05 January 2010

Seriously, What is Machinima Now?

I am often thinking about it because people always ask what machinima is and I always fumble through an explanation that usually ends with them thinking it is basically recording yourself playing a video game.

The other day I read Michael Nitsche's post attempting to tackle a refined machinima definition and it got me thinking again. Michael's post is great and you should go read it but I would be surprised if it left you thinking you can confidently define machinima.

Here is Michael's work-in-progress definition:
Machinima is digital performance that controls procedurally animated moving images in real time.


Make sense? I imagine for a lot of people that will not help them understand machinima.

I am not saying there is anything wrong with the definition. In fact I think it is great and if you take the time to read his excellent description on how he gets to that definition it may indeed make perfect sense to you. However, at least for me, the people I am most interested in convincing about machinima are the people who are not gamers, or animators or even very computer savvy. The general public that simply like animated films and want to be able to make a clear distinction in their mind about what they are watching.

This may turn some people off since a lot of machinima is still by gamers and for gamers but the reality is times are changing and the term machinima is getting watered down by new comers like us and new tools using machinima makers as their intended audience.

The fundamental comparison for the general public will be the difference between machinima and the animated films companies like Pixar make. While Michael's post attempts to make this distinction clear, it is definitely buried in the details that many people will not have the patience or experience to understand.

I went to the Pixar site and looked under their "How We Do It" link and found this interesting section under the title "The Shots Are Animated":
Pixar’s animators neither draw nor paint the shots, as is required in traditional animation. Because the character, models, layout, dialog and sound are already set up, animators are like actors or puppeteers. Using Pixar’s animation software, they choreograph the movements and facial expressions in each scene. They do this by using computer controls and the character’s avars to define key poses. The computer then creates the “in-between” frames, which the animator adjusts as necessary.


Anything sound familiar in there? How about, "animators are like actors or puppeteers" or "they choreograph the movements and facial expressions in each scene" or "The computer then creates the “in-between” frames".

Pretty much describes how Shelf Life was made using Faceposer. It even more closely resembles how iClone works from what I have seen so far.

Also, the step directly before "The Shots Are Animated" is called "The Shots Are Laid Out" and is described this way:
Translating the story into three-dimensional scenes, the layout crew choreographs the characters in the set and uses a virtual camera to create shots that capture the emotion and story point or each scene. Layout often produces multiple versions of shots to provide the editorial department with choices for cutting the scene for maximum storytelling effect. Once the scene has been cut, the final version is released to animation.


Now it is not clear if these scenes are animated, it sounds like they are not, but I can't imagine that it would be hard to add simple animation at this stage for testing. But let's just say they don't or can't, in the next step they do animate and test the scenes.

Of course before we see anything from Pixar it goes to their render farm and comes out shiny and amazing. However, what if we were to see the film at the "The Shots Are Animated" or "The Shots Are Laid Out" stage? They must test these shots before they send them off to the farm to be rendered for 6 to 90 hours. Would it not then look much more like something we find in the machinima community?

It begins to sound like machinima is turning into a simple home user version of a much more powerful production process. Could Pixar start a machinima division and create lower quality films in much less time and take the machinima community by storm?

What changes would they need to make in their production process for us to consider it machinima?

Why all the comparisons to Pixar? Since they are the leaders in computer animated films and most people recognize Pixar animation as what computer animation is, anybody who wants to know about machinima will have some Pixar film bouncing around in their head as you try to explain machinima and use the words "computer animated film".

So this to me is the fundamental comparison that needs to be made for there to be any real distinction between machinima and other animated films.

The confusion to me is in the types of tools used for machinima today. In three generalized categories we have:
- Games with no interface that aids in the creation of an animated film
- Games with many options that help users create animated films such as cameras and face posing etc.
- Software meant specifically for creating animated films with no game aspect

How can machinima describe all of these things? Either machinima needs a new, easy to understand definition or what falls under the term machinima needs to be restricted.

If we move toward iClone after our confirmation from Valve that they have no interest in machinima I will feel even more like we simply make animated films using consumer level products rather than some thing called machinima.
11 comments

31 December 2009

Thank You & Happy 2010

We would just like to say a quick thank you to everybody who supported us the past 6 months after the launch of Shelf Life.

Our debut into the machinima community was officially launched on July 6, 2009 and we have had a great time participating in festivals and getting to know many of you.

We have taken longer than expected to produce more of Shelf Life but we hope to make good progress in early 2010.

Who knows what the new year will bring but that is the exciting part!

Happy New Year!
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22 December 2009

Valve Is Not Interested In Machinima

Here is a direct quote from Valve:

"We are not interested in licensing our technology or IP for machinima. This includes providing copyright approvals."

Well, that about says it all. Valve has no interest in machinima. It is really unfortunate because the Source Engine is so amazing and they offer such great tools for creating machinima.

What does this mean for Source Engine machinima? Probably nothing. Most people will continue to do what they do until they are told directly not to do it. But this does change things for those of us who look beyond YouTube popularity as what we want to achieve.

Source Engine can make amazing machinima. However, you cannot do much with it other than put it on YouTube, hope for a lot of views and then maybe hope that those views lead to somebody taking interest in you.

And what if they do take interest in you, then what? You can't actually use the Source Engine to make anything for anybody to use. Even joining some festivals will prove risky because some ask for extensive copyright permissions. This means YouTube Partner and Revenue Sharing is out of the question as well. I still have no idea how machinima.com does it and Valve would not comment on the subject.

I don't want to give the wrong idea and make it sound like we are giving up Source Engine machinima after our first try or anything. We still love the engine and the machinima that comes out of it and of course still have Shelf Life chapters to work on, we just feel very disappointed in Valve and the lack of interest they have in machinima. There is clearly no real future with Valve or Source Engine machinima other than personal projects free to the community.

This may lead to people moving away from Source Engine machinima and toward alternatives with licensing options. We were just given the iClone software that looked great already but sounds even better now that we know where Valve stands on machinima. Who knows what else we will look into, Source Engine is all we have known up until now.

Well, that's the news from the Valve vs. Machinima front. Thought it might be interesting to some of you.
70 comments

19 December 2009

SIGGRAPH Asia 2009 Comes to an End

Yesterday was the last day for SIGGRAPH Asia 2009. It was an interesting experience and I met some really great people. Everybody at the Digital Hollywood/Association of Machinima booth were really excited about Shelf Life but also machinima in general so it was fun hanging out with them and talking about the different aspects of creating machinima.

We screened Shelf Life as well as Mr. Nagahama's Second Life films and there was a little demonstration going on to the side of the booth on creating machinima in Second Life.

It was definitely an excited atmosphere to be a part of and seeing all the people genuinely interested in machinima was great.


From left to right: Chee Yue (director of Association of Machinima Singapore), James Spencer (lost in translation), Hidetaka (creator of Award winning Second Life films), Keiji (professor at Digital Hollywood University)

There were a lot of other interesting things at the conference. Motion capture seemed very popular.



The emerging technologies exhibits were interesting and could have been at the MoMA in San Francisco.



The tech talk about Pixar's Renderman had a packed audience but I think not many people could actual follow the details of the program with any confidence. It was cool seeing how they build their shots though.



So that wraps it up. Hopefully machinima will continue to grow and expand in ways that allow for bigger events like to take place and attract more attention.

I am now in Tokyo spending my last day doing some relaxing and sight seeing. I really want to thank all of the great people I met at SIGGRAPH for making it such a pleasant experience for me!
2 comments

18 December 2009

SIGGRAPH Asia Day Two

Yesterday I did the first presentation on our film Shelf Life. The first time slot was at 11:30 AM but technical difficulties made us reschedule for 3:30 PM. The second time went smoothly and a nice little crowd gathered around.

I handed it over to the director of the machinima association in Singapore Mr. Chee Yue at the end and he presented the awards. Mr. Nagahama was also present and received awards for his two award winning films in the SHOOOT festival.

It was great to meet everybody and Sayuri was really helpful the entire time. It turns out Sayuri used to live on the same block as us in San Francisco, so strange!

I watched a Pixar lecture about Pixar's core rendering technology, RenderMan and the movie UP. Last night I went to a great two hour screening of animated short films. I have another presentation today and then that is it for me at the convention. Hoping to head over to Tokyo tonight or tomorrow morning.
2 comments

16 December 2009

Yokohama Japan!

I made it to Yokohama Japan! It is pretty strange being here all alone and lost and not knowing any Japanese. Where I am staying it is a convention center and it looks like a carnival off to one side.


Tomorrow I am supposed to give a little presentation. It is very casual booth style presentation, we will see how it goes.

I met the girl who was helping me organize the trip and it turns out she used to live in a building next to mine in San Francisco. So strange.

When I found the booth Shelf Life was playing on a TV off to the side.

I will try to post more after tomorrow. I plan to watch a Pixar lecture and I have pass to the electronic theater so I will have to figure out what that is about. :)
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06 December 2009

SHOOOT Awards : Best Overall Machinima

The SHOOOT Awards concluded on December 6 and Shelf Life took Grand Prize as Best Overall Machinima and also received wins in the sub-categories of Best Long Machinima and Best Games Machinima!

We really felt honored by this win because the competition was very strong. There were five other finalists in the International Best Long Machinima category and two other finalists in the International Best Games Machinima. Below shows the listings as seen on the Shooot site.

Shelf Life Machinima SHOOOT Awards Winner

Shelf Life Machinima SHOOOT Awards Winner

Please watch all of the finalists:
Shelf Life - Source Engine
Dear My Father - Second Life
Death in Venice - Moviestorm
Clear Skies - Half Life 2 / EVE Online
The Ship - Unreal Tournament
The Stolen Child - Second Life
Resident Evil 2 in GTA - Grand Theft Auto: San Andreas
Granado Espada Nobody Dance - Granado Espada

We would like to congratulate all the finalists for creating such great films. We would also like to thank the SHOOOT Awards for presenting us with such a great award!

The Grand Prize includes a trip to Japan and a pass to attend SIGGRAPH Asia 2009 in Yokohama! So we are off to Japan! We will also be doing a presentation on machinima and Shelf Life on two days at the conference. What an amazing award!

Of course I am a bit nervous about the presentations since they have slotted 30 minutes, but we can talk about movies, games, coffee and mahcinima for that long easily, I hope! :)
4 comments