AMA – "Final Fantasy: The Spirits Within", milestone in CGI, is 25 years old
It might be fun to reflect on the creation of [0] 25 years ago. The project was the first attempt at producing and entire feature film with "photorealistic" human characters using CG.
I was R&D lead on the project, and it has been fun to see how the technology has evolved over the years. Happy to do my best to answer any questions people may have.
[0] https://en.wikipedia.org/wiki/Final_Fantasy:_The_Spirits_Within
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[ 0.23 ms ] story [ 41.5 ms ] threadWhat does a R&D lead do on such a project, how does one get that job and what have you been up to since/now? Are you excited or apprehensive about AI in your line of work?
We were working with very early (beta) versions of Maya running on Silicon Graphics workstations. My team developed software for simulating hair and clothing, deformation and surface refinement tools, and anything else required to generate "photorealistic" humans.
As most things with my career, there were fortuitous coincidences. I was working on early hair and cloth simulation at a startup in Montreal and someone I briefly crossed paths with ended up at Square USA and recommended me to the company. The industry was very different 30 years ago: there were very few people working on things such as CG hair and cloth.
I am now teaching computer graphics at the University of Hawaii. Passing on what I know to the new generation.
It remains to be seen what the impact of AI will be on the industry and art form. I am currently creating a new course on AI and animation to be taught next year.
I was a huge Final Fantasy fan ever since FFIV came to the states (as FFII). In the US, console RPGs were a niche within a niche until the 2000's. So walking into the local theatre to watch The Sprits Within on a big screen just felt plain surreal.
The Honolulu studio produced FF:TSW and "Final Flight of the Osiris", a short for the "Animatrix" anthology.
The lack of commercial success of FF:TSW led to the Honolulu studio being closed down. The staff spread out through the CG industry and took with them the lessons from the project.
The quality was good enough for me to enjoy the story without getting stuck in the "graphics".
As for my question, I'm curious of what the tech stack were at that time, and if you think we can finally produce that in real time now? Including even crossing the uncanny valley which I think is still challenging even now 25 years later.
3D: Maya (starting with a beta version) Rendering: Pixar Renderman (prman) Compositing: Shake Hardware: SGI Octane workstations Renderfarm: Pentium 2 boxes
Definitely consider doing a Reddit AMA in an animation sub (and link it here)