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In all the time I've been
doing these stories this is the first request
I've seen for improved splines. Why?
Michiel: No way! Nobody
asks for improved splines? I just spent a week
working in another package, and it was soooo good
not having to work around the limitations of the
TCB spline.
Stijn: I agree with
him on that, after the Pixar masterclass, we both
realised that we were fighting the splines (TCB)
instead of working with them..
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Would you prefer to keep
LightWave as it is currently (with two separate
modules), or have it integrated
into one package?
Stijn: I vote for integrated.
Why? Because, if Modeler and Layout were integrated
you could:
-interactively make
corrective morphs to your rig while your character
is being deformed by the bones...
-interactively paint
weight maps while you're rigging
-you would have no need
for the hub (not that I use it much).
Michiel: hmmm I don't
feel strongly about it... I can't think of a reason
not to integrate them, especially since they're
not sold separately. I can think of several reasons
to integrate, the number one being able to animate
all the modelling tools (yay!)
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What machines are you using
it on now?
Stijn: Michiel is working
on a dual AMD xp2000, and I am about to upgrade
my AMD 1200 to a 2500 or something. I am still
working on a GeForce 2MX, and Michiel is still
using a GeForce 2 GTS...
Are there any plug-ins you
wouldn't be without? I know Stijn has already
mentioned Ortho...
Michiel: I just discovered
David Ikeda's modelling
tools. NewTek should hire this guy, even if
his plug-ins weren't for free :) They're soo good!
How are the responsibilities
of Lemonade split between the two of you?
Michiel: Good question...
Stijn usually handles the financial side of things,
but I do, too. Stijn is just that tiny bit more
together than me, although I do have my moments.
I usually do the hard financial negotiations,
it's sort of a hobby on the side :)
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Yeah, but I actually meant
animating, modelling, lighting and so on! :)
Michiel: Oh - we're
completely interchangeable, skill-wise. Which
is very good, logistically. Usually Stijn is a
bit more artistic than me, but I'm better at shading
and lighting.
Stijn: Apart from that
we are joined at the hip.
Useful! :) So for Tinny Tom,
you each modelled the robots and the scenery etcetera,
or did you sit down and divide the tasks like
proper grown-ups? :)
Michiel: No we acted like
proper grown-ups (LOL) and divided the workflow
for each scene.
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How did you come up with the
idea for Tinny Tom? What was the inspiration?
Stijn: Its purpose is
actually to promote the Ad agency Beerens &
van Dijk, the boss wanted to do a DVD to send
around to his contacts, and thought it would be
nice to have a short animation on it. It was supposed
to be way shorter, but we kind of ran away with
it.
He, (Bas Beerens, the
Beerens & van Dijk boss) came up with the
idea to have a cute robot guy that has a short
adventure. We then came up with a story that vaguely
has to do with communication, and got to work...
Bas Beerens acts as a kind of "patron of the arts"
in this ;) He really liked Rustboy, and wanted
something like that, so we had to try very hard
NOT to make it look like Rustboy. I hope we succeeded...
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