So,
what is Machinima?
Machinima (muh-sheen-eh-mah) is filmmaking within a real-time, 3D
virtual environment, often using 3D video-game technologies.
In
an expanded definition, it is the convergence of filmmaking, animation
and game development. Machinima is real-world filmmaking techniques
applied within an interactive virtual space where characters and
events can be either controlled by humans, scripts or artificial
intelligence.
By combining the techniques of filmmaking,
animation production and the technology of real-time 3D game engines,
Machinima makes for a very cost- and time-efficient way to produce
films, with a large amount of creative control.
How is Machinima produced?
Machinima can be produced in a couple of ways.
It can be script-driven, whereas the cameras, characters, effects
etc. are scripted for playback in real-time. While similar to animation,
the scripting is driven by events rather than keyframes.
It can also be recorded in real-time within the virtual environment,
much like filmmaking (the majority of game-specific Machinima pieces
are produced in this fashion).
While both of these approaches have their pros and cons, they are
both Machinima-making techniques.
What are the advantages of Machinima?
Machinima provides:
the real-time recording of human/scripted performances
and events - akin to shooting film; eliminates the rendering process.
the creative flexibility of artistic assets moved over
time – akin to animation; allows total control over visual representation
of characters, events, etc.
an interactive environment – provides a space where characters
can interact and real-world physics can be reproduced.
Hardware driven playback is resolution independent.
Because Machinima can be shot live or scripted in real-time, it's
much faster to produce than traditional CGI animation. A live action
director should feel right at home and an animation director will
be able to direct without having to rely on key frames. Multiple takes
can be made in real-time or just a few takes while the rest is adjusted
in post, dependent on the director's style.
Additionally, instead of rendering frames of animation or video streams,
some Machinima is recorded at the data level – only capturing positions,
orientation and other pertinent pieces of information for the 3D assets
to be drawn and animated during playback. Data-recorded Machinima
also allows for editing at the data level – where you can add characters,
adjust camera angles, create camera moves, fine-tune animation, etc.
It's much like doing a reshoot without having to call back the cast
and crew –further blurring the lines between production and post-production.
What is so significant about shooting live Machinima?
Shooting live Machinima can produce a considerable time and
cost savings - up to 30-40% and is a radical departure from the traditional
key frame animation process. Now animation directors can direct puppeteers
as they manipulate the character models in real-time. A live action
director can also relate as what happens is in real-time .
How does it save time and money?
It saves money by eliminating the time intensive processes of software
rendering. In addition, live-produced Machinima can be created similar
to a producing a live action film - the camera records performance,
action and events as they take place.
Sorry, I'm a laymen, can you explain that a little more?
Two-dimensional (2D) animation, like Disney's Tarzan or a Warner Brothers
Looney Tunes cartoon, is drawn, inked & painted by hand and then
shot frame-by-frame for the final animation. This is obviously labor
and time intensive. A half hour cartoon could take six to nine months
to draw and is usually done overseas to minimize labor cost. A feature
could take two to four years to complete.
3D Computer Generated Imagery (CGI) animation, was pioneered in the
80's and put on the map by Pixar's Toy Story. Instead of each frame
being drawn by hand, a computer "renders" all of the characters
and backgrounds.
But a team of computer animators have to animate each character model
individually for each scene. Once done, a "compositing"
bank of computers, renders all of the characters models and objects
into the 3D background, making your complete shot. But because of
the large amount of 3D model, lighting and animated information in
each frame, it can take a very fast bank of computers hours, if not
days, to render each frame. Some frames of Pixar's Monsters Inc took
over 90 hours to process using over 400 computers ganged together
in parallel. With 24 frames per second of footage, you can image how
long this process can get. Subsequently, Monsters, Inc. took four
years to produce.
Naturally, because of Machinima's real-time aspect, the production
approach takes significantly less time.
What a minute, are you saying you can produce Pixar level animation
in almost half the time?
Well, no, not yet. A company like Pixar will always push the boundaries
of what's possible in animation. But, with the advances in computer
hardware coming in the next few years, it looks pretty good that we
can get much closer.
How do you use a computer game to create animation?
A number of ways, actually.
First, if you've ever played a computer game on a network (LAN) at
work or seen others play it, each person in the game is using their
computer to log into the server computer. Each computer represents
one character in the game, usually running around shooting at each
other. Everyone playing can see each other's character in real time
in the game world, from their characters viewpoint on their monitor.
In Machinima, the roles shift: the characters, instead of shooting
each other, are actors in the scene, and the server doubles as the
camera, recording everything that happens in the virtual world.
Second, people sometimes produce Machinima on their own (not using
a LAN) by using tools the game developers publish for a particular
game. These tools often allow the end user to create new levels, import
new characters and create scripted events. While the game developer
produce these tools often to extend the replayability of the game,
Machinima developers have used them to create their films. This essentially
turns the off-the-shelf game into a small Machinima studio.
Lastly, some teams use a combination of these approaches - recording
their custom assets in real-time. These recordings take place at the
data level (as opposed to capturing multiple gigabytes of video footage).
This recorded data approach yields the most flexibilty as editing
at the data level creates a final Machinima that can playback within
the game engine itself.
Where can
I watch some Machinima?
There are a number of sites that show some Machinima
work. However, the most centralized site for Machinima is Machinima.com.
While the site isn't the most polished, the level of information it
holds is unrivaled.
Additionally, some quality Machinima works can be found at:
Red Vs. Blue: The Blood Gulch Chronicles – http://www.redvsblue.com
The ILL Clan: http://www.illclan.com
GameSpy's hosting of the Machinima Awards 2003 nominees:
http://www.fileplanet.com/features/machinima_awards/
Nanoflix Films - http://www.nanoflix.net
Where can I find out more about Machinima?
Both the Academy's site, http://www.machinima.org
and Machinima.com carry a wealth of information about Machinima.
In addition, the Academy offers membership, which includes a demo
version of Fountainhead Entertainment's Machinimation tool, a great
tool to get started with Machinima.
How can I
get started creating Machinima?
There's two paths to creating Machinima of your own.
The first involves recording the output of your favorite game to
video (ala Red Vs. Blue). This approach has you record the output
of the game to a video source (camcorder or VCR), and then to capture
this footage back into your computer for editing and post-production.
The Academy offers a demo version of Machinimation (by Fountainhead
Entertainment) - a great tool for getting started in Machinima
- as part of its membership offering (click on Membership to the
right for more info).
The other path is bit more ambitious as is involves using an underlying
3D game engine but creating entire new characters and sets (similar
to the ILL Clan's and Foutainhead Entertainment's work). Once these
assets are created, the production looks very similar to the first
path - recording the engine output, capturing the footage into a
computer and editing it with editing software.
Naturally, the first is much easier path as it requires less asset
development. Machinima.com has a few articles highlighting the recording
process:
Capturing
Game Video Part 1
Capturing Game Video Part 2
Machinima.com also hots a number of tutorials on
the more advanced Machinima development approach. Stay tuned here
as well - as we'll be posting our own tutorials in the future.
Additionally, a couple of books have been released
about Machinima:
The
Art of Machinima (Paul Marino, Paraglyph Press, Aug. 2004)-
a hands-on book showing you both the artform and the basics of how
to get started in your Machinima production.
Machinima
: Making Animated Movies in 3D Virtual Environments (Dave
Morris, Matt Kelland and Dave Lloyd, Ilex Press, Aug. 2005)
- which gives a great overview of the medium and its filmmakers.
Where do you see Machinima
in the future?
We feel Machinima will eventually become yet one
more way to produce visually-based stories.
Also, as hardware-rendering becomes more powerful and accessible
to the end user (next-gen consoles, PCs, etc.), Machinima films
can be rendered via broadband right to the end user's display screen
– delivering the Machinima film as data right to your set-top/console.
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