On-line Documentary on Machinima 116
Hugh "Nomad" Hancock writes "Over at Machinima.com we've released "Artery: Machinima", a 22-minute broadcast TV program on the Machinima movement- film-making in real-time 3D. Originally broadcast on Scottish TV station STV, this documentary includes interviews with Uwe Girlich, the guy who got the whole thing started, sci-fi writer Charlie Stross, who is working with the Machinima group Strange Company, award-winning film director Peter Rasmussen, and Machinima makers including the Ill Clan (Hardly Workin'), Strange Company (Eschaton) and Nanoflix. Plus, lots of swords!" There's also a BitTorrent link to the documentary, courtesy GameTab.
Re:Some suggestions for Linux (Score:1)
therefore i will disclose my source of cheap-trolls (though my original ones are more fun!):
http://nero-online.org/troll/
Re:ROFL, you're an idiot (Score:1)
Re:Huh? (Score:5, Informative)
Re:Huh? (Score:1)
Re:Huh? (Score:1, Offtopic)
No, sir, you are obviously dating Rosy Palms.
And for what its worth, there are some of us who do get with real women and knew what Machi-whatever was.
Re:Huh? (Score:1)
No, sir, you are obviously dating Rosy Palms.
I'm married, of course I'm dating Rosy Palms.
Re:Huh? (Score:1)
Re:Huh? (Score:1)
Re:Just the tip of the iceberg (Score:1)
Re:Huh? (Score:1)
Animated Worlds (Score:4, Interesting)
I am a writer of alternative worlds, a sculptor of different realities and narratives taking place in such realities. I also do music that helps to describe these environments. However, I've always thought that the next logical step is film, and after that whatever comes beyond--immersive virtual environments. And yet, it is very difficult to get ahold of the technology and creative teams who would want to do this purely for the love of art, for the drive to create something new.
Are there any resources for the "imagineers" out there, like myself? Where we can contact those who are more technically oriented and feed them ideas, worlds, concepts, and general feelings and allow them to aid us realizing such visions? I've often seen that very good computer animators/modelers, etc. are without GREAT ideas at the core, and thus while technically adept, their creations are more pale than they could be.
In other words, where do animators looking for material and starting points "hang out" on the internet? Where can I start proposing my ideas to turn into realities?
Re:Animated Worlds (Score:4, Insightful)
That's not true at all. The problem is that nobody wants to spend their efforts on projects that you want to take credit for. And there's a good reason: Ideas are cheap. Everybody has them, and yours are no better than anyone else's.
Learn to implement your own ideas, because without making yourself useful you're spinning your mental wheels while you watch things get done by people who actually have the drive to do the work.
Good Luck. . ! (Score:5, Insightful)
And pardon me for saying, but until you work out a less offensive manner in which to approach the 'labor' on a project, you probably also need to work further on your writing skills. Understanding the why's and wherefore's of social graces is to understand the human condition. And if writers don't understand the human condition, they're no place.
But anyway. .
Unfortunately, most of the labour will never get the opportunity, nor will they be able to raise their own energy level to a point where they can begin to realize their ambitions. They usually end up by default, working for others. And this is where the media industry comes from.
Enter Machinima. Dirt cheep. Fast. Low quality.
Three things can happen;
1. The technically able people will FINALLY be able to work on their own projects.
2. The technically able people will see the low quality and say, "Pass."
3. The technically able will be faced again with having to come up with new excuses for their lack of motivation.
Now finally. .
If your work is amazing and provocative enough, then you should be able draw to you people who will be willing to set aside their own goals and who will want to work on yours; to make your goals their own. --But make no mistake; your work has to be big and bright, or you will only draw to you the lower-end of craftspeople. So get some of your stuff published. Get it out there. There are millions of ways. --Build a browsable webpage version of your world/s. Heck, if it's really that important to you, you might even consider learning some of the technical craft yourself.
There now. --Aren't you sorry you solicited advice from a legion of keyboard jockies?
-FL
Re:Low quality ... today (Score:3, Insightful)
I'll turn the corner when CG porn turns me on, and not a second sooner!
Current CG chicks [3dnews.ru] leave me limp.
--
Re:Animated Worlds (Score:1)
Don't mean to be nasty, but your post makes you sound a bit arrogant. You apparently are a designer, not a techie. All fine and good, but you really should find some technically oriented people who aren't there just to be "fed" your creative ideas, but who listen to your ideas, and really like them and can get into them and give you feedback and (buzzword alert) synergy. Th
Re:Animated Worlds (Score:1)
I just want to take this time to reply to all the people who responded below, rather than replying to each individually. I by no means meant to imply that techies were but beasts for the feeding of creative ideas, or that my ideas worth necessarily worth feeding.
I've been a geek since the moment I was born. Been reading slashdot since day one. Been playing with 3D software and electronic music and linux and a variety of other geeky things since the beginning of my computing times. I know my limitations
Re:Animated Worlds (Score:4, Informative)
Don't be silly. Your still a kid. If you feel like you have the wrong degree, go back to school. There is nothing wrong with having degrees in different area. If you feel your headed down the wrong path, figure out the path you want to be on and look for the nearest trail to get you to it. And what ever you do, do not think that the time you spent on one path was a wast of time. The experience you gained will make you a richer person. This is especialy true if you what to explore the creative side of existance. On the other hand the sooner you take action, the easier a change will be. There are more trails between the paths
I'm in my 40s. I've loved animation my entire life. I also love math and programming. I am a programmer, and have been an electronic tech. I don't have a degree. I have learned everything the hard way. Even though I know as much about software design as any college grad, not having a degree has limited my career. I have spent the last 10 years whining about the impossibility of getting that degree. I said things like "Try finding time to do anything when working 10 h/week OT jsut to feed myself and my son", or "Even if I get my degree, who is going to hire a 50 year old programmer, cause thats how old I'll be by the time I get it." Well now I say F it all. I'm going back to school. I'm gona get my degree, and its not going to be a CS. What I realy what to do is draw, sooo, I'll be starting school soon to get a degree in Character Design. If I finaly got the "stuff" to do a career redirect at 40+, you should be able to find the same "stuff" at 23. Now I wonder, whos gona hire a 50 year old newbie artist. I guess that 20+ years of programming experience will be usefull for a while yet:)
Re:Animated Worlds (Tangential Stylistic Comment) (Score:1)
Not quite (Score:5, Insightful)
If you define "machinima" as using real-time 3D to make movies, it's been done since 1994 (at least) and even done professionally. There was a project at Disney that used 3D graphics hardware to play movies in real-time, with characters, dialog, and everything. It was even interactive if you wanted (or automatic, if you did nothing). You could watch on a monitor if you didn't like the VR gear that went along with the official ride. But it was not a game and the "engine," called the "player," was custom-built. Disney had other examples of movies rendered using real-time, like the Cyberspace Mountain ride. The 3D hardware was essentially a big decompressor and video-mixer, giving better compression ratios using polygons than any block encoder ever did.
A third example, from the game community itself, is Dungeon Keeper II, which used its own 3D engine to animate the ends of the levels with some semblance of story. I don't even expect it was the first or the best, but it was the first I remember.
Now, if you want to define "Machinima" as using Game Engines and their free (sometimes open source) editors as the "tools," then we're in the realm of reason. As an art form, it is essentially defined by the styles and restrictions the game engines impose, just as any art form is shaped by the tools it uses. But lose the game engine and it's just a relatively poor (compared to pixar) animated movie.
But then to ship the resulting movies as AVI files? That's the biggest cop out I've ever seen in any art form. If no one was allowed to see a great painting except as a photograph, we'd call it photography, not painting.
Ultimately, for machinima to be a real art-form, it needs to deliver the goods in the form they're created. Otherwise, who cares whether you used Maya or Quake to make your animation and who can even prove it was rendered in real-time and not frame-by-frame?
Re:Not quite (Score:1)
Re:Not quite (Score:1)
Re:Not quite (Score:1)
But my preference in this case would be to have a game-less
Re:Not quite (Score:2)
And why is there a need to "prove" that they're real-time rendered? The idea is to "tell a story", "express ideas" and the message is more important than the damn engine you used to create it. Are you going to say that a work created in Maya is more "important" than one created in 3DS Max?
You've obviously missed the real point about the possibilities Machinima create. How about "Create a film with you
Re:Not quite (Score:1)
"Proving" is not important unless the artist is claiming that using a game engine is what makes his or her art unique. I don't know about you, but I've seen Machinima enthusiasts make that claim precisely.
Alas, I don't think I've missed the real point about the possibili
(Re)definition of machinima (was: Not quite) (Score:1)
I can confirm that when I coined the term, that was what it meant. People were beginning to make stuff in Unreal, Half-Life, etc. as well as pieces that didn't use the original games as the basis for their plots - but they were still describing such things as "Quake movies".
That term was inaccurate, and likely to put off creative people who wanted to m
Bit torrent (Score:2)
That's the one application that actually benefits from a good-ol slashdot effect
Re:Bit torrent (Score:3, Funny)
saving: artery-machinima.zip (150.5 MB)
percent done: 2.0
time left: 12 hour 15 min 20 sec
download to:
download rate: 6 kB/s
upload rate: 20 kB/s
I'm giving more than I'm getting! Has the entire world gone mad?
Squeezing the sausage (Score:3, Funny)
Sadly, due to the mind-blowing resources needed to do this, we had to leave something out of our PCs. We 86'd the spel-chekur.
Re:Squeezing the sausage (Score:1)
Ok, yes, we suck...
QMT (Score:5, Funny)
To put it another way, would Steven Speilburg make movies if they were called dingleberries? He can get a Grammy for Best Drama Dingleberry. He'll be featured in documentaries called Dingleberry Magic.
I really hate that word.
Re:QMT (Score:3, Funny)
Re:QMT (Score:3, Informative)
I never cared for the term either. It's obviously a combination of the words "machine" and "cinema", but the result is ungainly and ugly.
I cooked up my own word for the same thing, a combination of the words "mechanical" and "animation": Mechanime. Sadly, this term may not be good, either, as the "anime" half of the word may tend to connote Japanese animation, which is not intended. But it scans a hell of a lot better than, "Machinima."
Schwab
Re:QMT (Score:1)
How about in true geek fashion, LANPR meaning LANPR are not pre-rendered. Pronounced Lanper. This idea will obviously sink without trace and settle at the bottom of the ideas ocean, and the horrible Machinima will continue to be used, ho-hum.
Re:QMT (Score:2)
Re:QMT (Score:1)
You mean its something akin to "blog"?
A Major New Art Form (Score:1, Funny)
Plus, lots of swords (Score:1)
You know what would be cool? If this "Introducing Machinma with Interviews" *was* a machinma... like UT2003 engined or whatever.
Of course, it might actually be that way, I didn't WTFMachima, it seems to be
Damn, spelled "Machinima" wrong (nt) (Score:1)
Re:Plus, lots of swords (Score:1, Funny)
Re:Plus, lots of swords (Score:1)
Re: Plus, lots of swords (Score:1)
The answer is "Popeye is this sort of man". Remember, your question must begin with the letter "S".
Re: Plus, lots of swords (Score:1)
But first let pose you a connundrum, a riddle if I may: What's the difference between you and a mallard with a cold?
One's a sick duck and I've forgotten the rest but your mother's a whore.
(from Celebrity Jeopardy if you don't know, don't get angry)
Anyway, to umm.. question your answer: "Spinchroids" is a powerful drug that can rarely be taken a few times before producing serious bodily injury. What famous popular culture figure was the sort of man who could take this stren
ooooooh (Score:1)
This just in! (Score:5, Interesting)
What if game engines and machinima are the first step in this 'do it yourself' movie? Now all someone needs to release is software that makes the directing and editing of such a movie very simple, and BAM! new generation of home movie making. I wonder what kind of software can be used to simplify this work and enable Joe Everybody to get their hands dirty in the wonderful world of home video production.
Re:This just in! (Score:1)
Actually, one of the inspirations for the creation of Machinima.com was a much, much older piece of Mr Gibson's in Wired, in the year 2000. A quick bit of digging brings it up [wired.com]. It was in this article that Gibson proposed the idea of the "Garage Kubrick" - a kid who has
Re:This just in! (Score:2)
The easiest way would require new hardware - to get the immersive visualization and manipulation that real directors have.
Combine that "matrix construct" immersiveness with some very very smart software that fills in the detail gaps with appropriate meshes, textures, and object properties, and you'd have something pretty damn easy.
Instead of pushing a mouse around a small viewport and tediously specifying your 3D scenes down to the very last detai
Machinama by and large pretentious crap (Score:3, Insightful)
Re:Machinama by and large pretentious crap (Score:2, Informative)
First and foremost, they're not good directors at all which is why the films are consistently poor. Even in machinima, it's about story telling, it's about characters, their conflicts and how they interact with other characters. While one can do a film show casing techonology, it is never as good a film with a good story.
D/L and watch militia 2 by The_Family_God. You will not regret i
Re:Machinama by and large pretentious crap (Score:1)
Re:Machinama by and large pretentious crap (Score:1)
Sounds like a case of machine ENEMA what.
Red vs. Blue (Score:1)
the first real-time 3D movies (Score:2)
even soccer mums with cam corders can do it now.
As I believe the article to mean is real time computer generated 3D movies. Well I'm really don't know enough about that
Re:the first real-time 3D movies (Score:2)
Good machinima (Score:1)
Whats even more surprising is that nobody ever mentions militia 2 [cscentral.com] by The_Family_God [gworxpictures.com]. It's the 2nd part of a 2 part movie based in the map cs_militia. This is the by FAR best machinima I've seen on the net, and arguably better than Red vs. Blue.
TFG has started working on Pre/Selection a machinima in the Natural Selection [natural-selection.org] universe which also pr
Re:Interactive Xena (Score:2)
Re:What a stupid term (Score:1)
I'll be up your backside.
Art crossovers... (Score:1)
m.
In The Wating Line (Score:5, Interesting)
Fountainhead Entertainment [fountainheadent.com]. This was a real, commercial production using machinima tools.
It was neat to see the Q3 engine playing on MTV, but it made me greatly regret the quantized normals in Q3 models, which resulted in a noticeable popping on the environment maps. This was largely my motivation for adding per-pixel environment map calculation to the new Doom engine (under the ARB2 path, at least).
John Carmack
Quake done Quick (Score:2)
Re:Zipped why? (Score:1)
2) Firewalls that block
Re:Zipped why? (Score:2)
Re:Zipped why? (Score:3, Insightful)
Re:Zipped why? (Score:2, Insightful)
Re:Pioneering field (Score:1)