i just finished a very tight deadline project with messiah, actually this was my first messiah project. I had alot of objects, i mean alot i think scene went up to million triangles (there were not million characters, only one character model with alot alot of objects) . Rigging and setup was easy, animating (mainly 4 sec run cycle with some stops and listening kind of behaviour) was fast at least the first passes (And i did not have time to go to real inbetweens, due to lack of time. The animation went to compositing with extremes and this was not messiah`s fault at all, ad agency dragged our feet forever). Rendering was quite fast (No motion blur was used, even thou i wanted moblur but that would increase render times alot). So during this project messiah prove itself as production ready tool to me.
But i also realised that somethings need to be finetuned. I think that once this tuning is done in messiah, it will be the best and easiest solution to tight deadline and tight budget projects, or for more.
I was quite happy to use messiah in this project. Modelling was done in modo, rendering animation done in messiah. .Lwo from modo to messiah was just fine, surfaces and textures went ok. But it seems like messiah could not assign proper textures if 2 different objects shared same named uv space (things like mirrored objects). That was the main problem during the production. I solved it by deleting those objects in modo, and actually duplicating them in messiah again. Then everything went fine. I nailed down render times to 20-40 secs per frame with 3 -4 lights with cast shadows. I thought that was pretty good. I also had one feet flipping problem, i actually could not nail it down. But i solved it by turning h and b channels to static channel. It is not a solution solution but it did the job for given project.
Render groups saved my butt when i needed to create shadow passes. But during this phase i realised that things like “unseen by camera, cast shadow etc” should be at surface level not object level. Because one object may contain multiple surfaces easily. So that is the first thing i ask about rendering improment.
We also had Ptrack camera motion matching data, we exported that data as .lws scene file from pftrack. And again we imported lws camera scene file without any problem. This was a really good relief. And sequenced backround images (from live shots) were very helpful and responsive in messiah.
Overall that was my experience with messiah in my first messiah project. And all my big stars go to messiah because i did not pass my given deadline due to possible technical problems.
So from my own experience in a real production the things needed to make the the production faster.
rendering
-Object render properties like “cast-receive shadow, unseen by camera etc” should be surface level
-Render groups should be able to carry those object render properties above. So it would be easy to turn things on and off. This is ok when you have 2 objects but it is not fun when you have 10s of objects
-multiple objects sharing same named uv space should be fixed
-I think that this was my biggest obstacle in the project. When you load .lwo object into messiah, messiah never reads the surface settings from the original object again. For example if i change the object in modo add new surfaces etc, messiah never reads them. I understand that messiah actually writes surfaces and materials to .fxs once object is loaded, but this feel little counter productive, because i really got at least 15 model revisions and everytime, i needed to reassign bones and rest, which was not fun. I am not asking messiah to change the way surfaces work, but maybe someone can write a script that can just reload .lwo surfaces and overwrites the messiah surfaces when needed.(i actually had 200+ surfaces materials in this scene. And this is possibly more than anyone else had in messiah.) So this way modelling, rigging, animation etc can go along without stops like these.
animation
-I think gimballock issue should be solved because workarounds add too much on setup times, or brings limitations. Quaternions is fine but it is pain in the butt to really look at motion graph. At least there should be another setting that can overwrite these settings so it should be easy to turn on and off on multiple objects
-we should be able to assign shortcuts to individual group names, that would make easy to cycle through different parts of the objects or bones.
-We really need classic selection or selection needs to be improved in 3d view. Because when you have edit sphere blocking most of the objects it is not possible to select objects or bones.
-ability to drop selection
Again messiah saved me in this project (alonside modo , i do not know if any other sofware could have done the job this fast and efficient. So i thought that i should give the impression of real production so people can actually see how powerful messiah is. This was a one man project(PAL, 25 fps) pretty much, modelling, surfacing, setup, animation, camera and light setup (Wegg helped me out with 3 out of 9 lighting shots) and rendering with a very tight deadline (close to 2 weeks). I think i rendered close to 900 pal frames.
