Archive for January 20th, 2012

DPA to Showcase New 2000 Series Reference Microphone Capsules at 2012 NAMM Show

ANAHEIM, CA, JANUARY 20, 2012 — Building on the success of its flagship 4000 Series Reference Standard Microphones, DPA Microphones, the manufacturer of high level reference and headset microphones, is showcasing the new 2000 Series MMC2006 Omni and MMC2011 Cardioid microphone capsules at The 2012 NAMM Show (Booth 6996). Designed to bring the exceptional performance of the 4000 Series to a wider audience, the new 2000 Series incorporates the same capsule technology found in the company’s entire line of miniature microphones, but pairs it with the 4000 Series microphone bodies. The new modular series is offered at an attractive price point, allowing studios, sound companies and live performing groups the opportunity to own a high-level DPA product.

“We have taken our pioneer miniature condenser capsules and engineered them into two new capsules for our modular microphone system,” says Jarrod Renaud, Sales & Marketing for DPA Microphones, Inc. “These capsules offer outstanding performance and bring DPA’s sonic integrity within reach of every serious engineer, artist or studio owner. The MMC2006 and MMC2011 Twin Diaphragm capsules are interchangeable with our standard 4000 series capsules and microphone preamps, so a 2000 Series user can upgrade to the higher level 4000 Series capsules at a later date, if desired.”

Both the MMC2006 and MMC2011 encapsulate two opposite-facing 4060 omnidirectional miniature diaphragms to form a single-capsule, twin-diaphragm design, which reduces noise while enhancing sensitivity. The MMC2011 benefits from DPA’s interference tube design experience gained through its pioneering DPA 5100 Mobile 5.1 Surround Microphone. The interference tube technology ensures the integrity of the MMC2011 cardioid pattern.

The omnidirectional MMC2006 offers a frequency range of 20 Hz to 20 kHz with a soft roll-off below 50 Hz and typical 3 dB soft boost at 14 kHz, ± 2 dB. The cardioid MMC2011 capsule is a pressure gradient type with interference tube, offering an exceptionally flat frequency range of 20 Hz to 20 kHz with a 3 dB soft boost at 12 kHz, ± 2 dB, at 30 cm. Both capsules can be used with DPA’s MMP-A Preamplifier, MMP-B Preamp with low cut and high boost functions and the MMP-C Compact Preamp.

About DPA:
DPA Microphones A/S is a leading manufacturer of high quality condenser microphones and microphone solutions for professional applications in studio, broadcast, theatre, video/film and sound reinforcement environments. All DPA microphones and components are manufactured at the company’s purpose-built factory in Denmark.

For more information on DPA Microphones, please visit www.dpamicrophones.com.

Cut&Paste Adds Helsinki, World Design Capital, to 2011-2012 Tour

Cut&Paste, the international digital design tournament pitting the best 2D, 3D and motion/animation pros across 12 global cities, is excited to announce the addition of Helsinki – the 2012 World Design Capital – to its 2011-12 tour. The tour has enlisted leading design consultancy Fjord and Cut&Paste veterans PLATOON to produce the Feb. 4 event as a part of the World Design Capital (WDC) organization.

As 2012’s World Design City, Helsinki will become the temporary global hub of innovation in all areas of design, from the physical world to more abstract concepts such as social, political and psychological structures. Cut&Paste, with its focus on innovation in the visual arts, fits perfectly into the context of WDC Helsinki, which is focusing on visual design and graphic arts.

The design world has a strong history of innovation via competition, and Cut&Paste’s live format and process-based focus offers a particularly compelling experience for the community of designers who will be in attendance at WDC Helsinki. “Competition and cooperation are not mutually exclusive,” noted WDC Helsinki producer Antti Kirjalainen. “Rather, the combined elements are essential for design to evolve.”

Now in its sixth year of international growth, Cut&Paste’s participation in WDC would appear to be more a matter of fate than opportunity. Sharing a global focus and an emphasis on community building through design, the two organizations are natural collaborators. Cut&Paste founder John Fiorelli is especially enthused about this year’s WDC location, noting that “Helsinki has such an incredibly rich culture and history, and such a youthful and wonderfully creative population. A city like this provides the perfect creative setting for both the World Design Capital and Cut&Paste’s exploration of creative problem solving through design,” noted Cut&Paste Founder John Fiorelli.

PLATOON, which also produced the Dec. 10 Seoul event and will host the Feb. 2 Berlin edition, launched its Cut&Paste relationship when it staged the tour’s 2010 stop in South Korea, where it has its Asian headquarters. As Seoul had been 2010’s World Design Capital and PLATOON had worked on many of those events, the firm expressed a clear vision of how to integrate Cut&Paste and WDC Helsinki. “With Cut&Paste, John has developed the ideal platform for showcasing designers, design, and the creative process,” said PLATOON network member and Fjord employee Ksenia Avetisova. “The WDC project is a great way to look at the bigger picture of how design shapes our environment, but an event like Cut&Paste really helps to keep it rooted on an individual level, too.”

Fjord, which partners with global clients to design world-class digital services that are compelling, easy to use, and meaningful, saw a kinship with WDC, as both organizations expand the definition of design. Working out of its mammoth Helsinki studio, Fjord will create a service that allows users all over the world to experience Cut&Paste and WDC Helsinki digitally, flowing between mobiles, tablets and Web around the city to communicate what’s happening and where. The mobile service launched in January. It is always up-to-date, available on the move and incredibly intuitive and easy to use. Accessing the mobile service via multiple platforms, users can find out about the 300 projects of WDC Helsinki and where they are located. The user also has access to WDC Helsinki news, a map, a monthly calendar and general information about WDC Helsinki 2012. The service is available in Finnish, Swedish and English.

“Fjord and PLATOON are the perfect entities to merge the visions of Cut&Paste and WDC Helsinki,” stated Fiorelli. “PLATOON brings solid experience with past Cut&Paste and WDC events, while Fjord, with its notable presence in Helsinki, can offer the perfect platform for sharing our joint efforts with the vast digital community.”

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Visit Cut&Paste

About Cut&Paste
Cut&Paste is a social arena for the discovery, advocacy and elevation of design. Through events and online programs, Cut&Paste supports artists, firms and media working to strengthen creative networks. Born in New York City in November 2005, Cut&Paste#s signature event is the Digital Design Tournament, held live throughout the world each year. The 2011 tour takes place in 12 cities around the globe. Cut&Paste additionally powers design-driven contests and events with industry partners worldwide. Learn more about Cut&Paste at http://www.cutandpaste.com.

More info: TRUST 646 452 3388 (NY) 310 451 5153 (LA) trustcollective.com

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HARRISBURG’S WHTM TRANSITIONS TO HD, PROMPTING STUDIO UPGRADE WITH AUTOSCRIPT

HARRISBURG, PA, JANUARY 20, 2012—When Harrisburg, Pennsylvania’s local ABC-TV affiliate, WHTM, made the transition to HD last year, the station also upgraded its existing teleprompting gear used in the studio. To help ensure its on-air talent could deliver more than six hours of local news clearly each day, it selected teleprompters from Autoscript, the world’s leading teleprompting company and a Vitec Group brand. more

Unfolding the World of “Bunraku”

Creative LightWave 3D CG, stunning VFX, and true artistry blend to deliver an onscreen experience unlike any other.

Bunraku, the second film from acclaimed director Guy Moshe, is a unique blend of cutting-edge computer graphics and choreographed live action, comic book and video game styles, gritty reality and fantasy, and samurai and spaghetti western genres.

Crime boss Nicola the Woodcutter (Ron Perlman) commands an army of thugs headed by nine deadly assassins in a post-war future without guns. Citizens of the small town, terrorized by Nicola’s regime, wait in hope of a hero to save them. A mysterious drifter (Josh Hartnett) and young samurai (Japanese star Gackt) soon cross paths and, with guidance from the local bartender (Woody Harrelson), join forces in a quest to overthrow Nicola’s tyrannical reign. At Nicola’s side are Alexandra (Demi Moore), the femme fatale, and Killer No. 2 (Kevin McKidd), Nicola’s lethal right-hand man.

Origami Originality

The one-of-a-kind film, which debuted on September 30, 2011 in a limited release, delivers an impressive cast and a wealth of eye-catching, awe-inspiring visuals—all within a $25 million production budget. Bunraku is written and directed by Moshe, based on a story by Boaz Davidson.

Moshe’s Picturesque Films, Ram Bergman Productions, and Snoot Entertainment—all in Los Angeles—partnered to produce the film and bring Moshe’s vision to cinematic life. To realize the truly unique and strong visual style envisioned for Bunraku, the production team elicited the help of Oliver Hotz, owner and visual effects (VFX) supervisor at Origami Digital LLC in Los Angeles.

Moshe decided early on that he would tell the story of Bunraku by filming entirely on a green-screen stage and using a wealth of VFX and computer graphic imagery (CGI). The crew filmed the live action over a 12-week period and on roughly 30 sets at MediaPro Studios in Romania.

Hotz, named VFX supervisor on the film, led a team of artists at Origami Digital as they crafted a novel folded paper—or origami, coincidentally—world of Bunraku. “The world it’s set in is almost circus-like in the feel of it and it’s all origami,” described McKidd in a Los Angeles Times interview. “The whole universe is constantly folding paper to create a cityscape or interiors of rooms or the sunrise.”

Green-screen Greatness
“Even though Bunraku was shot entirely inside of sound stages, the director (Moshe) envisioned a massively expansive world,” Hotz explains. Origami Digital was initially contracted to deliver approximately 90 of the more difficult VFX shots in the production, while Snoot Entertainment’s Snoot FX division were assigned roughly 300 “A over B” set extensions. The project’s VFX work soon grew in both quantity and complexity, so the decision was made to reassign all work to Origami Digital.

The Origami Digital VFX team was responsible for creating virtually everything that wasn’t in the immediate set, including a view through the City Square’s main archway, a flyover from a Mob Office over the city and past several landmarks, and a colorful, paper-lantern sky. In all, Origami Digital artists delivered more than 1000 shots, which can be seen over roughly 83 minutes of Bunraku’s running time.

Given the volume of VFX the team had to deliver for the movie, Hotz elected to farm out preparation tasks to other facilities and enable artists to devote more time to the look and design of the shots. RotoFactory, together with Origami Digital’s in-house rotoscope/paint team, delivered mattes for several green-screen sequences. Pixel Magic completed speed changes that were introduced in the edit stage. Algous Studios delivered the type of blood Moshe wanted in the movie, as well as provided elements for Origami Digital’s comps and finished “blood only” shots that didn’t require any other VFX elements. Lastly, Imaginary Forces handled a montage sequence, “because we had really liked the style of some of its other work and it fit perfectly into this movie,” Hotz describes.

Design Departure

The visual style of the work in Bunraku was a departure for Hotz and his team at Origami Digital. “Most of our prior work was of a photorealistic/invisible style. Achieving the stylized look that [Moshe] wanted took a lot of trial and error, so we came up with a work flow that allowed for experimentation without incurring overages or getting into a major time crunch,” he explains.

“Another challenge was the length of the more intricate transition shots that, at 2000-plus frames each, included a lot of geometry and passes to allow for control later, during compositing. Perhaps our biggest challenge was doing this all with a small team. At our largest, we had 25 artists,” Hotz adds, “but we had a very good crew and a streamlined work flow that allowed us, on average, to get 40 to 60 shots out per week—including all the exploration time that the director needed.”

Hotz entrusted his Bunraku workflow to NewTek’s LightWave 3D, which he chose as the primary 3D application for all the modeling, texturing, and rendering. Artists also used LightWave to do all the setups for the shots. “We used [Autodesk’s] Maya to create a majority of the transition sequences where buildings had to fold and unfold, and then transferred the animation back to LightWave for texturing, lighting, and rendering. Not having to think about licensing the LightWave renderer on our render farm was a huge relief,” he affirms. “We then used LightWave to create all the passes that we needed and then passed those off to compositing.”

Intensive Integration

A smooth, tightly integrated production pipeline was a prerequisite for Origami Digital artists to produce a wealth of scenes combining live action, CG with high polygon counts, and striking VFX—all on a deadline.

“The integration of LightWave and Maya on the 3D side, as well as getting camera and geometry information from LightWave into our compositing software (Eyeon Fusion), was key to the speed in which we were able to crank out iterations of work,” Hotz insists. “Having this seamless integration allowed me to make certain calls that would allow the artists to work more effectively. Sometimes, we would choose to use the geometry in the compositor rather than a 3D package, because we could make interactive changes while sitting there with the director.”

Origami Digital also enjoyed tight integration with its internal job tools. The artists did not need to create render folders or passes folders, Hotz mentions. “We automated things like z depth or matte passes, and submissions to the render farm—all to make it easier on the artist, who could concentrate more on the creative work.

“The integration with Maya was also key in moving elements to and from LightWave,” Hotz says. “We used our own tools for that integration and it was a very smooth process. We have a very tight integration of LightWave with the rest of our tools, including our entire motion-capture pipeline.”

Multiple Iterations

Artists need to be able to iterate to improve work, admits Hotz. “LightWave allows us to do that,” he says. “I find shading and texturing in LightWave so intuitive that we didn’t run into any slowdowns on that end, giving us the opportunity to explore many different looks in a very short amount of time.

“It has an extremely fast renderer, and where you usually shudder to use motion blur with [other] renderers, I don’t even have to think twice with LightWave,” Hotz enthuses. “We render with 3D motion blur.”

LightWave also proved to be highly effective with scenes having large polygon counts. “We had millions of polys for our transition shots, and we had a much easier time dealing with the geometry in LightWave,” Hotz continues.

Lasting Impression

Bunraku’s visuals are being compared to those of Sin City and 300, both of which commanded much larger budgets than Bunraku’s modest $25 million price tag. “I am extremely proud of the work we have achieved,” Hotz says. “I’m equally proud of the way in which we were able to manage this project.

“Typically, a project with 1000-plus shots would only go to a large facility working six- and seven-day weeks to finish; or, it would be broken up into smaller, sequence-sized chunks and distributed to companies all over the globe,” Hotz recognizes. “Due to our pipeline, tools, and management, we were able to deliver this project in the time allotted, with a small crew, in Los Angeles, without overtime or weekend work.”

What Hotz hopes independent movie producers take away from Bunraku is that high-quality VFX work is available to projects of all sizes and budgets. “Going forward, LightWave will continue to be our primary 3D application and package of choice for modeling, texturing, and rendering. Its speed, robustness, and support for custom scripting are all key to our success as a provider of 3D content to the entertainment industry,” he says. “We will definitely continue to use LightWave 3D for future work.”

Bunraku IMDB: www.imdb.com/title/tt1181795/

About LightWave

NewTek LightWave 3D® combines a state-of-the-art renderer with powerful, intuitive modeling and animation tools. LightWave 10 is designed to support the creative process, providing the artist with the ability to interact in real time with 3D content, to work seamlessly with the full range of software applications in production pipelines and to render on unlimited render nodes. LightWave is enjoyed worldwide, as a complete 3D production solution for visual effects in film, television, broadcast graphics, print, games, visualization, and the Web, and is responsible for more artists winning Emmy® Awards than any other 3D application.

About NewTek

Benefiting producers and artists with cost-effective and groundbreaking technologies, NewTek is a worldwide leader in 3D animation and special effects tools, portable live production and video editing including LightWave 3D®, the TriCaster™ product line and 3Play™. NewTek has won numerous industry accolades, including two Emmy® Awards. NewTek products have been used in feature films and television shows, including “Avatar,” “TinTin,” “Repo Men,” “V,” “Fringe,” “CSI: Crime Scene Investigation,” “The Fairly OddParents” and more.

For more information, please visit: www.newtek.com.

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