Earlier quoted context omitted.
Nope, that would be Burnie Burns, I suspect. I'm the guy who came up with the word in the first place and founded Machinima.com (amongst other things).
Well, he's one of them, though there were 3 guys who were all in on the genesis: Burnie, Geoff, and Gus. I used to work with them (Burnie actually stepped down as CEO of a tech company to pursue RvsB while I was still working there). All very cool people. Pretty sweet though that you invented the term, I always wondered how that came about...
Valve Releases Source Filmmaker Beta
21–25 of 25 posts
Re: Valve Releases Source Filmmaker Beta
#22We use Houdini's digital asset technology to seamlessly develop two version of each asset: one for the gaming engine, and one for the film-quality renders. We use the gaming engine to do all of the camera work, set dressing, initial lighting setups, etc. We can easily create any shot, just like Pixar does with their animated films. We use this ability to iterate on the story in the context of the fully edited film as we constantly increase production value in each scene.
Then, when a scene is solid, we move on to film-quality lighting and rendering. Our facial capture is done at 120fps with up to four RED Epic cameras, each with special stereo hardware we've developed (so up to eight 5.5 MP images are captured simultaneously 120 times a second). Along with the mo-cap data for actors, this allows us to finish the film entirely within the computer.
We're currently looking into Crytek's engine, and I guess we'll look into Source Filmmaker now too. It's a great time to be making films with the computer.
Sadly, the VC industry is completely dry in this area. I wonder what's up with that?
Re: Valve Releases Source Filmmaker Beta
#23I wonder how this compares to CryTek's movie tool: http://www.youtube.com/watch?v=TXnXOn7WRCs The graphics seem a lot more realistic, but the Source Filmmaker might be easier to use.
Re: Valve Releases Source Filmmaker Beta
#24The world of CounterStrike just took on a whole other level (no pun intended). Whereas the likes of EA and Blizzard don't even release mod tools for their big franchises, Valve comes out of left field with things like this. I look forward to seeing some high quality content in the near future, and will hopefully create some myself.
Have you ever installed the SourceSDK? It's an AMAZING set of tools, all authored and regularly updated by Valve, and has been around for many years. https://developer.valvesoftware.com/wiki/SDK_Installation Granted, this latest announcement is indeed a considerable leap even from the offerings of the SDK, since it looks to be aimed at the more non-technical user.
Re: Valve Releases Source Filmmaker Beta
#25Needless to say, as one of the few pro Machinima filmmakers in the world, I'm absurdly excited by this. Haven't used Source for years... The key point about this tech? If you're using your own art assets, it's usable for commercial movie-making, with no license fee. Any of the learned HN types know how the Source engine stacks up graphics algorithms-wise with other engines like Unreal 3 and Crysis? Specifically, how…
Source isn't on the cutting edge, to put it mildly. It's continually updated to meet the needs of the games they release, but Valve's priorities are very different from those of Epic or Crytek.