Machinima.com
It’s frustrating to coming up with a great idea but having no way to implement it. That’s why I recently partnered with Machinima.com to bring to life a project that had been mulling around in my brain for a while. I love science-fiction and fantasy, it’s where my heart lies, and I love the traditional sitcom format as well. Last summer, I had this crazy idea to combine the two together somehow. Clearly, no one in Hollywood would buy a live-action version of that, and animation is mostly cost-prohibitive, so when I met with Machinima.com and saw what they could do with game engines, my project + them = perfect fit. Details are still under wraps, but I’m very excited to be in production for this project, and can’t wait to share it with the internet and beyond.

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Very excited please keep us posted
Win!
Smart. I’ve said before that I don’t understand why musicians pay thousands for music videos when there are some machinima masters out there would do it half for fun. I love the fan machinima for Flyleaf’s “I’m So Sick”.
Sounds good. Are we talking Sienfield meets WoW!
In animation, the barrier to imagination is the tedium of the medium. The vertex is economy is detailed so the game engines enabled puppetry. As long as the art meets the need, everything else is in the soundtrack and that (barring talent) is cheap.
Mark Pesce told me no individual could produce a good animation without a team. I took that bet and created the River Of Life in VRML97 (not Dead Yet!). If I had to do it again I would have used X3D. I swapped time for team. It took me ten years on and off. At the end, the VRML list helped me, other modelers gave me models (Thanks Cecile Mueller!). What I was after was a virtual reality album. What I got was a dream world with a lot of poetry and script-driven music. Plotted a goal but the work took over. Still… there is sheer beauty in real-time rendered colors that won’t be there without the engines.
Still some bits of unsolicited advice:
1. Machinima be fun. But someone else did the hard work: the modeling.
2. Modeling can be fun. But it takes time and chops or a really good library.
3. Programming required. No way out of that yet.
4. It won’t just stretch your imagination. It can exceed it.
I’m a musician first and a software exec otherwise. Still, I can do it and so can anyone. Non-linear media is a different and new emerging media. You can think of it as games but it can be more. With ROL, I can open it up and most of the time it does what I expect and coded. Sometimes it does more. That ability to surprise even the creator is beyond machinima and film, IMHO. It can be more like music where a good player can improvise and surprise themselves. In fact, the more I do, the more music I see there.
To quote an old bad line to Maximillian Schell: “This is where the Iron Crosses grow.”
len
BTW: Machinima is an excellent choice. The problem with animation is the cost of modeling. Otherwise, it is amenable to a stagecraft model. No one has given good specs for that yet. At one point, I thought Dick Van Dyke would do it.
“The avatar is a cursor” – Steve Guynup
Or… it is a puppet.
len
Since Machinima uses game engines it is fast and easy since the poly count is low to speed the rendering time and make it play faster. Since most of the objects and scene are premade it is easier to plug in the characters into the backrounds to make the animation.
But that that can also be a downside since it is a lot harder to get something original out of Machinima and all the compromises that have to be made to adapt the story to the limits of what can be made with preset game engines.
I’ve seen a lot of videos done by Machinima.com and they are pretty good since they use the existing genre of the games made from the engines. But that does put certain limits on what stories and plots that can be done with them.
Other software like Poser is a lot more flexible in animation since it doesn’t have the limits of machinima since the models and the scenes can be custom designed to fit the story with a much greater range in the animation that can free the plot from the limits imposed by machimima.
Don’t know who to ask so asking here:
Would you consent to be the image of Jeannie in IrishSpace?
I’m making the screen capture movie from the original animation produced in 1996-97. Compositing photos would do it for this pass. I did some experiments but won’t post those respecting the copyrights for your images on your blog.
The series will go on YouTube as a download. The bit about her being a mathematics student is from the original script written in 1996. Serendipity.
Typical volunteer project, BTW. I don’t see any money from this. I want to complete a work from web lore. Your pix work perfectly. Good character too.
len
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Irish Space Project – In 1997, with a group of volunteers, Len Bullard and Paul Hoffman led the successful effort to create a space adventure based on the real life adventure of an Irish famine ship captain of the mid 19th century. Known as the IrishSpace project, the result was a complete interactive VRML movie created for the Kerry County Museum in Tralee, SW Ireland.
Paul Hoffman (in a posting to www-vrml): Back in January 1997, John Griffin of the Kerry County Museum in Tralee asked in email to vrml.sgi.com whether there was an existing virtual-reality tour of the Solar System which might be used as part of their upcoming exhibition on Space Exploration. Shel Kimen (then of SGI), put the request up on the www-vrml list.
Len Bullard answered with “sounds like fun – maybe some of us could volunteer to do this for the kids of Ireland” and began to recruit a team from among the modelers who had made www-vrml their home list. Over the next 3 months, a world-wide team of modellers, programmers, and designers got together (just by email and the www) to build what might be called the world’s first feature-length VRML movie as narrated by the citizens of Tralee led by the head of the museum, John Griffin and the leads of “Jeanie” read by Maire de Barra and Capt Attridge by parish priest, Tomas O hIceadha.
With barely beta code, they set out to show what their toys could do both in art and in collaborative social communities on the web. No members of the team would meet in person until the last 24 hours before Neil Armstrong and the Deputy Prime Minister would arrive for the opening and demonstration of the piece on Irish National Television with 20000 people gathered in front of the museum.
Paul Hoffman and Len Bullard completed the piece 45 minutes before it opened to a successful run. When asked why they took the risk, they said, “for fun and for the children of Ireland”. Geeks.
The VRML artists who collaborated on IrishSpace:
Don Mayer, Bob Crispen, Richard Kapuaala, Dylan Brennan, Steve Okay, Dennis McKenzie, Len Bullard, Victor Kokaram, Niclas Olofsson, Paul S. Hoffman, Justin Couch
Music, narrative, producer: Len Bullard, Ground Level Sound
Art Producer and Animation Chief: Paul Hoffman, Digital Space Arts
http://www.youtube.com/watch?v=-1b5wajK5Bk
Volume 1 of four. It is the movie I am making using the IrishSpace presentation we created for the Kerry County Museum, Tralee, S.W. Ireland in 1997. The complete piece will be about forty minutes but youtube only allows ten an episode of course.
No “oily chests”. Sorry ’bout that but tech that good wasn’t free in 1996/97 when the models used in this were originally created.
It’s pretty good over cornflakes. Old style but pleasant.
len
hey,love the guild didnt know how much you were on il be sure to check it out machinima sounds cool.
I agree, although one could take something like Unity3D, build the object libraries and get good results. My advice is stick with engines that can export and import common formats like X3D, Collada, etc. The IrishSpace movies use 12 year old code that still runs well in the current engines. In the long run if you care about using and rehosting the content in ten years when engine evolution moves on, you need to use a common language format over picking just the engine, in other words, standard formats like anything else do better than simply picking hot tech.
But you're right about originality. I suspect at Day's level of work, she knows she needs to own those models because it is art IP and brandable. Over time, like paintings, they will become more valuable although they'll get ripped like other digital content. The upside is they are instantly recognizable. We openly share a lot of this in the VRML/X3D community as protos. I make sure the names of everyone who contributes goes right up front.
That is also the other reason to use the standard language: sharing models is a whole lot easier and you can evolve art keiretsu that way.
I need to check back in on the Buffy world. I campaigned for that one on my blog and some lists for two years. Someone finally bit. It will be cool to see if anyone from the old cast will claim their avatars there. To make a profit in those worlds, it works like any nightclub: celebrities. So far no one I know about has reprised a meatspace role in a virtual theme world a decade later but it could turn into an interesting side gig for actors and actresses somewhat like doing animation voices. Yet Another Way To Make Shekels eventually. We'll have to see how the market looks after the upcoming shake out.
I put the second volume of IrishSpace up at YouTube tonight. Going faster now. http://www.youtube.com/clenbullard
All five IrishSpace volumes are up! Done!
http://www.youtube.com/clenbullard
Next, River of Life, walking with Kamala!
Really looking forward to what you do with machinima, Miss Day. New media!
http://jcmc.indiana.edu/vol11/issue1/nowak.html
A good research paper on the qualities avatars are chosen by. The gist:
“Interface designers who wish to elicit attraction in users might consider anthropomorphic, non-androgynous, feminine, child characters for their interfaces. Future research should examine other contexts and varied child-like images to assess the extent to which these results are generalizable.”
Lewis Caroll was right. Alice is archetypal.
I wish some of the film makers I knew were interested in Machinema. I did a small clip a few years back as an entry for
I loved Illegal Danish series. I really hope this works out and you come up with something great.
Best Wishes
R
Here’s the link
http://www.zefrank.com/theshow/gallery/v/riding+the+fire+eagle+danger+day+animations/fireeaglesmall.wmv.html
Machinima and 3D animation are the quiet surge of folk art on the web. I guess we like to think of it as very techy, but it is a folk art of the age.
Technically, the vids can’t touch the rendering quality of the engines so a lot of subtlety in lighting and texturing gets lost and we lose the serendipity and depth of what can be done with real-time 3D sound that 5.1 does not make up for dynamically. On the other hand, the video is practical right now. I think of Streamys like the period of silent movies: beautiful in their own right but evolution is the langolier of the technology.
Here is one I finished this morning as a test capture in the River of Life world. A little over a minute to capture and an hour to mix and render what took about four months to build. Sheesh…
http://www.youtube.com/watch?v=MBhxtlk4u9U
;( makes me kind of sad that you do a machinima project since i love to see you acting, but im very excited to see how it turns out and happy to see you interested in this kind of projects. That talks alot about your creativity and comitment to your fanbase specially the one you got from the Guild, honestly im glad you turn your head and take risks with Machinima and dont sell out to do something more hollywood alike…
Hi,
As like all others here, I am greatly looking forward to this project of yours coming to fruition. Considering the cost and required tech experience, have you tried Second Life as a medium for Machinima? I was recently hired to work on such a project and was astounded by how easy it was to model and customize its world, especially if you buy your own territory.
With some lovingly crafted set up, patience with bugs while capturing, some good voice acting and post processing effects, I have seen some great quality films be produced on a relatively low university lab budget.
Good luck! Looking forward to hearing more.
Really looking forward to this one! Machinima is a great medium for web shows.
So it seems the look will be like “xavier renegade angel” . Its good for hear of more projects using game engines for all the visuals.
This is awesome, id love to see your take on sci-fi. I’ve just begun working on my first web-series and its sci-fi myself. I’d be damn curious to know what you think as its doing something thats never been done before – its purely alien and has no humans in it!
I just recently saw your “Do you want to date my avatar” video and was quite taken by it. I’ve been a resident of Second Life for a few years now and just recently drug into WoW by one of my SL friends. The depth of the insightful humor is so cute.
I’m not sure how in depth you have explored SL but it is a perfect medium for Machinima because literally anything imaginable can be created and it is an incredible medium for interaction in more ways than people might imagine.
Looking forward to seeing your next creative endeavor,
Ken
aka Longanimous Yoshikawa in SL
Sci-Fi and Sit-Com? Have you ever watched Red Dwarf? If not it is time to click over to Netflix and watch low budget BBC comedy. Best watched with a six pack of GOOD beer.
Science fiction is something I love, except for the fact that most TV scifi is crap. I look forward to seeing where this is going.
Looking forward to seeing what you have come up with! Love everything else you have done – hoping this is a hit as well. You know… a great place to show off some work with this would be a LAN party! I am just an attendee, not an employee so I am not trying to promote anything. PDXLan in portland Oregon. Lots of loyal fans out here in the northwest!
Making song videos cheap with X3D.
http://www.youtube.com/watch?v=W3s1jOoI0yg
At some point the garage bands have to break out of the video gulch when they don’t have a hot model front.
Hey,
Any recent news on when this might be coming out? =D
A consortium member mentions that the WoW viewer is getting X3D and X3D in HTML export support. Unconfirmed but if any of you use that, post some experiences to the X3D Public list.
That’s good news for anyone with a substantial investment in the content.
This gets to be more fun. The WoW viewer can export the X3D and the HTML page. While still emerging, I guess it would be fun to have a real-time 3D block on a blog or other related page with a player’s character in it. Other things being equal, that’s got to be better than those lame images and photos people use today. Eventually games will merge into the page at first with simple but eventually complex interactions. As usual this will go a lot faster than predicted.
http://www.youtube.com/user/tobold47#p/a/u/0/16P6_e7VUmw
The best part is if one spends a lot of resources on the model, one can actually own it and repurpose it.