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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..

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!)

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 :)

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.

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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