_________________________________________________________________________________
Q: What does TSNStudios offer?
A: Software, Services, and Strategic Partnerships for the Film. Entertainment, and Gaming Industries.
Q: What, exactly, does your software do?
A: Set design, pre-visualization for demolition scenarios, and demolition simulation of 3D geometry.
Q: Is your software a plug-in or standalone.
A: Currently our software is a standalone, Windows-based application.
Q: Since you use a standalone model, do you export simulation data back to Maya, 3D Studio Max and other film production tools for further processing?
A: Yes. The output files can be imported into popular film production tools for further processing.
Q: Does it handle all of the fragmentation of a given piece of geometry?
A: Yes.
Q: Does it pre-fragment the mesh for you?
A: No. Pre-fragmentation is not necessary although, should you wish to draw very specific cracks, this is still possible with our software. In fact, you can even give your crack a specific depth if this is what you need. The main point is that we don't rely on crack/fracture maps. They are merely an option.
Q: Does your application handle all of the rigid body dynamics or are you passing that task through to Reactor?
A: We handle all of the rigid body dynamics. No dynamics are passed.
Q: Can we try out one of your output files to see how it is represented in Maya?
A: Yes. We have provided several file formats on our Gear page so that you can experiment with several of our output files to see how they are represented in Maya, as well as other 3D studio programs.
Q: Are there any plans to develop an interface for your system within Maya and other tools (ie. a plug-in)?
A: Yes, after further development. As for now, exported files are compatible for import into Maya and other 3D studio programs.
Q: What do we have to do to get your technology into our production pipeline?
A: Contact us. We need to know more about your pipeline, technology, and the tools you use to determine the amount of development needed.
Q: What is Demolition Previz?
A: It is a new capability our technology provides during the pre-production leg of a project. Once the storyboard is developed, virtual set models can be quickly created, scenarios run, and visuals provided early on in the process.
Q: Can the virtual sets be used for live film, CGI, and VFX?
A: Yes, with engineering accuracy. These virtual sets can be built for live film and may be used later in the process for CGI or as the genesis of a VFX shot. Consider the possibilities.
Q: When will this tool and technology be available to animators?
A: Right now it is available as an engineering software package, Extreme Loading® for Structures (ELS), and is easily understood. In other words, the technology works well but the interface was not designed for animators who are looking for a simple plug-in.
Q: Is your software similar to BlastCode or Houdini?
A: No. Our technology is very different from BlastCode and Houdini. The interactions between elements are based on physics and the material properties of those elements.
Q: Is there any provision for control within your technology, or is it leaning more towards the physically accurate side of things?
A: You have complete control of the desired effect, and you get the accuracy as an added benefit. The realism is in the separation and movement of the final pieces.
Q: How user/artist definable is this then?
A: Typically, animators prefer to avoid simulation for the very reason you mention, loss of control. Since Extreme Loading® Technology (ELT) was originally developed for engineering analysis, an artist has a wealth of controls they can use to define their scenarios.
Q: What if I want an effect more spectacular than reality might give me?
A: We understand; you can manipulate the scenario for a heightened effect because sometimes reality is just plain boring – “larger than life” effects are readily achievable in our simulations.
Q: How are simulations set up or models rigged within the system? Is there much hand-modeling required to set up a simulation?
A: Simulations are setup very easily, and models are not rigged in the traditional sense. Shortly after you learn how to build a model, you will be applying load scenarios and seeing real results in minutes.
Q: Is geometry used as the base for the construction of elements like rigid bodies, or does is it use implicit shapes (e.g., cubes, spheres)?
A: Both. Geometry is a factor, but you have many implicit options to choose from as well.
Q: Is this technology based on Finite Element or Discrete Element theory?
A: Yes and no. The Applied Element Method (AEM) is a new structural analysis technology but it has its roots in both. We can confidently say that there is no other technology in its league. In the engineering community it fills the gaps in automatic crack initiation, material separation, and collapse under extreme loads. In the film industry, it is designed to fill similar gaps.
Q: The simulation geometries seem a bit block-like. Does your technology have the ability to change the mesh of objects and therefore the shapes?
A: Yes, We have several mesh options to control and manipulate the mesh. In our case, the blocks you see are the result of using larger element sizes. The fewer elements, the faster the simulation; which is invaluable for pre-visualization capabilities.
The cracking and separation of objects becomes more real with smaller elements, and things will look less blocky. We can also do post processing math to vary the shapes of the elements, and there are bump and displacement mapping techniques within popular 3D packages that can further enhance the realism of individual pieces.
After all this, you may be content with focusing on the hero-piece(s) and letting the ELT pieces be your dressing, as we did in our Spaceship Story.
Q: Are there any limitations with UVW mapping coordinates?
A: None that we know of.
Q: Can you map a model, then have it pre-fragmented by your system and still retain the mapping on the individual fragments?
A: We do not map our models until after the simulation has been run. With the right techniques, mapping is retained on the individual fragments. See this example.
Q: What are the simulation times like?
A: Simulation times are impacted by a number of factors, perhaps an example from our website would help. Click here. This simulation took 10mins to setup and an hour to run. It contains brick, concrete and steel elements, all reacting according to their own material properties. Notice the secondary reaction with the thin steel frame in the upper-left corner of the wall.
Q: What is the failure rate?
A: In the case of our software, failure is directly related to human error. i.e. - If you set off a nuke and you have too many elements, the system will notify you in the beginning of the simulation.
Q: Does your system create individual keys per fragment, or are they treated more like particles?
A: Our software creates individual keys per element, not per fragment. This makes knowledge of the shot requirements more important than ever. If you are creating a wide-angle shot, you can use fewer elements vs. a close-up shot.
Q: Speaking of particles, can you key a demolition with a particle system? In other words, can I fire a load of huge particle boulders at a wall and have the wall collapse under the barrage?
A: No, our software is standalone and does not have an integrated particle system that would key an event in the simulation. To date, particle systems have been used as set dressing for our engineered simulations. We find particle systems very useful for extremely small elements such as dust or splinters.
Q: Do the fragmented pieces remain simple geometry objects visible to scene selection and usable as FumeFX Object Sources?
A: Yes, we did something similar for this simulation. Click here.
Q: Are there any plans to integrate this into popular 3D software in some form?
A: Yes. Stay tuned and spread the word; it’s coming.
All in all, we currently support major 3D formats by export/import means, providing animators a baked animation with all the elements and their key frames. We've posted a few simpler simulation files on the TSNS website if you want to play. Click here.
Q: I would like to be kept informed about releases. Do you have a mailing list or anything?
A: Yes, register on our website here.
Be sure to check the "I would like to receive more information in the future through e-mail" box, and give as much information as possible so we will know what is most pertinent for you.
Our site also has a News Room section for your reading pleasure.
Q: Is the plan to have an evaluation/demo version available when the time comes?
A: The application is receiving a rigorous evaluation within existing pipelines. A demo version is now available on a case-by-case basis. Contact us for consideration.