![]() I got interested in computer imagery from a young age, playing with the first video game consoles and personal computers and following the evolution of CG with a deep interest. The “demo scene” development communities for both C-64 and Amiga computers also brought a lot of innovation in realtime graphics synthesis.Īt University of Montreal I studied computer graphics and did a M.Sc. There, I met Réjean Gagné, Richard Laperrière and Dominique Boisvert, who would later implement the Actor Module in SI3D, and many other friends who were, or are still working at Softimage today. After I completed my studies I got a job interview at Softimage and was hired it was a dream come true ! I started in the modeling team, then moved on to motion capture & control, then headed the new Games team and now Special Projects Japan. I love music very much and I’ve been DJ’ing on and off since the age of 13, so I buy records and practice mixing. Tell us a bit about the highlights of your 11 year career at Softimage I also like programming personal projects, reading, cooking, nature, going out with friends, going to the gym, etc. April 14th 1993 – my first day at Softimage !.solving a data loss problem with an Ascension “Flock of Birds” motion capture system not working properly with a Onyx computer, which was being used at a Jurassic Park theme park at Unviersal Studios.I implemented a fix in Montreal and I was sent to Los Angeles to configure the system. I had a chance to meet the movie actors and Steven Spielberg made an appearance, it was a very impressive “Hollywood” type first experience for me. then I worked on an interesting project : one of our customers was using a Waldo-like hand manipulation device to radio-control the facial expressions of the robotic heads used for the Teenage Mutant Ninja Turtles movies.The History of Softimage is the story of a 3D software that did not really find a home except in the hearts of the Artists who used it over the decades to create amazing pieces of artwork.The actors had to wear the Turtle heads while servo-motors moved metal blades around their face to flex and animate the head latex skin as well as a radio receiver backpack which was hidden in the turtle shell. New version 4.0 offers a range of new features with an emphasis on game authoring including multiple UV texturing, vertex color. Softimage was a genius 3D program that was ahead of its time, at one point of its life cycle, it reached new heights in the computer-generated images field and became the number one 3D package in the 90s, and despite its limited toolset, it was super-fast to use, with a highly intuitive UI. SOFTIMAGE3D features robust, production proven organic modeling, legendary character animation tools and high-quality photorealistic renderingproviding a perfect first step into the world of 3-D production. Softimage was able to get things done quickly and clients loved it. Leaving the industry at large trying to integrate its features into their own products. Softimage was used by the biggest VFX studios like ILM to create Blockbusters such as “Jurassic Park”, “Terminator 2”, “Titanic”, “Men in Black,” “Spawn”, and “The Fifth Element”. Image Source : ĭespite its success in the industry of Video games and VFX for film, Softimage did not really find a home as Nick Webber, senior FX TD at Milk VFX said: Also, it was used to create amazing video games at that time from the Japanese “Resident Evil” series, “Silent Hill” trilogy, “Half-life”, “The Legend of Zelda”, the “Star Wars” video games, and much more. ” Softimage has been passed around from company to company over the years like a CGI hot potato, It’s as if they never knew what to do with this eccentric genius child.”īut from what we know about 3D programs that came and went over the years, Softimage, probably, was the most impressive. History of Softimage: A RISE and FALL Story Like any 3D program no longer developed Softimage’s absence from the industry is sad, but when we evaluate what Softimage managed to accomplish while it was alive, it’s hard not to be appreciative of how it went out. In 1986, National Film Board of Canada filmmaker Daniel Langlois, in partnership with software engineers Richard Mercille and Laurent Lauzon, began developing an integrated 3D modeling, animation, and rendering package with a graphical interface targeted at visual artists. ![]() The software was initially demonstrated at SIGGRAPH in 1988 and was released for Silicon Graphics workstations the following year as the Softimage Creative Environment™.
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