant, browser-based communication enabled by Frankie.

“It’s just a really easy, intuitive tool, and I don’t know where I’d be without it,” says Tom. “Using it is as simple as uploading a video to Youtube or any other platform. Once you’ve got your project loaded, it’s child's play to share, add drawings, text or direction live to the image, or even in advance of a future presentation. Once you’re done, the project remains online, available for as long as you want, and a PDF version of all the notes is saved for easy reference even when you're without an internet connection.

“And of course, because it’s browser-based, I can do all of this from anywhere, as long as I have my laptop or tablet,” he continues. “That means I can be at home, in London collaborating with colleagues or on a train between locations, and I’ll be available. I can be preparing a brief, reading other people’s comments or making my own notes on the episodes as they are sent to me.”

From never using it at all, to it becoming an integral part of his workflow, Tom is a true Frankie convert, and strongly recommends that any post-production studios currently operating without the solution should rethink their strategy. Like Wussywat, production is all about the taking part: it’s about learning from your mistakes and ensuring you communicate potential issues before they can become a problem, and Frankie is an invaluable element in that process: “If a studio has a need to share visual ideas between remote locations, then Frankie is the best tool that I’ve come across, whether for video or still images,” concludes Tom. “With the international marketplace expanding globally and embracing remote workflows, I cannot believe that anyone working in a creative industry such as ours could manage without it!”

  More about Animation
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