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Best Tools for Machinima?

wrinkledshirt asks: "As a former Creative Writing major with a huge interest in film, I've been thinking about trying to get into Machinima (com, org, and wiki sites -- basically, using game engines to make movies). Probably the most famous use of it for the Slashdot crowd right now is Red vs Blue, which makes use of Halo, but up until recently, most of the other options have involved FPS game engines, which would require a huge investment in time so as to create non-FPS-genre content for non-FPS-genre movies. Now that Sims 2 is here with its video-recording feature (and the promise of more contemporary realism in the expansion packs) and with Pete Molnyeux's The Movies coming out in 2005, is it possible that an amateur writer could make the Machinimatic movies of his or her dreams? Plus, what would the best tools be? What machine would you need? Would any single game engine help you create your own Citizen Kane?"

149 comments

  1. Film & Vids by mfh · · Score: 4, Insightful

    Would any single game engine help you create your own Citizen Kane?
    Not right now, but I'm sure this is a direction the video games creators are contemplating because it's an area of expected growth. It would certainly make the creation of cinematics much easier for dev teams if machinima was considered part of the engine.

    The problem is that in games like Doom 3 for example, the creation of cinematics is scripted heavily and designed into the levels. Models take weeks to build correctly and integrate, and you have to have strong modelling skills to achieve that. There is no separation of set and action or actors, for the most part. I understand that Half Life 2 has changed this kind of static nature, but it's still very early.

    The games would have to have quick modelling system built in, or methods for generating random characters and skins, and voices.

    I'm sure that in the next twenty years, this is the direction of video games. It would be a smart approach, IMHO.

    You also have to consider the comparison between video game sales and box office/rental sales. Video games are beating the movie industry to a pulp, so film as a medium of expression is likely on the way out, unless the business makes some changes and continues to grow and support new vision. Indy film will always be of a higher quality than blockbusters, IMHO.

    Look at the reviews for Alexander. Ebert said the film was crap. That's a film they spent $150mil to create!

    With games like Halo 2 grosing $100 mil on the first day, for a much smaller budget compared to Alexander, the bottom line is clear. The age of movies is waning.

    Quality of film has declined heavily as far as dramatic content, with the exception of films like LotR. I'm seeing the film expression as being played out for the most part.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Film & Vids by bairy · · Score: 2, Funny

      you bastard I thought I had the first 'long-ass reply' post :P

      --


      Get paid to search..It's geniune and
    2. Re:Film & Vids by 88NoSoup4U88 · · Score: 2, Informative
      You're missing out one engine though : The Unreal Tournament engine.

      Not from personal experience ; but afaik, UnrealEd (the editor for Unreal) supports setting up scenes as you would in 3d-modeling software (eg. Lightwave) ; and assigns controllers to objects/models etc in scenes, thus making it a bit easier to create a movie-like scene (without or with human 'actors').

      As the Parent said ; Doom 3 is really -lacking- those features ; and I think that id is hoping for the community to come up with some decent modtools to make Machinima movies on it.

      A shot missed by id, imho : Since of all the mayor engines out now, Doom 3 surely comes most close to real life.

      Sidenote ; The latest shown Unreal techbnology also seems wicked and the D3 engine will defenitely need soom future tweaks to keep up with that. . http://www.unrealtechnology.com/

    3. Re:Film & Vids by falloutboy · · Score: 1
      With games like Halo 2 grosing $100 mil on the first day, for a much smaller budget compared to Alexander, the bottom line is clear. The age of movies is waning.

      How do you figure? The two are different kinds of entertainment. Movies are passive, video games are active, and while there's lots of overlap in people who enjoy them, some people don't care for one or the other.

    4. Re:Film & Vids by Random_Goblin · · Score: 1

      I would be facinated to know what sort of budgets were available for Blizzard's intro movies (I'm thinking of Diablo and Starcraft especially) as well as the obvious final fantasy epics.

      as for using a game engine I'm not convinced that its not overly limiting, unless you use it pretty much "as is" wouldn't the time spent modding be better spent in 3D studiomax or something?

      if its a cost, or learning curve thing, I would have thought the Neverwinter Nights package might be a good tool, the editor is very good at getting scenery down, making an adventure, is another question, but for having characters move around and interact with objects i would have thought NWN is hard to beat for quick and dirty filming.,br>
      finally i would say the most important thing about film is story telling, a great physics engine may help you move your characters, but it wont make the story for you, nor will help with the cinematography, in fact in many ways i would have thought using a game-engine would restrict you to a very formulaic set of possible scenes.

    5. Re:Film & Vids by Babbster · · Score: 1

      And then another blockbuster comes along and rakes in hundreds of millions (maybe even billions before copyright expiration which will probably continue to be extended by Congress until it's in the 100s of years). If a movie can cost $100 million and then make $200 million or more, that's huge...and a movie can be a huge hit WITHOUT costing that kind of money. Not many businesses where you can potentially make double (or triple or more) your investment in a year or less after the product is released. As long as there's that possibility, there will always be a movie industry.

    6. Re:Film & Vids by Slack3r78 · · Score: 4, Insightful

      You know, it's interesting that you mention HL2, because I was about to bring up the Source engine as a suggestion for this. While I feel there are better looking engines out there already (Far Cry) in terms of raw visuals, as far as the character animation goes, nothing touches it right now. The facial animations are based on modeling the muscles of the face, making for an incredibly life-like result in comparison to other systems that are out there at the moment.

      The other interesting thing is that in the 2003 E3 demo, Valve demonstrated that the models would lip sync with audio in a fairly convincing manner - even in other languages. I can't speak for how easy/automatic this is, but we should know soon as Valve announced today that the full SDK would be available next week. Other little details like specular highlights on a characters eyes giving them that gleam of life really add to the overall effect.

      I think it'd probably take a little more work, but HL2 seems very well suited to this type of work. It may not be the absolute best a everything, but least as far as the character animation goes, I don't think anything else can really compare right now.

    7. Re:Film & Vids by Ubergrendle · · Score: 3, Interesting

      Look at the reviews for Alexander. Ebert said the film was crap. That's a film they spent $150mil to create!

      With games like Halo 2 grosing $100 mil on the first day, for a much smaller budget compared to Alexander, the bottom line is clear. The age of movies is waning.


      I agree with you general comment, although I need to be picky -- the age of the overblown Bruckheimer-esque piece of crap Hollywood epic, is waning. There are lots of films, usually 'indie', that have very modest budgets but do quite well. Of the top of my head, "Dancer in the Dark" was done with a few digital video cameras that were under $10k. Hollywood needs to decide what is a better use of its money... $150 million on a movie that might break $160 gross? Or a series of 10-20 $5 million movies that make $10 million?

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    8. Re:Film & Vids by Coryoth · · Score: 3, Informative

      Of course the reality is that there are practically no films at all that make a profit. Certainly every big budget film is guaranteed to make a loss. At least, according to the movie studio accountants.

      And in the end that's actually a reasonably large part of where all the real profit comes from. Take a read of this and just look at all the amazing money shuffling methods they have to sweep any semblance of profit under the carpet. Just look at how the account for video and DVD sales for gods sake! Dodgy, dodgy, dodgy.

      Jedidiah.

    9. Re:Film & Vids by badboy_tw2002 · · Score: 1

      I think you hit it right on the head there. We actually live in a great age for film. The sheer number of giant multiplexes has lead to theaters with tons and tons of extra screens that they can put films on that a smaller audience might enjoy along side the giant blockbusters. Film isn't going anywhere, and I doubt the summer popcorn films are either. Saying the failure of "Alexander" predicts a trend discounts every other giant hit this year (Spiderman 2, Incredibles, etc)

    10. Re:Film & Vids by shufler · · Score: 1

      Not to mention the ONE REASON video games make so much more money: THEY COST MORE MONEY TO SEE (play).

      Compare $100 million in the first day from an item that costs around $50, to $100 in the first weekend that costs $15. I'm not denying $100 in a single day isn't amazing (how much of this income is generated from pre-ordering though?). What I am saying, is that movies are experienced by a much larger audience than video games.

      That's not to say that the "struggling" movie industry should raise ticket prices to $50, it's just showing that a successful business model for a DIFFERENT FORM OF MEDIA can exist with a SMALLER consumer base, and a LARGER entry price.

    11. Re:Film & Vids by Anonymous Coward · · Score: 0

      Problem is, NWN is really freaking ugly compared to the vast majority of games (both new and old). Don't get me wrong, it's still my current favourite game, but you can't honestly say it'd be good for machinima.

    12. Re:Film & Vids by Goldberg's+Pants · · Score: 2, Interesting

      With games like Halo 2 grosing $100 mil on the first day, for a much smaller budget compared to Alexander, the bottom line is clear. The age of movies is waning.

      Couldn't disagree more. The big difference is the sales drop-off. Sure, Halo 2 took in that. In three months time, sales will be through the floor and getting lower and lower. Halo 2 shot it's load, and that's it. Alexander has the following in it's future after it supposedly tanks (and bear in mind the bums on seats around the world will be many multitudes higher than the number of copies Halo 2 shipped):

      DVD Rental: Still a very lucrative market
      DVD Sell through: Where a lot of movies that tank make a fortune.
      Pay Per View: Still a lucrative market.
      Cable TV: Probably similar to PPV
      Network Broadcast: This will make another few million, THREE YEARS after the release.

      Tell me Halo 2 will make a few million in 2007 and see if I laugh.

    13. Re:Film & Vids by Random_Goblin · · Score: 1

      i think a lot of it depends on what sort of stories you are looking to tell, and how much work you want to put in. I am assuming you'd use a game-engine because you want a relatively quick and cheap solution to your animation requirements. I agree that there are better looking games out there, but i'm not sure how they compare in the ease of setting up a scene?

      to be honest, i think if a job is worth doing, it's worth doing well and you much better taking the time to use a proper tool for the job. I'd use either flash for 2D work, or 3D StudioMax, both of which will do your future career no harm in picking up.

      I'm not sure the same can be said for fiddling with a game, to get the shot your looking for.

    14. Re:Film & Vids by B'Trey · · Score: 1

      Your comments might have some merit if movies and video games were in competition with each other. They're not. Sure, there's a peripheral competition in that they're both competing for a limited pool of "entertainment dollars." But for the most part, they're two different things.

      So "Alexander" got panned by the critics? Exactly what does that have to do with anything? Do you think the investors who paid for the movie invested their dollars so that they could hear Ebert say how good the movie is? Movie making is a business. All that matters is whether or not "Alexander" makes money. Chances are, by the time it plays world wide and then gets released to DVD, it'll make a ton of money. And the investors won't even be thinking about Ebert when they deposit their profits at the bank.

      Video games are growing, but their future growth is limited. Video games compete with each other much more than movies do. As has already been pointed out, a video game cost $50 -$60 bucks, and the cost will certainly rise in the future. I guarantee you there were people who were agonizong over spending their money on Halo 2 or waiting so they could get Half Life 2. How many people do you think would like to go see "Alexander" but are saving their money to go see "Blade: Trinity" when it comes out? And yes, I realize Halo's an Xbox title and HL2 is a PC title. That's part of the point. Not only do games have to compete with each other, they have to compete with different platforms.

      Movies aren't going anywhere in the forseeable future. Certainly, movies have changed and will continue to change. For one thing, most movies make more money in the rest of the world than they do in the US. Foreign (that is, non-US) films get lots of critical praise and recognition. But when it comes to making money, films are one area where the US is still firmly in control. US movies dominate the popularity charts and make the money. However, because so much of a film's profits is made overseas, the overseas audiance is becoming more and more important to film makers. Films are made to appeal to world wide audiences rather than purely US audiences. That actually works to make them less palatable with US audiences and US critics. In another area, computers are becoming increasingly ubiquitous in film making. I don't know how long it will be before a complete CGI film is indistuinguishable from life action video. But eventually, it will happen. In other words, the art and science of film making is definitely evolving. But, while films themselves may change, they aren't going away. Not in my lifetime and not in yours. (Unless, of course, they come up with anti-aging serums in our lifetime.)

      --

      "The legitimate powers of government extend only to such acts as are injurious to others." Thomas Jefferson.

    15. Re:Film & Vids by Anonymous Coward · · Score: 0

      Except that films cost more than 1/5th the cost to view which means that the viewership is still greater than video games. Games are incredibly shitty story tellers in the conventional sense. How do you handle complex plots when the user has to actually CHOOSE what to do? I can see it now.. books they're also on their way out :)

    16. Re:Film & Vids by Cplus · · Score: 1

      The sad thing about the situation is, while we do have more screens than ever, they are still owned by the studios. Vertical integration is a huge part of the incestual history of Hollywood. They make them, distribute them, and screen them...it's pretty hard to get a film shown unless it gets picked up by one of the majors (thank god for the success of Miramax) and that generally only happens after seeing some success at film festivals.

      Damn, I hadn't heard any reviews of 'Alexander'...I was looking forward to it, hopefully this is one of those times when I disagree with Ebert, though Troy definitely wasn't.

      --
      "Share your knowledge. It's a way to achieve immortality." -- Dalai Lama
    17. Re:Film & Vids by TrancePhreak · · Score: 1

      O-o-o-over here Mr. Gordon.

      ;)

      --

      -]Phreak Out[-
    18. Re:Film & Vids by davew2040 · · Score: 2, Interesting

      The Unreal engine does look like it has some pretty amazing stuff up its sleave, but you may wish to keep in mind that the basic Doom 3 rendering engine has been finalized for a good three or four years now, with the exception of what constituted minor tweaking along the way.

      Certainly Carmack has been devoting a lot of his time to rocketry, and it's probably also fair to say that he's sometimes been narrow-minded in his approach to everything that isn't bread-and-butter first person shooter stuff (fast graphics rendering, core networking capabilities, etc., but not physics, deformable geometry, etc.). But you can bet he hasn't been resting on his laurels with regard to next-gen game engine technology.

    19. Re:Film & Vids by Donny+Smith · · Score: 1

      Very interesting post!

      To me there's no difference between movies and games - both do what they can to entertain or express author's message.
      With movies you can't make it interactive (well they could shoot a gazillion possible scenarios so that you could "tip the scales" and take the movie in some particular direction, but for all practical purposes it's there to be shown while people watch).
      With games it's interactive but still quite primitive and non-realistic compared to real actors/movies.
      Each of them is bad at what the other one does well and they can't help it yet.

      In the future (say 15 years from now) we'll probably see the two merge - movies that contain computerized renderings of real people and bots with AI which will be able to "makes movies on the fly" depending on interaction from the viewer. Or movie-like games with on-the-fly generated plots and characters that look like your friends, enemies, bosses, etc. At that point there won't be much difference between them.

      Even better, in 20 years there ought to be "personal movie bots" that will make movies automatically based on AI movie director programs and a combination of one's personal preferences (values, education, things one likes, etc.), daily experiences, people one likes and dislikes, etc.

  2. Vaguely off-topic drifting back to on-topic reply by bairy · · Score: 5, Interesting
    Now that Sims 2 is here with its video-recording feature (and the promise of more contemporary realism in the expansion packs)

    The sims? Realism? You're kidding right?

    We're talking here about simulated "people" who will quite happily beat the crap out of someone one second and talk about the weather to them the next. "people" who will moan and whinge when the bathroom is in use when there are three other free ones in the house. "people" who will happily stuff their faces whilst their kid is crying it's eyes out after shattin itself. "people" who, when they see a fire, go as close to it as they can manage and burn themselves to death instead of calling the fire brigade as any sensible person would do. "people" who play *exactly* the same game of chess every time (technical limitations, I know)

    The actual actions they do are vaguely convincing but overall the sims is *not* realistic!

    You were right though, it does have a video recording dooby which the strangerhood has used and with some fiddly work you could create a story.

    To create any movie you'd need to know what the engine(s) can do inside and out, and if you're using existing characters, you'd need to know their capabilities inside and out too. So to answer, I think anyone could create something half decent but you're looking at a lot of studying and some very careful planning to get it just right.

    Oh, just as a complete sidenote and to make this post as worthwhile (debatably) as possible, for anyone who's interested fraps lets you record pretty much anything happening on your screen such as games etc. so you're not limited to in-game recording to capture footage.

    --


    Get paid to search..It's geniune and
  3. Voices? by odyrithm · · Score: 2, Interesting

    Theres plenty of game engines out there doing the visuals but what about the voices? sound effects? is there even anything out there that can do voice simulation?

    just curious.

    --
    moo
    1. Re:Voices? by bairy · · Score: 1

      In the case of red vs blue, the voice is overlayed but with the vast amount of different sounds/voices etc written into games, movies, tv programs etc. these days, and with the power of sound editing software I shouldn't think it too hard to manipulate and accurately time the exact sound you're after.

      --


      Get paid to search..It's geniune and
    2. Re:Voices? by odyrithm · · Score: 1

      I know about overlaying, what I was trying to ask was; is there any advances in actualy generating voice from what the amiga came with?

      Instead of getting your mates round for voice overs or having to do however many yourself it would be nice to do the voices digitaly aswell..

      --
      moo
    3. Re:Voices? by kfg · · Score: 5, Funny

      is there even anything out there that can do voice simulation?

      People.

      KFG

    4. Re:Voices? by odyrithm · · Score: 1

      Your not an actor are you? ;)

      --
      moo
    5. Re:Voices? by Whalou · · Score: 1

      Yes there is.

      Although it's purpose it to sing a song, you could use it for dialog.
      However, there would be a tremendous amount of work to figure out the proper pitch and rhythm of the dialog. Also, there are only two "vocalists" supported, a male and a female.
      If one were to go through all this trouble, the results would most likely be a lot better than the automated solutions that sound like bad 60's robots. {Windows}-U anyone?

      --
      English is not this .sig mother tongue...
    6. Re:Voices? by kfg · · Score: 5, Funny

      Your not an actor are you? ;)

      No, but I play one on TV.

      KFG

    7. Re:Voices? by 88NoSoup4U88 · · Score: 4, Interesting
      Both Half-Life 2, and Unreal Tournament 2004/2 come with sofware that auto-tweaks skeletal animation (mouth/jaws/lips etc) to sound (speech) files.
      Once you got the rough layout, you can start tweaking for more realism.

      The funniest (real-time) use of voice-to-animation I have seen till now, is in (the original) Counter-Strike.
      Counter-Strike has voice-support built-in ; and when one speaks, the mouth is (roughly) syncing on it.

      THe first time i saw this (they introduced it , i think, two version ago, 1.4) , i laughed my arse off :)

      Haven't checked yet if they left it in Counter-Strike: Source.

    8. Re:Voices? by bairy · · Score: 1
      I know that fark-rausch have created such a thing, particularly fr-025 which I *think* has a computer generated voice which sounds pretty good. I'm 99% sure there's a 64k demo with a computer generated yet surprisingly realistic voice but I can't remember which it is.

      so, yes there is but I know little about it

      --


      Get paid to search..It's geniune and
    9. Re:Voices? by Anonymous Coward · · Score: 0

      No, but I did stay at a Holiday Inn Express last night.

    10. Re:Voices? by Anonymous Coward · · Score: 0

      Your not an actor

      "You're".

  4. Oh, god. by eeg3 · · Score: 3, Funny

    Now that Sims 2 is here with its video-recording feature (and the promise of more contemporary realism in the expansion packs)

    As if the millions of "cartoonists" taking screen shots of video games and adding moronic thought bubbles wasn't enough of a waste of bandwidth... Now we get to have millions of retards creating movies. *sigh*

    Atleast out of the 1,030,205 dopes, we'll probably get a few, clever gems.

    1. Re:Oh, god. by n0wak · · Score: 2, Insightful

      Atleast out of the 1,030,205 dopes, we'll probably get a few, clever gems.

      Just like Slashdot comments.

    2. Re:Oh, god. by odyrithm · · Score: 1

      hes on dialup, ignore him. woo new dilbert!

      --
      moo
    3. Re:Oh, god. by 88NoSoup4U88 · · Score: 2, Funny

      Wow, sounds like Hollywood to me :)

    4. Re:Oh, god. by Bodhammer · · Score: 1
      Wow, sounds like politics and the press.

      What we need is central commitee to decide what should be read and watched. That way we will only get the quality stuff.

      Bad news is that the current commitee decided that you are not qualified to be on the new commitee, sorry...

      --
      "I say we take off, nuke the site from orbit. It's the only way to be sure."
    5. Re:Oh, god. by 0racle · · Score: 1

      No different then blogging.

      --
      "I use a Mac because I'm just better than you are."
  5. The missing piece by kfg · · Score: 3, Insightful

    Would any single game engine help you create your own Citizen Kane?

    1. Find game engine
    2.Become Orson Welles
    3.Profit!

    KFG

    1. Re:The missing piece by gazz · · Score: 1

      3.5: Sell Rosebuds as merchandise

      --
      it's the taking apart that counts
    2. Re:The missing piece by themoodykid · · Score: 1

      You got it wrong:

      1. Find game engine
      2. Become Charles Foster Kane
      3. Rosebud!

  6. I started using the Doom 3 engine... by Anonymous Coward · · Score: 2, Funny

    ...but everyone who saw my movie said "Hey! You forgot to remove the lens cap!"

    1. Re:I started using the Doom 3 engine... by Anonymous Coward · · Score: 0

      It's already been done. Here's a link to the movie.

  7. Best Tools by 1gor · · Score: 1

    Would any single game engine help you create your own Citizen Kane?

    An actor?

    --
    --
  8. New Art Form by Egonis · · Score: 2, Insightful

    Although using a game engine to do most of the work, you need to consider quite a bit:

    - Will the game engine show the expressions necessary in your 'actors'?
    - Will you be able to adequately time the sound effects and voice-overs? (I do NOT recommend using a synth, unless you are making a comedy)
    - Do you have a strong understanding of programming? Because that's what you will need to do to correctly move characters/wireframes/objects/timing/etc

    Although the engine will most definitely cut out quite a bit of production time, the best advice is to 'play'... learning how the physics work, and how the engine reacts to commands, etc are key to making something worth watching.

    1. Re:New Art Form by Anonymous Coward · · Score: 0

      Why not just grab Blender and do REAL animation?

  9. How about stuttering by Anonymous Coward · · Score: 0

    I've got the perfect game for you if you want to recreate a realistic stutter for one of the charecters.

  10. Capture tool by Anonymous Coward · · Score: 0

    http://www.fraps.com/

  11. Molnyeux = Molyneux by Anonymous Coward · · Score: 0

    -nt-

  12. Why not blender? by shoor · · Score: 1

    I've only just dabbled with blender, but it's supposed to be useable for creating games isn't it.
    Would it be suitable for what you want?

    --
    In theory, theory and practice are the same; in practice they're different. (Yogi Berra & A. Einstein)
    1. Re:Why not blender? by Anonymous Coward · · Score: 0

      The point of using a game engine is to take advantage of the existing code. Starting from scratch by doing 3d animations with Blender is not any more useful.

    2. Re:Why not blender? by Anonymous Coward · · Score: 0

      well blender in fact has a real time game engine inside
      plus you get a complete modeling and animation (and soon sound) studio for free

      well actually you get the whole thing for free ;)

      ok i will now stop harassing the english language, you know iam from old europe, so old.

  13. Anime!!! ^_^ by Spy+der+Mann · · Score: 1

    If they can make an easily-programmable engine that renders good quality cel-shaded characters, what else can we ask? :)

    Who knows, we could make offspins of popular anime shows... ah, the fandom dream.

    OK, count me in! ^_^

  14. Militia 2 by xOleanderx · · Score: 1

    You could go the way of the CS movie "Militia 2" and use modding and map making editing to change the game to suit your needs. http://www.fileplanet.com/files/110000/111529.shtm l

    1. Re:Militia 2 by masterren · · Score: 1
      Even better...check out the new machinima movie by GW Films (Militia 2 makers) and CN Productions: ClanWars (http://www.fileplanet.com/files/140000/147895.sht ml).

      Currently, it is available to only FilePlanet premium members, but on Monday it will go public. It uses a combination of modified maps and post-production special effects.

      http://www.gwfilms.com/
      http://www.chipmunkninjas.com/

  15. Best game idea ever! Make it a movie! by multi-flavor-geek · · Score: 1

    Take the Sims, get a whole sims community built up, and then open it up for online Grand Theft Auto gaming. You would have to make the sims able to defend themselves, somehow, and I m sure that a lot of sims would get slaughtered on the first day, but it would be funny!
    And imagine the film feature when your sims are cooking dinner as a raging maniac with a chaingun walks through the door and levels everything in the room.
    You may even be able to capture some very 'Pulp Fiction'esque scenes, and a lot of Mexican standoffs like in 'True Romance'
    And think of how much fun it would be!

    --
    Like arts? Like cheesy little Indie mags? Check out www.artwerkmag.com, and don't laugh at the bad coding please.
  16. Here's a stupid question... by Anonymous Coward · · Score: 0

    If you have dreams of making movies, then what's stopping you from writing a script? It's not like "machinima" is suddenly the only way to making movies or animation.

  17. Not at the moment, no by MrAndrews · · Score: 3, Interesting

    I invested a relatively massive amount of time trying to figure a way to do this kind of thing myself, tho not so much for the purpose of a no-budget movie... I was aiming to be able to rapidly create episodes of a show to blend into an ARG. The problem is there's no good way to do this kind of thing now without a massive investment in a gaming engine (with strings attached, of course). You have to go the old-fashioned route, one way or another...
    The best way I could see to do it (though it was far too much work for the returns) was to hire someone to write a huge number of Python add-ons for Blender, but even that was a bit wishy-washy from a practical standpoint.
    If anyone out there who DOES do Blender scripting/hacking wants to give it a shot, drop me a line (mcm at my website above) and maybe we can do something neat.
    But really, Machinima isn't really a viable medium for "new" filmmaking until someone puts those peices together for us.

  18. Second Life by Anonymous Coward · · Score: 0

    Second Life is a non-free ( as in speech ) but nevertheless very open, general, and powerful virtual world platform. You can build your sets and dress your characters in-game, and have real people control the characters. You'll need to dub in your own voice work, but that's true of virtually every other game engine. You might even be able to cut a deal with Linden Labs, the principal developer, to use some of their resources for free or at a discount rate if your project is interesting enough to attract publicity.

    http://secondlife.com

  19. Quake 2 video? by Folmer · · Score: 1

    Long time ago i saw a quake 2 demo/movie that was a jerry springer show set in "the edge" (q2dm1).. It obviously required a lot of efford, but it showed that you dont need top class engines or movie maker tools if you got creativity...

  20. Second Life by Anonymous Coward · · Score: 0

    I'm producing a sitcom in http://www.secondlife.com/ which seems like the perfect environment for machinema considering that the world is BUILT on user-created content -- even animations!

    True we're thinking of using post-production sfx to move mouths, but there are ways to animate and use camera tricks to get the sense of voice->actor tied together. For now we can use the plethora of pre-made facial expressions creatively. :)

    Look for Icon Serpentine in-world or send an email to [info]{at}simpleninja(dot}[com)

    cheers.

  21. QuakeMovie by uem-Tux · · Score: 3, Interesting

    Me and a few friends once created a Quake1 mod that was specifically designed to help with making movies. To my knowledge it was only used one or two times, but we had a lot of fun making it. It used to reside here: http://www.inside3d.com/qmovie/ but the page has since been taken down. You can still see it in the various internet archives though, I'd imagine. I still have the source and all if anyone's interested in it... As an aside, one of the other programmers on the project went on to create a fell remake of the Quake engine with a feature-length movie and TC to go with it. He also created ScummVM which some of us use to play old LucasArts games on various platforms...

    --
    A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills
    1. Re:QuakeMovie by Anonymous Coward · · Score: 0

      Me and a few friends

      "A few friends and I".

  22. What about the talent? by KZigurs · · Score: 0, Flamebait

    You could start with an idea. And, quite preferrably, a talent.

    The tools will be obvious, then. Believe me.

  23. Re:Best game idea ever! Make it a movie! by space_man51 · · Score: 1
    You would have to make the sims able to defend themselves, somehow, and I m sure that a lot of sims would get slaughtered on the first day, but it would be funny! And imagine the film feature when your sims are cooking dinner as a raging maniac with a chaingun walks through the door and levels everything in the room.

    All nice and funny until some group of morons decide that computer characters should have civil/social/political rights, organize a "society for abused game characters", get the constitution ammended, and throw thousands of gamers in jail on charges of murder. ;)

    --
    Anton Markov
    *** Linux - May the source be with you! ***
  24. The tools are there, it's the art content by SsShane · · Score: 5, Informative

    The unreal engine has wonderful abilities to create machinima pieces (I'm sure other engines do as well). I created some cinematics for a video game using the engine and I can tell you that the hard part is not having the animations and sounds that you need. Setting up the scenes is not difficult (relatively) once you know the tools and if you have all this stuff handy, or have the time or a person to do quick animations: "Hey Jon, I need an animation of Captain Zer0 scratching his butt...".

    Think about it; for a long "movie" you would need an incredible amount of motions, sounds and voices, even when you modularize them as much as possible (walking, looking left/right, radio chatter, ambient nature noises, blahblah). The beauty is in the subtleties, a quick glance, a raised eyebrow, a certain cock to the shoulders when someone starts to talk about a subject that changes the characters mood, etc. Plus, since voice acting is just as important as how cool the models look, you pretty much need a cast, even though it's "ghosts in the machine" :P

  25. UT2004 (UnrealEngine2.5) by El_Muerte_TDS · · Score: 3, Interesting

    Machima isn't all about a game type. You can do it without it. UT2004 offers great tools, using it's "Matinee" system you can create complete movies and together with oc3 entertainment's "imposter" tool you can create great things.
    Some examples:
    http://www.machinima.com/films.php?id=793/
    http://www.unrealtournament.com/news/view.php?id=2 229/

  26. Red vs Blue by Andreas(R) · · Score: 2, Insightful

    I just watched an episode of Red vs Blue, quote:

    -Oh you f'cking camping bitch
    -It's a legitimate strategy!


    I lauged a bit, but somehow I don't see the consept of making a movie out of a PC-game ever becoming a big hit for the average people...

    1. Re:Red vs Blue by FuzzzyLogik · · Score: 1

      odd because everyone that i show red vs blue to has enjoyed it. whether they totally understood what was going on or not, with a little bit of explaining they thought it was rather funny (mostly my parents and non-gaming type in this case)... you just need to have a story that will capture a wider audience

  27. Re:UT2004 (UnrealEngine2.5) - corrections by El_Muerte_TDS · · Score: 1

    ofcourse it's not imposter but "impersonator"
    and the right link is:
    http://www.machinima.com/films.php?id=793
    and in WMV format:
    http://www.machinima.com/films.php?id=794

  28. Well, you've just killed that idea for him! by Anonymous Coward · · Score: 0

    Satisfied?!

  29. Tools by ndogg · · Score: 2, Informative

    As far as Machinima goes, treat games as you would any tool in any other field. If it accomplishes the end you have in mind, then you should use that tool. Never treat the games as ends in and of themselves.

    This means that if Battlechess 3000 does what you want, then use it! It's just that FPS engines are usually designed with flexibility in mind and so are often the easiest games to manipulate into what one wants.

    --
    // file: mice.h
    #include "frickin_lasers.h"
  30. Machinimation by TekMonkey · · Score: 1, Informative

    Try this program called Machinimation: http://www.fountainheadent.com/n.x/fe/Home/Product ions/Machinimation It's not free, but I've heard its good.

  31. create another citizen kane? probably not by cinemabaroque · · Score: 3, Interesting

    instead of actually creating a movie this might end up being a damn good way to storyboard (and pre-production is the most important part of successful movie making).

    --
    00010111 always try everything twice
  32. Re:Vaguely off-topic drifting back to on-topic rep by Norgus · · Score: 1
    Is there a piece of hardware that will take the CPU (and possibly memmory?) strain from encoding video live?

    Also, do such hardware capture cards provide benifits with software like fraps?

  33. Re:Best game idea ever! Make it a movie! by multi-flavor-geek · · Score: 1

    I am not sure if it would be murder or genocide, afterall we are talking about a semi-organized effort to rid the entire online community of whatnot of all sim lifeforms.
    Of course, then we may awaken the beast and there will be billboards on the side of the road protesting people who restart or delete thier characters 'Your sims felt pain 21 days before they were delet6ed'
    'I have a dream, that oneday computer characters will rise up and join together, hand in hand, to fight the tyranny of evil gamers, and bring peace and happiness to a hard drive near you'
    And the next president will win the election with simulated moral values using simulated votes, ah shit, its already happening!

    --
    Like arts? Like cheesy little Indie mags? Check out www.artwerkmag.com, and don't laugh at the bad coding please.
  34. Microsoft 3D Movie Maker. by Bob+of+Dole · · Score: 2, Informative

    3D Movie Maker is an old (1995) game MS made, it's aimed at kids, but you can do some very nice simple movie making with it.

    I have YET to find anything simpler. You have actors, props, and text-boxes, and you place them, pick animations and costumes, then animate them manually (where you select animation frames) or automaticly (where they play out their pre-made animations at a preset speed).

    You can record dialog right into the movie, and it's saved into the final movie file. (a .3mm file, which contains only the sound files and the animation details, so they are TINY. You can get an hour long movie with dialog and music in 20mb)

    It comes with 45 built in actors, 21 props, and 11 pre-built backgrounds. (Each of them with multiple camera angles)

    They only drawbacks are:
    1. No easy way to group objects or move more than one at a time.
    2. Can't save to .AVI/.MPG (You can use other tools to do this though)
    3. No way to import your own backgrounds,actors, props, or textures. (This is changing though. We've just recently figured out the model format, and I've written a program that lets you import quake 2 models. It's still pretty early-beta quality software however.)
    4. Annoying barney-like host. You can skip his intro movies and shut him up after that, you you never see him. He's still annoying though.

    Another nice thing is there are PLENTY of movies made with it. I've got a 3DMM movie archive site, and I currently have 1344 movies, all in about 2 gigs of space. (That's the largest 3dmm site, but still far from all movies released).

    So I suggest you check it out, if you're looking for something to make fun movies in, quickly.
    You can often grab a copy on Ebay for under 10$.
    A quick search shows only one copy on right now: 5 days to go (I'm not connected to the seller, BTW. I just did a search.)

    You can download it on a few sites (google for "3dmm"), since MS seems to no longer care about it. (They don't even mention it on their site anymore). It's about a 200mb download.

    Have fun!

  35. Please stop it, or change if you are serious. by dj_cel · · Score: 1

    I suspect that others here who are animators or who do something with motion graphics are about as discontent as I am about this emerging field. With the onset of tools like this to create "movies", the market will now be flooded with inane work by people who have no concept of film making. Similarily to flash being used by people who should have their right hand cut off, we will eventually see endless episodes of swill. I have a suggestion, instead of piggy backing off someones video game creation, why don't you try something else. I say try blender 3d, (1)its open source, (2)you could create original content and learn something a lot about the process.

    --
    Those who can make you believe absurdities can make you commit atrocities. - Voltaire
    1. Re:Please stop it, or change if you are serious. by idlemachine · · Score: 1
      With the onset of tools like this to create "movies", the market will now be flooded with inane work by people who have no concept of film making.

      If you're as good an animator as you seem to think you are, then why would this ever be a concern for you?

      If those same "inane works" have more general appeal than your own creations, wouldn't this just challenge you to pick up your game?

      Or is establishing basic skills in a domain enough to claim some kind of territorial hold over it?

    2. Re:Please stop it, or change if you are serious. by Anonymous Coward · · Score: 0

      Much as technical folk felt about the emergence of online "message" forums where every gormless dolt with fingers could share his conceptual wisdom.

  36. I don't get it by tinrobot · · Score: 3, Interesting

    I'm an animator and I've made my share of films. Like most filmmakers, I'm interested in getting people to see my work. That usually involves distributing it in the more ubiquitous formats.

    I know most people have computers, but game engines can be fussy and platform-specific. This method seems to be more of an idle curiosity than anything. I don't get why people use a format that limits the audience.

    Why not go for the most common and stable formats out there - video, streaming video or flash? Make it easy for everyone to see your creation.

    Besides, if you don't have animation or art skills, creating your film in a game engine won't make it look all that great. Dragging and dropping motions into game levels just won't cut it. Your characters need to act and emote, which ain't going to happen unless you have acting and animation skills, along with a good set of tools to truly control all aspects of your 3D characters down to the keyframe. Good looking 3D is expensive for a reason.

    Just my 2 cents... sorry for the rant.

    1. Re:I don't get it by strider3700 · · Score: 1

      I doubt anyone would leave this in the game format when it comes to distribution. After setting up the sequence you want use a progam to capture it to mpeg I'm assuming that doing everything in one shot using something like the halflife engine would be brutally hard to pull off. Instead make all your small clips, capture and edit like you want.

    2. Re:I don't get it by Anonymous Coward · · Score: 1, Informative

      I don't get it

      Let me help you out. You are WAY WAY WAY off-base with your assumptions.

      The "movies" are created using a game engine. The "movies" are distributed in a video format such as MPEG or WMV.

      I don't think anyone's ever created a Machinima "movie" that actually requires a viewer to own the game or platform.

      Hope this helps!

    3. Re:I don't get it by tinrobot · · Score: 1

      OK... I see...

      Now this just confuses me more, because if your final output is video, why even bother to author in a game engine when there are much, much, better tools to create 3D such as Maya, Softimage, Max, Motionbuilder, etc...

      I watched the Red vs Blue stuff. It was funny and the animation looked OK, but it's nothing to write home about.

    4. Re:I don't get it by Rosonowski · · Score: 1

      For the same reason someone installs Linux on a cash register. Because it's there.

      --
      01101001 01100001 01101101 01101110 01101111 01110100 01100001 01101100 01100001 01110111 01111001 01100101 01110010
    5. Re:I don't get it by lars_stefan_axelsson · · Score: 1
      Now this just confuses me more, because if your final output is video, why even bother to author in a game engine when there are much, much, better tools to create 3D such as Maya, Softimage, Max, Motionbuilder, etc...

      Well, from my understanding one aspect is the ease with which you can make the animation. RvB was made (as far as I understand) by having 'actors' control the on screen figures in real time, using multi player mode. Once the scene is recorded you can add camera angles etc. Think 'pupeteering' (if that's a word) not 'animation'.

      This makes production fast. A small number of people can produce long features much quicker than the same number of people doing animation. It's also quicker to do a retake. But of course, as you mention, the end result isn't as 'perfect' as it would be using other methods.

      --
      Stefan Axelsson
    6. Re:I don't get it by davew2040 · · Score: 2, Insightful

      I don't think anyone's ever created a Machinima "movie" that actually requires a viewer to own the game or platform.

      Wrong. Quake movies are/were pretty popular. See link: http://www.quaketerminus.com/movies.htm

      Basically, a ton of content (as well as a palpable universe) is available for an author to work with, without much more than some tinkering (i.e. Quake demo editing). So you can put out something creative and engaging without needing a huge amount of content creation background. No, it's not Pixar quality stuff. But like RvB (which is an offshoot of the idea pioneered by Quake demo editing), it's entertaining.

  37. Anyone else played Stunt Island? by Corngood · · Score: 1

    That game was about making machinima, way ahead of it's time, and still has yet to be superceded.

    1. Re:Anyone else played Stunt Island? by hugg · · Score: 1

      For true... the thing had tons of built-in models, a HUGE seamless outdoor location (remarkable for the '286 era), and a nifty editing system with multiple cameras. Oh, and flight simulation with about 15 planes :) Customization was a pain, and character animation was non-existent, but I think the limitations bred more creative filmmaking. I still run it in Dosbox.

  38. Re:Vaguely off-topic drifting back to on-topic rep by bairy · · Score: 1
    I should imagine there's some sort of tv card or similar that will do it although generally it's the speed of the hard drive that takes the strain, not the cpu. An external dvd recorded would if you had it linked to the tv too.

    Fraps is most probably designed for software > hard drive writing.

    --


    Get paid to search..It's geniune and
  39. Good quality Machinima? Tricky in practice... by NickPelling · · Score: 1

    To make good-looking machinima, you need both to direct and to do: that is, to script, conceptualise, build, design, light, animate, texture, audition, record, lipsync, direct, choreograph, programme, customise, optimise, and tweak like crazy - and then keep at it for months on end. And if that sounds like making a whole game or CG movie yourself, then you're starting to get the idea.

    All the same, machinima quality (just as in films) is neither about engine pixel fill rates, nor coloured shadows, nor even about funky middleware - it's about having a vision, and the determination, imagination & resources to bring it to life. I say this because I and my "ragtag band of internet misfits" [(c)M.Rein] tried to do just this for the Unreal/PSOne cutscenes/game we were writing, and (all in all) I think we came pretty close... until Infogrames bought GT & pulled the plug on the whole development, nearly bankrupting me in the process. *sigh*

    Remember, though Orson Welles undeniably had vision, determination & imagination, he also had a $500,000+ budget from RKO for Citizen Kane... and it still tanked at the box-office! :^o http://www.sparknotes.com/film/citizenkane/context .html

    All of which is to say: although film-making can look easy in the classroom, it really isn't - and (for most people) machinima probably won't help make it significantly easier. Sorry to break the bad news, don't shoot the messenger, good luck with your sparkling career, etc. :^o

    Cheers, .....Nick Pelling.....

  40. Warcraft III is pretty good by Anonymous Coward · · Score: 0

    Take a look at genres like The Simpsons and Southpark. A good movie is about **content** rather than quality of graphics or special effects.

    So go with something that is pretty well fixed in its graphics and style so you can focus on the content. For this I would recommend Warcraft III!

    Most people use the Warcraft III World Editor to make new games that they play online, but some people (like myself) have used the Warcraft III World Editor to make movies - some feature length. It's easy to use, you've got loads of different characters, and *everything* is considered an object and is totally interchangeable.

    e.g. you can take a basic fighter which can attack things, follow objects, move around, etc and you can give it the graphics of, say, a cannon tower! You can then scale it down to half the normal size, make it bright green and write a script that tells it to always follow the main character and always shoot at any sheep that come within range. Warcraft III handles the fiddly stuff. You can then have the main character walking and talking his way through a field of sheep about how he always wanted a dog as a pet instead of a maniac midget green cannon tower that kills sheep all day long!

    There are a staggering number of custom games that people have made for Warcraft III that will give you some brilliant examples of the scripting that can be achieved. There is even a first person shoot'em up style script that looks good.

    There are also loads of forums with people who will help you write your custom scripts or triggers (as they are called). These forums also have maps that can be downloaded and modified.

  41. citizen kane? no problem! by perler · · Score: 1
    Would any single game engine help you create your own Citizen Kane?

    sure. create a sim. name it "kane".

    PAT

  42. Level design and set design by phorm · · Score: 1

    The problem is that in games like Doom 3 for example, the creation of cinematics is scripted heavily and designed into the levels

    I don't really think that these are mutually independant however. Movies themselves are "scripted," so you don't really need a truly dynamic environment.
    Effects like the hellish voices and the moving/glowing/changing walls could be very useful in a horror movie...

    The end result really would be a combination of good modelling, good model scripting (many realistic actions and other things).

    I haven't played with HL2 much (seen it, going to LAN party to play this weekend, but haven't played it), so I'll stick with doom3 engines as an example.

    The first thing we're going to need is a better physics engine. Sure you can bump some things around, but I want to be able to blow chunks in a wall - not sure have a burned texture from weapons hits. I want more realistic explosions. I want more realistic character motion. Blood should drip and create little pools which then flow downhill.

    I want bridges that sway, metal that warps realistically, and objects that are more interactive in general.

    Beyond that, other things are really good. Ambient sound in games is doing very well. You can hear demons coming towards you, fires crackling around the corner, and the change in your footsteps as you walk on different terrain.

    Lighting is also good, and combined with better graphics cards lighting and texture, and shadow play a big part in making an environment realistic.


    So once we beat the physics, then what? Well, we already have actors attached to machines which read body movement (Gollum in LOTR, etc)... how about more interactive environments. Strap the actor with body sensors and a VR suit. Maybe throw some semi-random AI into the zombies just to may the thing a bit more realistic (really surprise the actors). Have them see their own interaction with the characters of a fantasy world, and perhaps with the above such a world may become "real" on film...

    1. Re:Level design and set design by Firehawke · · Score: 1

      What you're saying is that you want all that *automated*. The physics engine in UT2004 can handle pretty much everything you want, but you'll have to develop any terrain deformation in the actual script rather than say "I want an explosion here, you determine how it affects the terrain."

      For that matter, any of the existing game engines will handle things just fine-- the only variable is how much scripting you'll have to do to handle what isn't automated.

      Of course, as you build up chunks of script to handle certain types of effect (swaying bridges, perhaps?) you'd end up putting it to a library for future use. This means you could conceivably have all of your special effects automagic within a reasonable timeframe.

  43. Machinima toolsets by TheNomad · · Score: 1

    Yikes, another Slashdotting! Ok, everyone, batten down the hatches...

    In answer to the question - currently no-one, and I mean no-one, has a really good idea what the best Machinima engine to choose is. There's just been too much happening in the Machinima world lately - with The Sims 2, Half-Life 2, Rome Total War, Doom 3 and all the rest coming out in quick succession, not even we've had a chance to really give all the available engines a workout.

    Plus, with the Half-Life 2 SDK due next week, the Rome Total War patch coming soon, and people still learning how to make Machinima in half these engines, everything's still moving too fast.

    If you want to create non-FPS style Machinima, you could do worse than check out some of the RTS and RPG games around. Dawn of War looks great for Machinima purposes, and obviously with Discovery and the BBC the Rome Total War engine is an old hand at Machinima already. My own company, Strange Company, is currently using the Neverwinter Nights engine, which is really powerful too if you're used to getting around engine limitations.

    The Sims 2 appears to be powerful but limited, particularly in terms of controlling characters to follow your direction. I believe even the Rooster Teeth team are finding creating "The Strangerhood" in Sims 2 quite challenging, and we've had a lively discussion of how best to use the engine on the Machinima.com forums.

    The Movies obviously isn't out yet. Looks good, but there's some major questions over how controllable the movie-making will be.

    Honestly, currently, my best bet for an all-round Machinima engine would be Half-Life 2. Everything we've heard and seen says that it's got all the features you need, Half-Life 1 was one of the best Machinima engines ever, and whilst obviously you need a story that's appropriate to the content, our experience has always been that the HL content is remarkably adaptable to tell whatever story you want.

    However, I should stress that, particularly until the SDK arrives, that's just a guess. We just don't know - perhaps there will be a key bug making it unusuable.

    There's a whole host of Machinima possibilities out there, and the fact that even the pros (like me) don't know which way to jump means there's never been a better time to get started!

    -

    Hugh "Nomad" Hancock, Editor, Machinima.com

    "My name was Mike. His name is Bob."

  44. This makes me dizzy by Anonymous Coward · · Score: 0

    I just watched Red Vs. Blue and Strangerhood. You people are insane. It was torture to watch the crappy visuals, and now I am nauseous/dizzy. Maybe you have to be a gamer to enjoy such a thing. Even with an awesome story, if it hurts to watch then I'm not watching it. For this to work there needs to be high-polygon models, and they shouldn't mimic reality. Why bother mimicking a human when even if it's a little off it will distract me? Why not instead make an original creature so that my brain fully accepts it as is?

  45. "contemporary realism" != "realistic" by wrinkledshirt · · Score: 1

    Contemporary realism isn't talking about how realistic something is. It means the story or film takes place in a setting recognizable by our contemporary societal surroundings. It differentiates between stories that take place in a regular, everyday setting versus those that are allowed to have supernatural or speculative elements (such as fantasy/sci-fi/superhero), have distant historical motifs (westerns/medieval), or involve larger-than-life action (spy, war, etc.).

    --

    --------
    Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

    1. Re:"contemporary realism" != "realistic" by k512-arch · · Score: 0

      yeah, especially when the subject is machinima. of course you're not going to take what the characters do in-game and leave it as that for your movie-making. what happens in the game may not be realistic, but the range of motions that the characters can make are. grandparent's just confused.

    2. Re:"contemporary realism" != "realistic" by bairy · · Score: 1

      ooooh thanks for that. I should probably have looked that up. Still, I got a nice rant about the sims in.

      --


      Get paid to search..It's geniune and
  46. Confirmed by Anonymous Coward · · Score: 0

    I had a play around with the tools that were part of the source leak a while back. They have a bunch of tools for creating scripted sequences, including tools for generating lipsynching, and I remember playing with a tool where you could give it a sound file from the game and a model and it would play back the sound while lipsynching to the model and allow you to tweak which phonemes it uses.

    Since large parts of HL2 are scripted sequences, the tools are pretty good. They were a little buggy in the leaked copy, but perhaps they worked on them a bit since then.

  47. What Would Shakespeare Do? by xtermin8 · · Score: 2, Interesting

    I recently saw a review for Stephen Greenblat's "Will in the World: How Shakespeare Became Shakespeare". While I was in school, it was a cliche that S. would have worked in television if he lived in the 20th century. But I wonder what would he would be doing in the 21st. Maybe it would be this?

  48. Blender by gorehog · · Score: 2, Informative

    If you're looking to get out cheap and easy I can only help with cheap.

    Use Blender (blender.org). It's free.

    Easy is another matter. You will need to create your enviornments and characters by hand, otherwise risk having your machinima look like it's from the sims or some other game. It works for red vs. blue because of the nature of the jokes. If you were making something else, like "It's a wonderful life" or "Fear and Loathing in Las Vegas" then then stock game models from some game engine might not be appropriate.

    Thats a tradeoff you risk in any filmmaking venture though. Are you willing to risk a generic look for a lower budget, or are you willing to find or create the perfect set, character, etc, at the expense of a higher budget and longer production time.

    1. Re:Blender by SubtleNuance · · Score: 2, Interesting

      Is there not a repository of 3d models somewhere on the net? Surely animators/modelers share their work , isnt there a standard model format and tonnes just 'out there'?

  49. Why Blender probably is the best choice. by Qbertino · · Score: 1

    Blender is an industry strength 3D package, has a full fledged game engine and even has it's own Video NLE built in. It's been used for the animatics during the Spiderman Movies preproduction. It's newest release (just 3 weeks ago) has a large amount of new features that move it to a new, very professional level.
    Anything you'd want to do with, f.e., the Unreal Editor to make Machinima Clips you'll probably be better of doing with Blender. And maybe even you'll choose to use acutally CGI rendering. The award winning industry strength Blender-Plugin Makehuman has all you need to go for "real" CGI in the first place. And there are other Plugins such as Topixcloth that can do a lot more.
    I strongly recommend that you give Blender a try.
    If it's not your thing you can allways switch to something else such as the Unreal Editor. But as I said, I wouldn't recommend it.

    --
    We suffer more in our imagination than in reality. - Seneca
  50. The Nethack Engine? by Xtifr · · Score: 4, Funny

    I really want to see the movie about the intrepid '@' and his adventures in a world of dangerous 'D's, obnoxious 'o's and ravening 'r's. The scene where he's backed into a dead-end '#' by a swarm of killer 'b's, with nothing but a ')' to defend himself, and then his faithful 'f' saves the day, should have audiences laughing and cheering.

    Heck, there's no way it could possibly be worse than Dungeons & Dragons: the Movie! :)

    1. Re:The Nethack Engine? by FooAtWFU · · Score: 1

      I don't know about Nethack, but there are a couple of Angband-based ones. Well, there are trailers, at least. :)

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
    2. Re:The Nethack Engine? by thunderbee · · Score: 1

      Well, you could do a '@' skin for UT2k4, and mod the game to have ascii textures, and 'b' monsters, and, and...
      Now that would be fun. It would require someone with not life whatsoever, but then, this is /.

      Anyone? Anyone?

      --
      In my opinion, Scientology is a cult you should avoid.
  51. The wrong idea by Anonymous Coward · · Score: 0

    Sorry, but a machinima movie is not going to be the next "Citizen Kane". It's too fringe and even if the technology catches on it's currently in its infancy. Almost nobody today can name many films from the 50s and 60s, let alone before that or silent movies.

    The story is the hard part. Get that "Citizen Kane" concept first before dwelling on tools and implementation. The vast majority of the great creative works of our time were made with simple writing or painting utensils. Machinima is a gimmick, nothing more.

  52. It the story that matters by lazer310 · · Score: 1

    We use the Star Wars Battlefront engine, and for our purposes works fine. Granted this is all a great experiment, but the story is what needs to come first. http://www.galaxyfaraway.net/

  53. The good book of machinima. by Moe+Napoli · · Score: 1

    While it doesn't cover all the latest game engines, I found The Art of Machinima by machinima pioneer Paul Marino to be a great read and suitable for someone just getting involved with machinima. The book includes a demo version of Fountainhead Entertainment's Machinimation (based on the Quake III game) and covers machinima-making using Unreal Tournament 2004 as well. It even covers capturing your favorite vid game into your PC (ala Red Vs. Blue) for machinima purposes. I do wish the book covered some of the later engines (Far Cry, Doom 3, Half Life 2), but it was a good place to start, IMHO. Hopefully Marino will update in the near future as these newer engines are clearly where its at.

  54. Just pick something and work with it by searchr · · Score: 2, Interesting

    Making a scene or a movie using videogame tools isn't meant to be a replacement for real actors, or Pixar quality animation. It is just another tool, a different palette to get your ideas across with. One of the appealing things about using a game engine as a movie making tool is, it is DIRT CHEAP. Try the Doom3 engine, if it isn't doing what you want, you blew $55. Move on.

    I'm a professional level designer, and I can tell you right now, you do NOT need to be a programmer to get the most out of the tools. Certainly the scale of your project may require a team of talented people, but you can squeeze a lot out of just yourself and your own ingenuity.

    So you CAN be "MacGyver", and write your own stuff, build your own "sets", animate your own "actors", and control your own cameras.

    First thing, you pick a game that already has a look similar to what you want to make, that way at least at the start you have access to assets (textures, props, models, environments) that have the look (realistic, historical, sci fi, etc) that you're planning on. If you eventually want your finished film to make you some $coin$, then you'll have to remake all of the models and props and textures borrowed from the game, to keep the copyright nazis off your back.

    Then also you'll want to pick a game that's "mod friendly", that either uses an engine that's easily modified or even better, includes the tools WITH the game. Most games using the Quake3, Unreal, or Half Life engines do that. Also now you have newer tech like Far Cry, Doom3, and Half Life 2 to consider (and Unreal 3 right around the corner), and that's all just with FPS games.

    Personally, and I've used the Quake3, Unreal, and Far Cry engines extensively, I'd say I'm most interested in the Half Life 2 engine as a tool for making movies with. I know next to nothing about the tools right now, but I'm going to learn. The facial animations are the most lifelike and deep yet seen in a game, with many elements automatic (like the lip syncing with sound files). Also the lighting and materials offer some very realistic, real world settings.

    But that's my bent. Lots of options out there now, just pick one, dig into the community, see what the tutorials say, and start making stuff.

  55. Re:Best game idea ever! Make it a movie! by urbaer · · Score: 1

    and throw thousands of gamers in jail on charges of murder. ;)

    Nah, the cops will never find them after they get thier cars sprayed.

    Hmmm... maybe I should open a Pay'N'Spray now and get in on some of this action.

  56. Many hands make light work by clawDATA · · Score: 0

    For the amount of investment (time) in a game engine, you might as well use a proper package such as Maya or Max to do animation. The tools to do character animation are very powerful.

    Also, quite a few people know these packages, and IF you have a good story/script, you CAN find people interested in contributing models and helping with animation.

    Check out Timothy Albee's book http://timothy.artistnation.com/main/Books/ "CGI Filmmaking" about how he created "Ghost Warrior". Very inspirational, not to mention informative.

    --
    "This is totally insecure, but very convenient."
  57. let's stay off-topic: chess by toby · · Score: 2
    "people" who play *exactly* the same game of chess every time (technical limitations, I know)
    Huh? That's one thing a computer can easily solve. No-one said it has to beat SimKasparov.
    --
    you had me at #!
  58. Re:Vaguely off-topic drifting back to on-topic rep by toby · · Score: 1
    you're looking at a lot of studying and some very careful planning to get it just right.
    Hollywood notwithstanding, one would hope some studying and planning goes into any kind of filmmaking...
    --
    you had me at #!
  59. QuakeMovie and Nehahra by Ndr_Amigo · · Score: 2, Interesting

    Ah, QuakeMovie. Those were the good ol' days, huh Tux? :)

    That full-length machinima is Nehahra, and is renderered in real-time using the engine. Apart from being the first (well-known, at least) full length machinima, its all displayed by the Quake engine in real-time.

    This is unlike the majority of the genre, which is typically distributed only in pre-edited video formats. Of course, THAT has the advantage that the movie will look the same on all video cards *g*

    Of course, all these newer engines are far prettier than Quake, but still, check it out: http://www.planetquake.com/nehahra/ :)

    - Ender. One of the "other" programmers :)

  60. Let's write a modern 3d movie maker by flicken · · Score: 1
    Remember the good ol' days of 3D MovieMaker (3dmm) from the Socrates Project?* When making 3D movies was as easy as clicking a few buttons and listening to McZee tell us to "Select your movie, and press the button!" Even a child could do it! (I know, i just watched a 3dmm movie by a very cute 7-year old relative yesterday). Unfortunately, the movies created by 3dmm now look horribly archaic to our eyes. The jagged pixal edges---my eyes!

    We can do better. I've been looking into creating a new up-to-date program capable of easily creating movies. After some initial exploration, i've decided that either NeoEngine or Ogre would be a good start for the creation of an open source movie creation program. An additional help is Matthew Casperson's program to run scripted sequences in either Ogre or NeoEngine (see the OgreScript development site).

    If you're interested in helping out with this endeavour (or to flame me on my choice of game engines), send me an e-mail (in my profile).

    *(The Socrates Project was subsequently bought up by Microsoft, who eventually stopped development on 3dmm.)

    --
    20 mil and I will! Learn Esperanto with 20M others.
  61. Educational Machinima. by Anonymous Coward · · Score: 0

    You know what? All this talk of game engines for movie making, and the most obvious use is glaringly missing. 3D, interactive, educational material. The book "How Computers Work" comes with a virtual, interactive tour of the innards of a computer. This idea could apply to any subject, and it is easier than making a movie. Yes some creativity is required, but not as much as freeform subjects might require.

  62. Engiens for Machinima by tacoshack27 · · Score: 1

    I've been dabbling away at trying to make stuff with SIMS 2 engine. I made a couple of videos, and am working on a lengthy movie project. http://www.bangorbrewerbowl.com/therevenge.wmv It can be a little trickly working with this engine, but things have started to beome a little easier.

  63. you aint gonna CGI citizen cane real soon now by child_of_mercy · · Score: 1

    Firstly remember game engines are built around action.

    Spraying particles around is great if you want to remake the opening scene of saving private ryan but lacks a certain je ne sais quois when it comes to more intimate moments.

    secondly remember that a vast amount of the actors craft is going to be massively expensive (not impossible) to reproduce via cgi.

    all the little tics, mannerisms, postures and motions that come naturally would need to be manually reproduced.

    Weta could only make Gollum work by motion capturing Serkis, and it sill needed voice acting on top of it.

    Machina is going to be great for storyboards, great for some types of movie stories. I can see it being a huge festival circuit.

    But i wouldn't be too concerned if I was an actor right now.

    --
    'There is a Light that never goes out.'
    1. Re:you aint gonna CGI citizen cane real soon now by bfree · · Score: 2, Insightful

      I think it's a totally different thing to attempt to add Gollum to Jackson's LOTR then to make a gollum which would fit into a totally cgi environment. Also I think Jackson milked Gollum for all he was worth. If you couldn't do him quite as well, you'ld just have to keep the camera moving more and generally further back, not 6 inches from his face, everything still for a few seconds! I think machinima will be an artform with limited success, and the people who do have success will probably go on to become very highly regarded in a more mainstream field (directors, script writers, animators, game designers). If you can create a good script to fit what you can do though I can't see any reason why machinima can't potentialy be every bit as good as cartoon.

      --

      Never underestimate the dark side of the Source

  64. Reality Factory by abandonment · · Score: 2, Informative

    http://www.realityfactory.ca

    Reality Factory is the ONLY freely available open-source engine that is capable of producing quality machinima.

    Anything you see in Deus Ex or Max Payne is possible in RF, plus you get the entire source code.

    Come join the community & contribute to an engine that benefits us ALL not a single proprietary corporation.

    1. Re:Reality Factory by Meostro · · Score: 1

      You don't think Quake is "capable of producing quality machinima"? I remember there was a movie editor of some sort for the original Quake, that was the most amazing machinima to date! It might not be the greatest thing out there today, but it's freely available and open-source.

    2. Re:Reality Factory by abandonment · · Score: 1

      quake is unusable for commercial productions - iD still requires commercial licenses for the engine for anything serious done with their code.

      with that said, I'm not sure if the commercial licenses apply to machinima now that i think about it - since you aren't technically distributing the engine code, just 'using it' to render the movies...

  65. Try Open Source Panda3D by mistermund · · Score: 2, Informative

    Developed originally by Disney VR Studio for Toontown Online, we use the Panda3D game engine at the Entertainment Technology Center at Carnegie Mellon University for our Building Virtual Worlds class. A lot of the projects result in machinima-like content.

    There's an exporter for Maya and 3ds Max models and animation, which makes it quite easy to do a world in Maya, then dump it straight into a realtime engine and add basic or complex interactivity. Scripting is done in python so it's easy do create and expand.

    It's pretty versatile too - we've used it for motion-tracked virtual reality, dome projection, 3D polarized projection, desktop pets, and integrated things like MIDI, all sorts of physical interfaces, show control, etc...

  66. Joey! by bigmouth_strikes · · Score: 1

    Your new show sucks, buddy! ;)

    --
    Oh, I can't help quoting you because everything that you said rings true
  67. also by albamuth · · Score: 1
    Consider that video games like H2, HL2, D3, etc. probably get played for, hmm, i dunno -- 40 hours each? (yes I'm counting all those minutes of gameplay that get replayed over and over until the 'perfect' runthrough and the players saves the game, not the $timetotal+=$timeoflastsavefile reflected in the savefile counter) Now do the math (with arbitrary numbers I just made up, heh):

    Movie ticket price ($10) / Movie length (120') ~ 12 min/$
    Game cost ($50) / Average Singleplayer Finishtime (2400') ~ 0.021 min/$

    (taking longer than 40 hrs only increases cost efficiency of video games)

    Hell, what about games that people never stop playing? (but not subscription service games, that's a different equation altogether) I didn't pay for Enemy Territory but I love it because I'm poor and it's the most cost-effective time-waster ever.

    Of course, you may argue that these big-budget simgle-player games have story and meaning, etc. (at least on par with Hollywood (as in very little (suddenly this has become like a LISP program (sorry)))) but who can really measure the unit price of cultural value?

    Sure, you have your visionary directors and video game honchos of the same artistic bent, but Hollywood and the video game industry usually subsumes those efforts with its endless tide of committee-written, market-driven, eye-candy deliverin', blood-splatterin', highly entertaining drivel purely for the sake of the bottom line (profit).

    --
    [pink beam of light]
    1. Re:also by albamuth · · Score: 1
      [smacks himself on the forehead]

      oops, my maths are totally fucked in that there above equation-thingie.


      That's 0.083 min/$ for movies.

      --
      [pink beam of light]
    2. Re:also by mink · · Score: 1

      Try more like 12-17 hours. At least in the case of HL2, Doom3, and Halo (I have not played Halo 2 yet).
      These numbers reflect single player mode only.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  68. A bit of a history lesson by davew2040 · · Score: 3, Interesting

    ...as well as a plug for my old Quake clan.

    http://machinima.com/qml/quake/rgb.htm

    As far as I know, this was the earliest example of this mode of entertainment. Of course, it was really weak compared to its sequel:

    http://machinima.com/qml/quake/rgb2.htm ...which was actually pretty entertaining, and in that day in age, pretty revolutionary. They even went ahead and created some QuakeC mods to help them through the "filming" process (which was all done over the Internet, I think with a number of latency-challenged modem users).

    The Rangers were one of the most well-recognized clans following the release of the original Quake, mostly for their contributions of fiction pieces and, eventually, these two movies. A cool bunch of guys. I joined up with them a little after their heyday, just in time to spend a little time working on the filming of Ranger Gone Bad 3. In spite of being a really neat effort with a lot of custom Quake content, it was so ambitious for its time that it just never got completed.

    While I'm at it, I'll give a little footnote to how great the original Quake was. People sometimes deride it as being nothing drastically innovative from a gameplay standpoint, which was a little bit true in the single player game. However, the multiplayer component forged pretty much all of online multiplayer gaming as we know it. It was the moment of critical mass for the formation of long distance social gaming, and the multiplayer model was good enough that virtually every first person shooter since then is based on it (although these days they tend to incorporate a built-in server browsing utility, which was an independent addition called QuakeSpy back then).

    In closing, a little write-up that I happened to enjoy reading: http://www.muppetclan.com/history/

  69. RvB move on up to Halo 2 by Synkronos · · Score: 1

    The latest episode (44) in the Red vs Blue series is 'filmed' in Halo 2, not Halo anymore. Makes no real difference to the humour, which is what it's all about, but it does look slightly shinier :) Onwards with progress!

    --
    Playing poker with a joker and some Uno cards
  70. smack away by weierstrass · · Score: 1

    Shldn't that be
    12 min/$ or 0.083 $/min for movies
    48 min/$ or 0.021 $/min for games?

    --
    my password really is 'stinkypants'
  71. Go with Second Life by Anonymous Coward · · Score: 0

    Second Life is the way to go. They've had vid cap since version 1.0, which works quite well, at any screen resolution. Its also only $10 for a LIFE TIME account. Due to having almost entirely user created content, the set possibilities are also endless. Avatar customization and custom animations (using Poser) really open up a ton of possibilities.

  72. Isn't Citizen Kane really boring? by jones77 · · Score: 1
    Can someone explain why this movie is supposed to be so amazing?

    I found it kinda boring and I've never been able to finish it. Even though the conventional wisdom is that it's a must-see because it's the best movie "ever made".

    Or is it simply now a (mis-guided?) synonym for the perfect movie?

    Though I do like Rose Bud ... (sorry, couldn't resist)

    1. Re:Isn't Citizen Kane really boring? by hairykrishna · · Score: 1

      It's because a lot of the film making techniques / types of shot used in modern movies were 'invented' during the making of Citizen Kane. In my opinion it's somewhat overated.

      --
      "Physics is to math as sex is to masturbation." -R. Feynman
  73. Film making apps: the next killer app. by master_p · · Score: 2, Interesting

    I know a lot of folks that want to do their own animes, but they simply can't, because it takes too much time, effort and talent. So instead they write fan fiction.

    It would be amazing if we could 'direct' a movie with the help of the computer. We should be able to tell the computer 'place this object here', 'place this character here', etc, at a level above 3d object design.

    It could be the next killer app.

  74. Project Entropia by Anonymous Coward · · Score: 0

    i think you missed Project Entropia...

    realistic, cool, easy to use!

  75. Environmental physics, open-source libraries? by phorm · · Score: 1

    Ex-act-ly. While characters in movies change, environmental factors and physics are often fairly consistent. Realtime in-game graphics (with recent video card models) are fast approaching where CGI movies were several years ago.

    Game cinematics (the little cut-scenes, etc) I would actually consider to be on-par with some of the best in some cases.

    Look at the world-of-Warcraft trailer... my first thought was "Screw the game! When are they going to make a movie?" Of course, that's not what things look like in-game, but it could be in the future...

    And the best part is, as you mention these things can build up libraries. Especially with open-source. Once somebody gets a realistic swaying bridge, another person can import "bridge_sway.c" into their project as well. Once walls start showing realistic nicks and cuts, we can have "wall_damage.c"

    In fact, to some extent many of these effects aren't very difficult to reproduce. It's when you collaberate them all together that you get a bridge-swaying, wall pummeling masterpiece of automagic.

    Which also makes me greatful for DVD burners, and larger media coming out. Because with more realism also tends to come a lot more overheard :-)

  76. why not? by KZigurs · · Score: 1

    yes. ;D

  77. The Problem by mfh · · Score: 1

    Chances are, by the time it plays world wide and then gets released to DVD, it'll make a ton of money. And the investors won't even be thinking about Ebert when they deposit their profits at the bank.

    Ahh perhaps you found the problem with both industries?
    ~mfh

    --
    The dangers of knowledge trigger emotional distress in human beings.
  78. Some late, yet additional, Machinima info... by ILL+Robinson · · Score: 1

    Been traveling a bit (just finishing up a Machinima workshop in Vienna at the Top Talent Festival), but came across this thread and thought to throw in some cents (Euro or US, you decide)...

    Machinima development has come a long way in the last few years - fulfilling upon its expected promise - though it still has lots of room for maturing.

    Fountainhead Entertainment's Machinimation program (which uses the Quake III Arena engine) is the definitive make-machinima-quick tool. Its the first real program for machinima production. In addition, it comes in Demo, Academic and Professional flavors depending on the projects you may have in mind (those interested should check out the Machinimation version differences and the Machinimation FAQ. Machinima filmmakers should stay tuned to the continual development of this program.

    In the "promise on the horizon" dept., the afore-mentioned Half-Life2 has a number of tools that could make it the standout machinima production engine. With its internal character facial/gesture animation tool, Face Poser, the ever-so-missing dramatic expression of faces and lip-sync finally gets its due. While the Hammer editor doesn't get as much of an overhaul as I would have liked, this machinima filmmaker hopes there's scripting support in the full SDK to be released next week.

    One of the most satisfying of current machinima production-ready engines is probably Unreal Tournament 2004. While even the Epic Games tech can use some help in the machinima department (its internal camera system, Matinee, only goes so far), it does have a large community for support as well as Epic's own Unreal Developer Network (which should be a model for any game developer looking to support their engine post-purchase). That said, the UT2004 tech has room for development and could be the platform for further Machinima development in the future (without spilling too many beans, interested parties should stay tuned). The Unreal 3 tech looks great too!

    Other engines: The Sims2 is a good Machinima contender (and the engine behind Rooster Teeth's The Strangerhood) - one hopes that Maxis/EA will build up its Machinima use, either through internally developed tools, or supporting third-party/end-user development of such programs. Linden Lab's Second Life is also a good Machinima platform, although the control of characters and events through a remotely located server can impact production. Still, it allows the end-user to upload their own gestures as well as givens them IP ownership (big deal for those looking to profitize their work). A Machinima filmmaker may also want to consider the Torque engine from Garage Games with its low-cost ownership model and large community as well.

    As mentioned in the original posting, Lionhead's The Movies looks promising - an application that blurs the line between game and productivity tool (as least from the Machinima filmmakers perspective). Lionhead unfortunately hasn't looked to the Machinima community for recommendations (which could have been a valuable resource, IMHO), but hopefully they will post-release.

    Finally, I will do a selfish plug and make the recommendation to my book, The Art of Machinima, which I created with the beginning Machinima filmmaker in mind. The book covers using Fountainhead's Machinimation (a demo of which is included in the book's CD) as well as more advanced Machinima using UT2004.

    The upcoming Machinima Film Festival (Spring 2005) will be showcasing the majority of these engines and developments - people should st

  79. Game engines are for games... by FredMenace · · Score: 1

    I think that any of the engines can easily create stuff that ends up looking not too much different from the game itself. The problem is creating the textures, models, animations, environments, sounds, etc. to make it look like them movie you want, rather than the game, and sometimes having the types of behaviors with the look you want, as opposed to behaving like a game. And once you've done all that, really you probably might as well have worked in a more standard 3D modelling/animation setup, which is more flexible.

    If you want to do something quick and dirty in a look that the game already provides, great, but if you want it to look much different from the game itself, you may want to avoid a game engine for movie making.

    1. Re:Game engines are for games... by Anonymous Coward · · Score: 0

      Oh ye of too little vision....you sound like an old curmudgeon who is mired in the ways of the past. Go grab a Bolex if you only want to work with old technology.

  80. Best Tools for Machinma? by Anonymous Coward · · Score: 0

    I think all the talk about facial animation etc blah blah blah is overstating the case for what is needed.

    Story first...and that can be told through many methods.

    eg to rest my case : South Park (sorry, I'm a fanboy) and "Team America" put paid to the theory that a good film needs human like behaviour to make its point...though as has been pointed out "Team America" manages to enter the uncanny valley once or twice with a thunderbirds revival.

    Standout elements (in order):
    Story (a clique fest, but that's the point)
    Staging
    Camera work
    Lighting

    I'd put "realistic lip synching" and "emoting facial animation" way down on the list of things needed to make a good product.
    The engine is a cheap enabler (a story machine), is all. Look for the real tools that are needed to tell the story and be creative.

    Now I better get off my arse and do it!