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Animation 'xpress
had inaugurated its 'Ask The Expert' series
in Issue 61 dated Spetember 1 2005. We began with Technical Director VK Gupta presently working at Berliner Film Companie., Berlin, Germany. Gupta had specified Pipelines as the topic on which readers could mail questions.



Following are the answers for the first edition of 'Ask The Expert'.


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Query posted by Richard C. Lewis, Executive VP / COO, PipelineFX, LLC (USA)


Q."Given your experience as a Pipeline Technical Director, what are the biggest challenges you face managing render farms?"

V K Gupta. To my experience there were no "Major Challenges" managing render farms, with availability of software like Cube, Muster, Rush, Mental Images etc which are evolved and have addressed the major to minor management issues. The prime focus lies on "Performance" rather than "Management" now. Most of the studios in India have large number of workstations rather than render farms. The challenge is in using the idle resources on the workstations along with Render Farms. The peak performance of the workstations is rarely reached with the kind of tasks most of the artists handle. The idle computing power on the Workstations has to be made resourceful. Hopefully "Grid computing" or "Distributed batch processing" evolve and get integrated into rendering solutions, this can be useful, where small studios or even individuals could afford acces to Pixar-like render farms.

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Queries posted by Ashish Dantu, 3D Tech artist, FX Labs, Pvt Ltd, Hyderabad

Q.What is the key purpose of a Pipeline. How do you define a pipeline and what should / should'nt be the focus areas while addressing a pipeline and its functionality?

V K Gupta. I need to make few things clear. First and foremost Pipeline is not a tool or a software. It's a concept. It's like an Architect's blueprint to build a house. Without a well defined pipeline, the production will not have a proper road map.

Asset Management is just a process in the Pipeline. Even Plugin development or Scripting will be deemed as pipeline processes. It is difficult to say what should or should'nt be a focus area while addressing a pipeline, as the Pipeline has to address every aspect of production. A pipeline has to address all aspects of content creation.

Important note: A well designed pipeline can make even the most complex art simple to produce. A badly designed Pipeline can make the most simple art complex to produce.

Q.How much and which areas do you think the pipeline can / should automate an artist's workflow ? How does it help?

V K Gupta. You can automate virtually anything in the workflow. The most important input for Automation is that one needs to know whether a task is redundant or not. Some times an Engineer might get carried away with automating every task but end up spending more time in developing rather than the actually using the tool.

As a TD or Architect you should be able to predict or foresee the problems or issues which might create a bottleneck for the production and address them. Automation is all about removing redundancy in tasks.

Q. Is a pipeline part of a 3D software package or are pipelines independent of packages?

V K Gupta. It is not limited to a software or a process.

Q. How different is a feature pipeline from an episodic pipeline or from a game development environment ? Or can a pipeline be designed to handle various teams to work in the same time ?

V K Gupta. One cannot differentiate between a feature pipeline and episodic one or short film. A Pipeline is designed for 2D production or 3D Production or VFX but not Feature or episodic way. Almost every process will be eventually be same in 3D Production. But the significant difference in the design is that the emphasis on Asset Management, Reuse of Assets and MIS will be found in episodic pipeline.

In a feature Pipeline the pressure on production will shift from one process to other smoothly and as the production matures the previous processes will become inactive. In an Episodic style of production the pressure on all the process will be active until the total series is delivered.

Q. Are databases (Access or Oracle) an integral part of a pipeline ? How can one connect to these databases from within Maya ?

V K Gupta. It depends on how complex or simple you want to design your pipeline.A complex approach could be that you can connect to ODBC by developing a plugin in c++ which will talk to both the Database and MAYA Application. A simpler approach would be using the web browser in Maya and write a web based solution which can talk with databases. I'm giving two examples just to show the difference between complex and simple approach.

Q. In the presence of software like AlienBrain (asset management software), how much do you think is the requirement for a customized pipeline ? What are the areas that an asset management software fails to address, while a pipeline can ?

Alien Brain does not or Intend to define a Pipeline. As you said It's an Asset Management Software or a Tracking software. You need to customize Alien Brain to suite your Pipeline. Sometimes the decision of going for a software like Alien Brain will be part of Pipeline Planning.


Q. Does a pipeline based on Maya involve API usage too ? And if so, to what extent ? Can you sight any examples ?

V K Gupta. API is for extending a software's capabilities.


Q. What are the common requirements of a long-format 3d animation process, which can be addressed through a pipeline, to increase the efficiency and ease of work for the artists ?

V K Gupta. Re Use


Q. Does a pipeline work best in a client-server model or can it be a broken system too ?

V K Gupta.I prefer Object Oriented design to anything else.

Q. After a pipeline is setup and being used in a production setup, what do you feel can be the 'maintainance' part of it ? What areas of a pipeline are prone to failure and how can one avoid them ?

V K Gupta. It clearly depends on the design of the pipeline. In object oriented design it narrows down the errors or failures and will be manageable. In my experience most of the problems or issues arise due to Human errors rather than technical failures. In fact, building efficient pipelines will drastically reduce Human Errors. One more important task would be making the artists understand the pipeline and how it works. You should always try to make it as simple as possible, rather than complicating it.

Q. What is the scope of technical team (R&D) in the present indian animation industry ? How can a R&D department help production cycles ?

In my opinion currently the hottest issue in Indian Animation Industry is about Trained Artists. The industry is looking for various approach to address this problem. To my opinion this problem can be address this only by focusing more on Pipeline teams. Industry needs more TD's than Artists now. Pipeline teams can make production very efficient and will increase the deliveries/output from each artists. For example the statistics show that Toy Story or Finding Nemo had more TD's than Artists in the production. One has to remember that if we are on a 3D production it has a lot to do with technology. Technology doesn't limit to building networks, maintaining Hardware or Render Farms which are Infrastructure Issues. Pipeline will focus more on Process with an Idea on every aspect production and infrastructure.

No software can address the creative desires of screen writers and directors. Their imagination in the storytelling will keep challenging the software and will push them to the next level. The scope of R&D will be there as long as the screen writers are imaginative.

Most importantly Time is the most important aspect here. No body wants to wait for next version release of any software to address an issue. Every software provides a very good API library and a scripting language today. This clearly shows what kind of challenges 3D productions handle now and the need for programing next level tools.

 
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