evening, we announced the winners of our 4th Annual Pipeline Awards, recognizing
outstanding achievement in pipeline tool development.
with Shotgun's MO, our winners blew us away with their innovation in overcoming the challenges faced by VFX and
animation studios, upping the efficiency in scaling to meet the demands of
those large-scale projects, and finally, their generosity in making their tools
open source and available to a wider community. We're totally proud of you all!
So without further ado - this year’s
DreamWorks Animation for the DWATV Credits Tool
DreamWorks originally designed this
tool to streamline credits by tracking and spell checking the names and titles
of thousands of people working across DreamWorks Animation. This eventually grew
to also track approvals and revision history. The DWATV Credits Tool now
connects to Shotgun and is one of the studio’s most widely-used tools, as it
bridges communication across the studio.
Chris Bennett, lead animation pipeline TD-Television from DreamWorks Animation accepted this year's Shotgun Pipeline Award for their DWATV Credits Tool.
High-five to the team at DreamWorks Animation!
Visual Concepts for the NBA 2K17 Facial Animation Pipeline
Time is precious, and the team at
Visual Concepts found a way to save a whole lot of it by automating previously manual
tasks including tracking video, solving data, converting data to the proper
format for the game, generating review material, and notifying supervisors for
review and approval. With that long list
of automated tasks, we're wishing we had a pipeline to do our housework!
The new automated pipeline handles
thousands of tasks each day, saving time for artists and allowing them to complete
the vast majority of facial animation in-house. This ultimately gives them
greater control over the final product.
Here's a quick rundown
Congrats to the team at Visual Concepts
on saving the day (probably several!)
VFX studio Psyop took home the final
Shotgun Pipeline Award for Cryptomatte, which automatically creates ID mattes
using information already available at render time including names, object
namespaces, and material names. It also supports motion blur, transparency, and
depth of field. Recently Psyop’s “Cryptomatte Committee” expanded the tool to
the wider community by making an open standard Cryptomatte integrated with
Nuke, and AIShaders for Arnold.
Andy Jones, head of VFX, and Jonah Friedman, software engineer, from Psyop accepted the Shotgun Pipeline Award for Cryptomatte.
Mad props to the team at Psyop!
Congrats again to all our winners!