Today I released a new simulation based animation “Sprite Squad”. Each tile in the QR code is a cube that falls down into a funnel that ends in its proper landing space. Because of - well, simulated physics - sometimes the cubes can get stuck in the funnel, just like they would in real life. I fixed this like they’d be fixed in real life too: someone would wiggle each cube loose with a small twist. In other words in the simulation, each cube gets a small amount of random rotational impulse, so they never get stuck. This animation isn’t quite yet to our ACME standards for code-to-image looping, but we’ll circle back on that later.

ACME has over 30 requested animations in our development queue now.

  • Peter

Today I presented a high level overview of ACME’s technology and pipeline at DreamWorks Animation’s ‘Tech Con 2020’ at their Glendale California campus. I’ve been an employee with DreamWorks Animation for over 17 years now, and it was a pleasure to share our unique animation engine during the conference’s “Tech Talks”. Fun questions to ask and answer! DreamWorks Animation is simply an awesome place to work.

ACME's initial pipeline engines are Maya based. And, as tech junkies, we keep a sharp eye on the 3d animation marketplace. The software landscape - especially the VFX software landscape - is always changing; constant adoption of the latest appropriate technology - while not needlessly chasing every shiny new solution - is truly a matter of life and death for tech services. ACME is very interested in both Blender - the open source general 3d application hailing to VFX standards, and also Epic’s Unreal Engine - the heavy hitter with heritage from the gaming industry that has solidly established itself as a core tool for 'in-camera' VFX challenges even in the film industry. Since our two existing Maya based pipelines overlap Blender’s abilities significantly, we're going to prioritize exploratory development on Epic's Unreal Engine first. The deciding factors for us were diversification into new technology, and the potential rendering speed gains that gaming engine provides as a fundamental feature. After that, we'll explore integration of Blender as well; the more options we provide our customers, the better.

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US Patent No. US 10,083,535 B2