Industry

MODO 601 IS HERE!

Modo 601 is here!!!

For nearly ten years now modo has been a big part of my overall workflow. This is apparent in both my Final Independent Animation Training as well as my Anigen Final Secrets method of creating animation, both of which involve the use of this tool. It all started because of a project I was working on all those years ago, called Daniel: Visions and Dreams. At the time I was using a different toolset for creating models and ran into some issues with a temple I needed to build for one scene. I just couldn't do it. With little to lose, I decided to give it a try in that first version of modo and was met with shock. This model, which was giving me so much trouble, and which I couldn't wrap my head around, just happened in a few minutes. The toolset in modo was that different!

Now, so many years later, we arrive at modo 601, which has to be the most comprehensive upgrade to this software yet. Gone are the days of modo being a simple modeler and renderer. Over time we have seen the addition of complex environments, sculpting, an animation timeline and the famous replicators. Now they have gone even further with the addition of bones and character animation tools, volumetric effects, particles and even dynamics. This puts modo in the big leagues, right up there with the major players in the industry.

Modo Characters

I haven't personally tested these new features, but on paper it seems there is little lacking to make modo a possible tool of choice for all of one's 3D animation needs. Of course, we live in an age, now, where using many different software packages to achieve the final result is common. That doesn't mean it wouldn't be great to see some of those tools fall by the wayside. For me, one tool which may be falling out of use will be Vue Infinite.

For years, I absolutely loved Vue Infinite and the power it gave me to create natural scenery, especially for the fantasy style backgrounds I like to do in animation. Still, it was one more tool adding complexity to the workflow. When they came out with version 6, which introduced the amazing clouds, which had a look that always reminded me of the skies in Macross Plus, I was hooked. Great as the results were, though, Vue was far from easy, and certainly never fast. Over time, as you can see in my modo nature video tutorial, modo began to add the tools which created fewer and fewer reasons to go to Vue. Now, in modo 601, they have gone over the top.

Modo 601 has volumetric rendering

The new volumetric rendering engine has brought amazing looking clouds to modo. Of course, it doesn't stop there. The new volumetric rendering in modo is in combination with replicators and their new particle engine. This means you can do smoke, fire, and many other fully animated effects which are not as easily achieved in Vue. When you look at what is possible with modo's surfacing, via the shader tree, the replicators, the environment system and now with real volumetric rendering, you can actually do more than was possible in Vue and you don't have to deal with the incredibly slow renders or flickering.

Needless to say, I am very excited about the new modo 601, even if just for what can be done on the nature side of things, or for backgrounds. When you factor in the new developments in character animation, who knows where this can all go? I haven't actually played with it myself though, so we will see how things develop in the near future.
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IS THERE A MARKET?

Game of Thrones Poster
I woke up this morning, in a small quiet town in the south of China, far from the big city race of Shanghai, with an idea about what I really wanted to make. I began to ask if there is even a market for it. It is written that one would not go to the heart of the desert and expect to do successful business. It is also written that an ice cream parlor would do better in a warm climate than in Greenland. This makes sense, right? Hollywood continues to make very similar, formulaic movies in order to reach the widest possible audience. It gives the impression that this is the path you must follow if you want to achieve success, right? Well, just how big is this market?

If you consider the domestic box office of a very successful movie, and also take into account the price of a movie ticket these days, even the movies which gross hundreds of millions of dollars are, in fact, viewed by less than 10% of the population. Some of those tickets sold are likely to people who view popular movies multiple times also. I can also imagine that when it comes to the huge, FX driven films now common in Hollywood, it is very likely the same 10% that is watching these films. What, then, are the other 90% of people watching?

Let's take a look at the HBO series Game of Thrones. This fantasy is definitely not Harry Potter or Dungeons&Dragons. The show contains a lot of gore, plenty of nudity, graphic sex and is very slow paced. In the entire first season there are only two or three monster appearances and only one CG creature. This show is heavy on the drama and characters. It is also hugely successful, having picked up for a second season after just one showing of the first episode. I am willing to bet that, while there is some audience crossover, this caters to a very different crowd than the typical Hollywood summer movie.

In the world of games, Nintendo began to find entirely new audiences with products like Nintendogs and that cooking game. Suddenly, housewives and the elderly were playing video games. Facebook has a number of very popular games among people who don't consider themselves gamers, and they are nothing like what is generally considered popular in the mainstream market. The mobile market, especially the IOS market has opened up entirely new avenues to reach entirely new players.

There is no reason to believe that you have to make what they are making in order to be a success. You don't have to follow Hollywood formulas or feel that you need to make a Disney or Pixar clone for your animated movie, just because everyone else is doing so. Deviating from this doesn't mean you are attempting to make an ice cream parlor in the cold north. We have the internet at our disposal. It may take you bit longer to build up, but the people who would most love to watch what you want to make will eventually find you.
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THE FINAL SECRETS ARE HERE!

Anigen Final Secrets is Here!

Get ready to experience the fastest and easiest method of creating cel shaded animation I have ever devised! You don't need millions of dollars or major studio backing! These secrets will give you all you need to create stunning work in minutes! Yes, minutes! The tools and technology are here today and you can do your dream project right now! CLICK HERE!

As many readers will know, I have been working on and updating my cel shading techniques since Understanding Chaos over 10 years ago. YES, over ten years! Can you believe it? Well, it really has been that long and the technology and techniques have come a long way since then. I have gone through different software packages and tried many different ways, all with the idea that I could achieve the dream of doing a series.

What I finally came upon was the fastest, most powerful technique I ever encountered. Like many things I did in the past, I am sure it involves stretching the software in directions the makers probably never intended for it to be used, maybe even that they never imagined. The result, though, is a method that really makes the dream possible. If you thought doing 10 minutes in a month, on Understanding Chaos, was an accomplishment, you haven't seen anything yet. I won't even tell you how much is possible in month with this technique. You wouldn't believe me. You have to try it for yourself.
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ANIGEN UPDATE: MY DOG TULIP



In this update I want to talk about an independent animated movie that truly epitomizes everything that I have been talking about on this site for years. Paul Fierlinger, the writer and director of this feature film, is really doing it. This full length feature not only got done, but got international distribution. He has also done a lot to help me in moving forward with my own creative works, which I will talk about later. Also, if you want to learn how to make animation for your own projects, take a look at the trailer for my new
Final Independent Animation Training: The Last Course You’ll Ever Need!
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TIME TO START DOING SOMETHING?

Time of Eve

You may remember back when I started doing Anigen videos, I talked about an artist named Yasuhiro Yoshiura, who almost singlehandedly created a short 2D/3D, hybrid, animated film called Pale Cocoon. I bought that DVD from Japan back then and studied it well. Lately I decided to check up on what independent artists like him were up to these days, and I discovered Time of Eve, a six episode original net animation (ONA as opposed to OVA) which he wrote and directed.

This series uses similar techniques as his previous works, combining highly detailed 3D backgrounds and engaging camera work with fully hand drawn, 2D characters. The overall effect is nothing short of amazing. As you might expect from a smaller independent series, the show has very few locations. This is not a globetrotting adventure. The entire story almost takes place is a single cafe called Time of Eve, which does not allow its patrons to discriminate between humans and robots. Only a few scenes take place outside of this venue, in 3 or 4 other locations we see over and over. None of this detracts in the slightest from this amazing story.

Another interesting note is the pace of the production itself. Most episodes are about 15 minutes in length and it was produced at a rate of about 3 episodes per year. He did not, however, animated this by himself as in previous works, and a staff is listed in the credits. When the series finished its run on the net, it was collected, with some scenes updated and some new scenes added, and it was released as a feature film in Japanese cinemas. You may remember a similar path was followed with Macross Plus over a decade ago. IN both cases, the quality was more than good enough to get there. The point here, though, is that if you wish to learn how to make animation, with your eye on seeing your project on the big screen, there are many possible roads to travel. You needn't waste your time or energy pitching to studios or trying to sell your script. DO IT< even if a little bit at a time, and it will get done. If the quality is there, you will find your place among the greats!
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ANIGEN UPDATE: WHERE ARE WE TODAY?



In this update I’ll play catch up a little bit, having been gone for so long, and take a look at where we are today in the industry, starting with what I recently experienced in China. Also take a look at the trailer for my new
Final Independent Animation Training: The Last Course You’ll Ever Need!
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