Archive for the ‘Uncategorized’ Category

Ranting about stuff

Tuesday, June 28th, 2011

**A friend of mine reminded me what the true issue was regarding one of these points, so I have adjusted the article accordingly. Thanks Mac ;D**

Well it’s pretty self explanatory, I just feel the urge to rant about some things I have on my mind. The main thing that’s pissed me off today is the state of the game industry in Australia currently. Now as a disclaimer, I am just a 3D enthusiast when it comes to game design… I haven’t had a job in any game design studios nor have I been heavily involved in the game community such as IGDA and the Aussie communities, but some things are so in your face it’s a joke.

I follow an online digital community of digital professionals called DLF – digital laborers federation. Recently there has been a bit of talk about the issue of credits in games, namely LA Noire. From what I understand, the game was developed jointly between Rockstar Games and Team Bondi – the Australian game studio. The discussion is about the fact that Team Bondi didn’t include the full credit list of the staff who worked tirelessly on the development of this game. While this may not seem like a big deal to most people, for those people who have put blood sweat and tears into making this a game a reality, it’s a real spit in the face. And to me, it’s a big spit in the face of the Australian game development community as a whole, which has got me really pissed off…

This isn’t the first time that local companies, as well as external companies, mainly American, have dared to blatantly spit in our faces. One time that rings loud in my ears is with a game studio called Pandemic. They produced a game I used to play every day called Dark Reign. Although it wasn’t as successful as RTS’ such as Starcraft, it held a dear spot in many people’s hearts and had a strong following. EA Games purchased Pandemic and then proceeded to lay off nearly all employees and shut down the Australian office. EA Games has a long history of purchasing studios and then shutting them down, clearly flexing their control over the gaming industry.

Another company that is bitter to a lot of Perth based game developers is Interzone, which is now known as Big Collision Games. They entered Australia giving hope to lots of budding game developers in Perth, they accepted government support and financial aid. They employed a lot of talented people who invested a lot of time, energy, and intellectual property into the development of their game concept. In return, Interzone decided not to pay the employees, nor their super. They also didn’t pay taxes, and as a result went into liquidation destroying the gaming communities spirit in the process. They then had the nerve to relocate and reform, with zero intention of settling the outstanding issues in Australia. Now how does that look in the eyes of this who supported them? I’m pretty damn sure the government will be very hesitant in supporting any future business willing to set up studios here…

There are other studios who have experienced problems such as Krome, but I won’t go into these details because, well, I’m not too sure of the details. All I know is there were bulk job losses which cripples the industry – even if it is due to not winning contracts vs competition. I’ve had enough watching international companies deciding it’s ok to spit in our faces and treat us like shit, and what’s even worse is nothing has changed over the past years of abuse. I think it’s about time that Australian game developers give the big middle finger to the major studios and get on with developing high quality games that we can be proud of. You can definitely run a highly profitable business without treating your employees like shit, and why don’t we set a precedence?? There’s no doubting the talent that we have in Australia and frankly I’m sick of seeing all the talent being forced over seas… It’s about time Australia stands up and says ‘fuck you, respect me’.

This is just the random thoughts of myself, would love to get a discussion going regarding the issue, and also a plan in place to make the industry as strong as we can…

It’s been a while…

Tuesday, June 21st, 2011

Well it’s been a while since I’ve done a blog post, the last I wrote I was trying to keep a daily blog up and failed on the second day. I must say, blogging doesn’t come natural to me, but when I have lots of ideas to think about I need a repository to store these ideas, so it’s definitely something I need to get into…

I had the urge to write a post a few weeks ago regarding folio preparation, but didn’t get around to doing it. It’s definitely something I want to write about soon as I think it’s an important topic. A little update about what’s going on with myself… I’m working as a 3D and Multimedia tutor at Curtin University in Perth, Western Australia. Have been doing that for a couple of years and I’m settling in pretty well and enjoying the education aspect. Other than that, my freelance is just heating up. I have some decent size jobs going on and some sizzling clients and contacts that will definitely propel my business in the right direction. Enough about that!

The experiment

When working on a lot of work related things, it’s good to procrastinate sometimes to relax, and what better thing to procrastinate with than playing around with some 3D dynamics. Not particle, or cloth or anything like that. I’ve always wanted to play around with audio driven 3d animation, so I gave it a go on the weekend. This is my result:

As you can see, the line bounces to the audio track. It’s not perfect, but its a start, and a decent result for one days messing around. It’s actually a cool starting point and I can imagine what cool stuff I can animate to a wav file. Currently that’s just an extrude based on the value output from the audio file, mapped over time, but imagine using the output values for colour changes, other animation changes, particle emission changes etc.

How it’s done

It’s driven off the plugin downloadable off area.autodesk.com called ‘audiowave.mll’. Here’s the basic set-up…

  • Install the plug-in, import the audio file. Time to link everything up via MEL.
  • Create an audio node & attach the wav file to the node – note the file HAS to be a wav file not an mp3. Use the following code.
  • createNode audioWave;
    - This creates a node called audioWave1. It’s what you hook the wav file into. I just executed each MEL script after each line to make sure it was done correctly.
    connectAttr soundNode.filename audioWave1.audio;
    - Where ‘soundNode’ is the file name of the audio clip. You can find this out if you aren’t sure by right clicking on the timeline where the audio is placed, and hovering over the sound option. It should tell you the audio file reference name.
    connectAttr time1.outTime audioWave1.input;
    - This hooks the audio wave up to the timeline, so the value changes over time.

    From here you’ve hooked up the audio to the audioWave node, and also hooked it up to the timeline. What this will do is it will output various values ranging from 0-1 for the wave sign position in the timeline. You can now use this value to animate different elements of a model or texture. It’s the driver for the animation. For the animation you see above, I have animated the subcurve extrusion attribute. This is how it was hooked up:
    connectAttr audioWave1.output object.attribute;
    - Use whatever attribute you want to animate. If you are unsure of the attribute name specifically, you can right click on the attribute and go to create an expression, and nab the attribute name in that window. The only reason I did it this way is because I am pretty much clueless about MEL.

    The most noteworthy thing is, once you are happy with the animation produced from linking the attributes up, I noticed that you had to bake the keys for it to render in batch render. Not sure if this is supposed to be part of the process, but I found that this allowed it to be rendered. I noticed the bake only worked if the object baked was the one directly affecting the animation, so in this case the subcurve value.

    All that aside, you have now linked up the audio to a wave control node, and now hooked the wave results into an animated attribute. Another quick note is you can use nodes to amplify the results. For example, I hooked an audio clip up to the luminance value which isn’t easily seen, but the luminance value isn’t effective in casting light/shadows at low values which are output by the wave node (eg. 0.75 etc), so by putting a multiplier node and multiplying the value by 10 or 15, you get more of an effect.

    What’s the use of it?

    So as you can see, now you’re getting a result from the audio peaks/troughs, what’s animatable is only left to your imagination. My next thought was splitting audio waves into highs, mids and lows and animating different elements, such as colour, size, even particles. Set driven keys, anything you can think of. Could be useful for audio decoding and even initial mouth/character animation based off voice.

    The animation has LOTS to be refined on, such as motion blur etc, but the concept is there…

    I intend to tweak this and play with this a lot more in the near future with different animated elements, so hopefully I’ll keep this blog updated with progress.

    2/1/10

    Sunday, January 3rd, 2010

    Well I pretty much missed this day already, hows that 2 days into the posting and I’ve already failed. Well technically I haven’t, as its 10 minutes till midnight….

    So today has been quite a lazy day, caught up with some friends I haven’t seen in a long time, had lunch and a few beers. Was quite fun hearing tales of adventures, goals, stories and reminiscing over old times. I really need to do that more this year.

    After the short catch up, a few of us went to see Avatar in 3D. The graphics were incredible, its amazing how you can build such a realistic world in complete CG, and not be able to spot flaws everywhere constantly like the previous films. Just incredible. It somewhat inspires me to do what I can to go further in the 3D animation world… Just what I need, some fresh inspiration!

    Other than that, I’ve still got to finish editing that film due on Monday. Its such a bitch getting into things you haven’t done for a while. Unfortunately I’ve got a music festival tomorrow so my time to edit will be extremely limited. I will have to knuckle down either tonight or tomorrow morning and night to get it finished in time. I think the KISS (keep it simple stupid) motto will have to ring true, something I’m not that good at following… Wish me luck!

    1/1/10

    Friday, January 1st, 2010

    Lets see how long I can maintain posting on this blog this year. Didn’t drink that much last night so luckily i’m not too hung over to be unproductive. My task today is to cut together a video + audio voiceover recorded for one of my clients, Curtin University. Its only a quick cut together but its being sent with a staff member to the UK for a conference.

    I’ll try to keep myself on track and on task for work, and play by doing a real quick daily blog. I will be listing specs of the render farm and more specifics in the coming days. I have a music festival coming up this Sunday which should be good, but I will still try and get a post out. Got 50% of the video edit cut and edited today.

    End of 2009

    Monday, December 28th, 2009

    Hi everyone. Well it’s the end of the year and I guess it would be smart to provide an update on what’s happening and what’s planned in the near future…

    The year has been an interesting one with the operation of my own business running at full capacity all year providing a high stress environment to thrive in. A change from operating under my name to an official business name ‘Gear Interactive’ gives me a more professional image, although in saying that I have a long way to make that transition from freelance to official. The website isn’t together yet which was going to be my project over this festive season but is still on standby, although the .com and .com.au are both registered and waiting to be implemented.

    In terms of jobs this past year, the majority of them have been the same WoundsWest education project, involving 3D viz, interactive design of these elements and the occasional graphic design task. One project that I finished recently was a children’s book accompanied by an interactive CD. Working with the WoundsWest team and the book author, a prac student from UWA, we worked together to produce the book and ideas for the interactive CD. It was a job that I totally underestimated on the sheer size of the project and the short deadline to produce the final product.

    My jobs in this project included vectorizing every illustration and Photoshop editing every page to clean up the original illustrations created by children in a remote primary school. Adding to this, the interactive CD involved every vector page created for the book, which was 18 pages, to be animated for a ‘story mode’ requiring no book to facilitate the story. Due to time restrictions, these animations were very limited but suitable for the target audience. The interactive CD also contained 3 mini games to enhance the learning objectives for the children which required extensive coding. thankfully my kind brother Tim Gittos provided me extensive assistance on this part. The project was completed early December and piloted mid December in Broome Western Australia.

    Other contracts include training 3D animations for a trucking company safety procedures, which are still in development. These type of jobs are always welcome to me and there is capacity to take on more of this type of work, especially now but I will tell you about why that is soon.

    Finally, the biggest news this year is that I have become a sessional tutor at the university I graduated from, Curtin University. This is most likely the biggest challenge for me this year passed as I was chucked in the deep end by getting 3 year groups 1st years, 2nd and 3rds. Having no prior teaching experience or training, I found it a little hard at first to gain respect from the students but also maintain discipline. I feel I learnt rapidly and managed to do relatively well for the time I was there. Definitely looking forward to the start semester of 2010.

    I mentioned earlier in the year that I was looking into building a render farm for the expansion of my work. Well back then I didnt know much about how rendering worked, and hardware/software that I would need to get this done. Also, I wasn’t totally ready or committed to building the farm up, but after being in some sticky situations of rendering and deadlines during the year, I got 2 render nodes, and have recently decided to expand the 8 cores to 20 cores introducing 3 more computers to the farm. Back when the discussion was started, I wasn’t sure if more ghz/core was better or more cores (hence the discussion about cheap dual cores), but after some research I decided on sticking with some quad cores instead of dual. Unfortunately I am still waiting on 2 motherboards to finish the build (which will be able to be picked up early January) so I have not finished the final setup, but its all on the go.

    I’m still not entirely sure of how I will set up the render farm software/server wise, but my first thought was to give Linux and drqueue a whirl. Unfortunately i want my render farm to accommodate After FX as well as Maya to complete my pipeline, and AfterFX doesn’t have a Linux compatible render engine unfortunately… I will be looking into Royal Render (http://www.royalrender.de/cms/royal-render/) to see how it can help me and update everyone once I have it sorted.

    So I’ll keep it to that at the moment as I am still on the back foot – I can write for ages about whats planned and what I want to work on but I’ve got a fair bit of stuff to do. Looking forward to what 2010 brings and how I can improve on 2009…

    Take it easy,

    Jarrad

    Showreel uploaded on Vimeo!

    Tuesday, June 23rd, 2009

    Just uploaded my last showreel to vimeo for easier viewability. Its not my most up to date work having been updated mid to late 2008, so I should really update it with my latest works.

    Either way, check it out!

    Showreel of Jarrad Gittos – Perth 3D Animator from Jarrad Gittos on Vimeo.

    Cheers,
    Jarrad Gittos

    Quick Update

    Tuesday, June 16th, 2009

    Hey all, just thought I’d drop a quick update.

    I have been snowed under with work, so haven’t had a chance to post a blog in a long time. I have a few posts to do, on inspiration links and works (open firefox tabs for weeks), an update on the renderfarm project, and further research and tests on rendering and lighting.

    Hopefully I’ll have a post up relatively soon…

    Hello world!

    Saturday, January 31st, 2009

    Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!