Note to the mods - not putting this in the WIP/Collab threads because there is no clear idea what is to be made.
Anywho…
Us over at the Blender to RenderMan project are kind of stuck in situation where we want to showcase the ability to PROVE that the tools that have been developed to export animation from Blender into Renderman can work, yet at the same time the software developers are saying it’s not ready yet. This actually got started on the BlenderArtists forum and on on one hand I can agree that taking on a big project would not be a good idea, on the other hand I say we pump out something small and quick that can prove what we all have been working at can actually work. I do agree on some points, think big and it falls apart. I also think if we build up towards something big then it would be easier to work with - so starting small first is the best option at this time. So far over the past 2 years only one animation was made and that was by the developer of Mosaic - a very good camera fly through btw - what is needed is something with a bit more emotion in it.
I keep thinking about the Pixar shorts, where in the earlier days they were meant to show the technology but with that artistic touch. A lot of the earlier stuff in comparison looks primitive compared to the later shorts, yet even Wally Bee and Luxo are still amazing pieces of animtion. This is something that I believe we can do, I simply cannot do it alone though because I am horrible at character modeling and animation. Which is why I am coming here for help as opposed to the BlenderArtist forums - I think there might be a better chance of obtaining help from a couple of people here, the BA forums tend to be a bit Blender specific biased (just my opinion folks, not fact).
-
Artistic benefits. If we can’t show that the result
couldn’t be done as well or better in Blender without the aid of
RenderMan
the effort will do more damage than good. It would need to focus
squarely
on the strengths of RenderMan (motion blur, depth of field, high level
primitives,
displacement, shading, etc.) -
Pipeline benefits. RenderMan is designed specifically to sit in a
larger
pipeline, showing how this works and how it made the project easier
to
manage and complete would be valuable. -
Technology benefits. Things that can only be done in RenderMan,
such
as procedurals, extreme scene size…
The above list came from Paul Gregory - the primary developer of Aqsis. He is right on most counts there, I believe though that if we try something BIG then things get overly complicated and it will fall apart. MY idea is that we develop a 60 second short (or even less) of a character animation, with some of the more advanced features of Blender such as a cloth and physics simulation (fluid sims tend to come out a bit rough right now), while at the same time showing RenderMan specific features such as displacement shaders, motion blur, DoF and so on. I want to keep it simple for this first test, if it’s kept simple then there is a better chance of it actually being done and fairly quickly too. There is no reason to redo open movie projects for this, that is too big for this idea, at the same time a walk cycle is not enough. Something with character.
This is a serious idea, all I would need is the help from a talented character animator / modeler. For an environment I think I could handle it as well as the shading, lighting and rendering. It’s just that there is doubt from all sides, from the Blender fans to the BtoR devs… I feel alone almost lol (even though the devs are fully supportive of the idea - they just don’t want to get burned if it doesn’t look as well as it should - I agree with that), so I want to put this together and get it out there. The more content that is out there, even if it doesn’t show all the bells and whistles of Renderman, the better. There is no reason to come out with a bang for something small, learning to walk before you run is essential and as far as I know there is not one single character Blender to RenderMan animation (not even a walk cycle).
So this is a call to artists! Anyone who wants to help, anyone at all is welcome. We CAN do this, I would do it myself but again I am horrible at character modelling/rigging and animation. Other than that part the rest I can handle. We can have this done in a month and then at least A goal has been done so that bigger ideas can come forward. That has been the stopping point is that there has not been goals here by artists - only by developers. Developer goals are great and in fact that has been driving the BtoR project greatly - I just think it’s time for some artist goals as well.




