Product Review: Softimage
2011
Autodesk has released Softimage 2011, packing a variety of changes,
ranging from core application enhancements to new features that
should improve your workflow greatly. Softimage 2011 focuses a lot
more on the underlying architecture than on toolset-oriented
features, but in the end both changes offer a very robust
application.
Face Robot is the facial setup and animation module in Softimage
2011, and it now includes an automated lip sync feature. Speech
animation is often a time consuming task, and it isn't usually the
point of interest on the final shot, unless you have a close up of
the mouth.
Creating automated lip sync is very easy. All you need is an
audio file and a text file with the transcription of that speech.
When you load your Face Robot-ready head, you import the phonemes
that will adjust to your speech (Softimage includes a set of
phonemes already). You can test those phonemes to make sure they do
what you expect, and then you proceed to import the audio and text
files. Softimage will analyze the audio and automatically apply the
correct phonemes to your character's mouth.
If you've used automatic lip sync applications in the past,
you've probably noticed the results aren't usually what you'd
expect. That's not the case with Face Robot, though. The default
animation will usually look extremely good, and if you find there's
room for improvement, it's easy to just add or remove keyframes to
it.
The following video shows the result of an automated lip sync I
made using this feature. Even though Face Robot only supports
English or Japanese languages, the Spanish speech animation came
out extremely good (in case you may be wondering, the sentence is
"Leave me alone, will you?" and it's from my upcoming animated
short film).
ERROR: videopro element file "videopro_player" doesn't exist.
Demonstration of the automated lip sync feature in
Softimage 2011
Softimage 2011 also includes viewport and render slates. These
are useful to display information about your current scene in the
viewport, and in a rendered image. You have a variety of "tokens"
you can use to describe the information in the scene, and you can
add and remove these as you please.
If you have an Nvidia display adapter, you can take advantage of
the PhysX engine. Rigid body simulations can take advantage of this
in order to yield faster and more realistic results. The
simulations I tested showed some improvement during the simulation.
However, they are very simple and the standard simulation engine
could already run them very fast. Heavier and larger simulations
would take more advantage of this new feature, but for simpler
simulations the effects may not even be noticeable since the
Softimage simulator is already very fast.
New to Softimage ICE is Kinematics. You can use these to create
a rig, instead of standard scripting procedures. There isn't
actually a difference when it comes to the result (they both are
used to create rigs, and both rigs may have the same
functionality). However, using ICE Kinematics may be simpler for
some, as they don't need to actually script anything, but rather
connect nodes in the graphical ICE Tree.
I don't believe ICE Kinematics will ever replace standard
rigging tools in Softimage. However, it's good to have different
ways to do your rigging tasks inside the application, and some
users (especially those not very fond of scripting) will find ICE
Kinematics very useful.
There are also improvements in unfolding UVs. You can now update
your UV islands after altering the UV cut line, without altering
the relative positioning of the islands of your mesh. Besides, all
UV islands are perfectly symmetrical, making things easier for
texture artists.
Softimage 2011 also introduces a new way to edit your shaders.
Now every shader is editable at code level, making any changes you
need directly inside the code. If you author your shaders this way,
Softimage will also build the UI for this new shader automatically,
so you don't need a different tool to build that UI yourself.
If you're familiar with Mentalray MI shader programming, you
will surely love this addition.
This release includes Mentalray core 3.8, just like the Autodesk
Maya 2011 and 3ds Max 2011 releases. Softimage 2011 also ships with
the Crosswalk data exchange toolset. On the scripting side, Python
has also made its way to Softimage as a scripting language.
If I had to choose the killer feature in Softimage 2011, I'd say
it's the automatic lip sync now included in Face Robot, as it's a
huge time saver and Face Robot is one of the best facial animation
tools available. Being able to use Nvidia PhysX to speed up
simulations will surely help a lot of users. On the other hand, the
new ICE Kinematics should make rigging easier for some, specially
those who are not familiar with scripting.
At the end of the day, Softimage 2011 has something to offer to
both the users that utilize what the software already has to offer,
as well as those who like to go under the hood.
For more information, please visit:
Autodesk
Sergio
Aris Rosa [nemirc], is Sr. Staff Writer for the Renderosity Front Page
News. Sergio discusses on computer graphics software,
animation techniques, and technology. He also hosts interviews with
professionals in the animation and cinematography fields. You can
follow
him on Twitter, and if you want to see what he's up to you can
visit his
blog.
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