• The Rogue Trooper movie could make or break Unreal Engine as a tool for filmmaking


    Who knew just 4 images could be so controversial?
    The Rogue Trooper movie could make or break Unreal Engine as a tool for filmmaking Who knew just 4 images could be so controversial?
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  • The New Street Fighter Movie Has The Most Bizarre Cast

    Fighting game adaptations are some of the campiest, most absurd films in the already generally pretty absurd game-to-movie oeuvre. Films like the Mortal Kombat series, Dead or Alive, and the 1994 Street Fighter all possess a kind of so-bad-they’re-good ridiculousness that has made them cult classic guilty pleasures.…Read more...
    The New Street Fighter Movie Has The Most Bizarre Cast Fighting game adaptations are some of the campiest, most absurd films in the already generally pretty absurd game-to-movie oeuvre. Films like the Mortal Kombat series, Dead or Alive, and the 1994 Street Fighter all possess a kind of so-bad-they’re-good ridiculousness that has made them cult classic guilty pleasures.…Read more...
    KOTAKU.COM
    The New Street Fighter Movie Has The Most Bizarre Cast
    Fighting game adaptations are some of the campiest, most absurd films in the already generally pretty absurd game-to-movie oeuvre. Films like the Mortal Kombat series, Dead or Alive, and the 1994 Street Fighter all possess a kind of so-bad-they’re-go
    2 التعليقات 0 المشاركات
  • Street Fighter Movie Adds Dan And Balrog Actors, Confirms Akuma Casting - Report

    The new Street Fighter movie has added a few more names to the cast. Earlier this week, rapper-turned-actor Curtis "50 Cent" Jackson teased that he will play Balrog in the film. That rumor now appears to be confirmed, and another performer has signed up to play Dan Hibiki, one of the weakest fighters in the Street Fighter universe.According to Deadline, comedian Andrew Schulz will play Dan in the film. That's appropriate, since Dan is largely a comic relief character who gets played for laughs. This will mark Dan's first-ever appearance in live-action media. Schulz has previously appeared in The Underdoggs and the remake of White Men Can’t Jump, as well as the second season of Netflix's sitcom Tires. He is also the host of Flagrant Pod, a popular comedy podcast, and his most recent comedy special was streamed on Netflix.Jackson's casting as Balrog was confirmed in a subsequent report by The Hollywood Reporter. THR went a step further by confirming the roles of a few previously cast actors including Andrew Koji as Ryu, Noah Centineo as Ken, Jason Momoa as Blanka, and Orville Peck as Vega. Additionally, the outlet notes that Joe "Roman Reigns" Anoa’i, a longtime WWE superstar and former World Champion, will play Akuma, one of the film's primary villains.Continue Reading at GameSpot
    #street #fighter #movie #adds #dan
    Street Fighter Movie Adds Dan And Balrog Actors, Confirms Akuma Casting - Report
    The new Street Fighter movie has added a few more names to the cast. Earlier this week, rapper-turned-actor Curtis "50 Cent" Jackson teased that he will play Balrog in the film. That rumor now appears to be confirmed, and another performer has signed up to play Dan Hibiki, one of the weakest fighters in the Street Fighter universe.According to Deadline, comedian Andrew Schulz will play Dan in the film. That's appropriate, since Dan is largely a comic relief character who gets played for laughs. This will mark Dan's first-ever appearance in live-action media. Schulz has previously appeared in The Underdoggs and the remake of White Men Can’t Jump, as well as the second season of Netflix's sitcom Tires. He is also the host of Flagrant Pod, a popular comedy podcast, and his most recent comedy special was streamed on Netflix.Jackson's casting as Balrog was confirmed in a subsequent report by The Hollywood Reporter. THR went a step further by confirming the roles of a few previously cast actors including Andrew Koji as Ryu, Noah Centineo as Ken, Jason Momoa as Blanka, and Orville Peck as Vega. Additionally, the outlet notes that Joe "Roman Reigns" Anoa’i, a longtime WWE superstar and former World Champion, will play Akuma, one of the film's primary villains.Continue Reading at GameSpot #street #fighter #movie #adds #dan
    WWW.GAMESPOT.COM
    Street Fighter Movie Adds Dan And Balrog Actors, Confirms Akuma Casting - Report
    The new Street Fighter movie has added a few more names to the cast. Earlier this week, rapper-turned-actor Curtis "50 Cent" Jackson teased that he will play Balrog in the film. That rumor now appears to be confirmed, and another performer has signed up to play Dan Hibiki, one of the weakest fighters in the Street Fighter universe.According to Deadline, comedian Andrew Schulz will play Dan in the film. That's appropriate, since Dan is largely a comic relief character who gets played for laughs. This will mark Dan's first-ever appearance in live-action media. Schulz has previously appeared in The Underdoggs and the remake of White Men Can’t Jump, as well as the second season of Netflix's sitcom Tires. He is also the host of Flagrant Pod, a popular comedy podcast, and his most recent comedy special was streamed on Netflix.Jackson's casting as Balrog was confirmed in a subsequent report by The Hollywood Reporter. THR went a step further by confirming the roles of a few previously cast actors including Andrew Koji as Ryu, Noah Centineo as Ken, Jason Momoa as Blanka, and Orville Peck as Vega. Additionally, the outlet notes that Joe "Roman Reigns" Anoa’i, a longtime WWE superstar and former World Champion, will play Akuma, one of the film's primary villains.Continue Reading at GameSpot
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  • HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE

    By TREVOR HOGG

    Images courtesy of Warner Bros. Pictures.

    Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon.

    “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.”
    —Talia Finlayson, Creative Technologist, Disguise

    Interior and exterior environments had to be created, such as the shop owned by Steve.

    “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”

    Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.”

    A virtual exploration of Steve’s shop in Midport Village.

    Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.”

    “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.”
    —Laura Bell, Creative Technologist, Disguise

    Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack.

    Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.”

    Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!”

    A virtual study and final still of the cast members standing outside of the Lava Chicken Shack.

    “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.”
    —Talia Finlayson, Creative Technologist, Disguise

    The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.”

    Virtually conceptualizing the layout of Midport Village.

    Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.”

    An example of the virtual and final version of the Woodland Mansion.

    “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.”
    —Laura Bell, Creative Technologist, Disguise

    Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.”

    Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment.

    Doing a virtual scale study of the Mountainside.

    Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.”

    Piglots cause mayhem during the Wingsuit Chase.

    Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods.

    “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
    #how #disguise #built #out #virtual
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “s the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve. “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Departmenton Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’sLava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younisadapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay Georgeand I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols, Pat Younis, Jake Tuckand Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.” #how #disguise #built #out #virtual
    WWW.VFXVOICE.COM
    HOW DISGUISE BUILT OUT THE VIRTUAL ENVIRONMENTS FOR A MINECRAFT MOVIE
    By TREVOR HOGG Images courtesy of Warner Bros. Pictures. Rather than a world constructed around photorealistic pixels, a video game created by Markus Persson has taken the boxier 3D voxel route, which has become its signature aesthetic, and sparked an international phenomenon that finally gets adapted into a feature with the release of A Minecraft Movie. Brought onboard to help filmmaker Jared Hess in creating the environments that the cast of Jason Momoa, Jack Black, Sebastian Hansen, Emma Myers and Danielle Brooks find themselves inhabiting was Disguise under the direction of Production VFX Supervisor Dan Lemmon. “[A]s the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” —Talia Finlayson, Creative Technologist, Disguise Interior and exterior environments had to be created, such as the shop owned by Steve (Jack Black). “Prior to working on A Minecraft Movie, I held more technical roles, like serving as the Virtual Production LED Volume Operator on a project for Apple TV+ and Paramount Pictures,” notes Talia Finlayson, Creative Technologist for Disguise. “But as the Senior Unreal Artist within the Virtual Art Department (VAD) on Minecraft, I experienced the full creative workflow. What stood out most was how deeply the VAD was embedded across every stage of production. We weren’t working in isolation. From the production designer and director to the VFX supervisor and DP, the VAD became a hub for collaboration.” The project provided new opportunities. “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance,” notes Laura Bell, Creative Technologist for Disguise. “But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” Set designs originally created by the art department in Rhinoceros 3D were transformed into fully navigable 3D environments within Unreal Engine. “These scenes were far more than visualizations,” Finlayson remarks. “They were interactive tools used throughout the production pipeline. We would ingest 3D models and concept art, clean and optimize geometry using tools like Blender, Cinema 4D or Maya, then build out the world in Unreal Engine. This included applying materials, lighting and extending environments. These Unreal scenes we created were vital tools across the production and were used for a variety of purposes such as enabling the director to explore shot compositions, block scenes and experiment with camera movement in a virtual space, as well as passing along Unreal Engine scenes to the visual effects vendors so they could align their digital environments and set extensions with the approved production layouts.” A virtual exploration of Steve’s shop in Midport Village. Certain elements have to be kept in mind when constructing virtual environments. “When building virtual environments, you need to consider what can actually be built, how actors and cameras will move through the space, and what’s safe and practical on set,” Bell observes. “Outside the areas where strict accuracy is required, you want the environments to blend naturally with the original designs from the art department and support the story, creating a space that feels right for the scene, guides the audience’s eye and sets the right tone. Things like composition, lighting and small environmental details can be really fun to work on, but also serve as beautiful additions to help enrich a story.” “I’ve always loved the physicality of working with an LED volume, both for the immersion it provides and the way that seeing the environment helps shape an actor’s performance. But for A Minecraft Movie, we used Simulcam instead, and it was an incredible experience to live-composite an entire Minecraft world in real-time, especially with nothing on set but blue curtains.” —Laura Bell, Creative Technologist, Disguise Among the buildings that had to be created for Midport Village was Steve’s (Jack Black) Lava Chicken Shack. Concept art was provided that served as visual touchstones. “We received concept art provided by the amazing team of concept artists,” Finlayson states. “Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging. Sometimes we would also help the storyboard artists by sending through images of the Unreal Engine worlds to help them geographically position themselves in the worlds and aid in their storyboarding.” At times, the video game assets came in handy. “Exteriors often involved large-scale landscapes and stylized architectural elements, which had to feel true to the Minecraft world,” Finlayson explains. “In some cases, we brought in geometry from the game itself to help quickly block out areas. For example, we did this for the Elytra Flight Chase sequence, which takes place through a large canyon.” Flexibility was critical. “A key technical challenge we faced was ensuring that the Unreal levels were built in a way that allowed for fast and flexible iteration,” Finlayson remarks. “Since our environments were constantly being reviewed by the director, production designer, DP and VFX supervisor, we needed to be able to respond quickly to feedback, sometimes live during a review session. To support this, we had to keep our scenes modular and well-organized; that meant breaking environments down into manageable components and maintaining clean naming conventions. By setting up the levels this way, we could make layout changes, swap assets or adjust lighting on the fly without breaking the scene or slowing down the process.” Production schedules influence the workflows, pipelines and techniques. “No two projects will ever feel exactly the same,” Bell notes. “For example, Pat Younis [VAD Art Director] adapted his typical VR setup to allow scene reviews using a PS5 controller, which made it much more comfortable and accessible for the director. On a more technical side, because everything was cubes and voxels, my Blender workflow ended up being way heavier on the re-mesh modifier than usual, definitely not something I’ll run into again anytime soon!” A virtual study and final still of the cast members standing outside of the Lava Chicken Shack. “We received concept art provided by the amazing team of concept artists. Not only did they send us 2D artwork, but they often shared the 3D models they used to create those visuals. These models were incredibly helpful as starting points when building out the virtual environments in Unreal Engine; they gave us a clear sense of composition and design intent. Storyboards were also a key part of the process and were constantly being updated as the project evolved. Having access to the latest versions allowed us to tailor the virtual environments to match camera angles, story beats and staging.” —Talia Finlayson, Creative Technologist, Disguise The design and composition of virtual environments tended to remain consistent throughout principal photography. “The only major design change I can recall was the removal of a second story from a building in Midport Village to allow the camera crane to get a clear shot of the chicken perched above Steve’s lava chicken shack,” Finlayson remarks. “I would agree that Midport Village likely went through the most iterations,” Bell responds. “The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled. I remember rebuilding the stairs leading up to the rampart five or six times, using different configurations based on the physically constructed stairs. This was because there were storyboarded sequences of the film’s characters, Henry, Steve and Garrett, being chased by piglins, and the action needed to match what could be achieved practically on set.” Virtually conceptualizing the layout of Midport Village. Complex virtual environments were constructed for the final battle and the various forest scenes throughout the movie. “What made these particularly challenging was the way physical set pieces were repurposed and repositioned to serve multiple scenes and locations within the story,” Finlayson reveals. “The same built elements had to appear in different parts of the world, so we had to carefully adjust the virtual environments to accommodate those different positions.” Bell is in agreement with her colleague. “The forest scenes were some of the more complex environments to manage. It could get tricky, particularly when the filming schedule shifted. There was one day on set where the order of shots changed unexpectedly, and because the physical sets looked so similar, I initially loaded a different perspective than planned. Fortunately, thanks to our workflow, Lindsay George [VP Tech] and I were able to quickly open the recorded sequence in Unreal Engine and swap out the correct virtual environment for the live composite without any disruption to the shoot.” An example of the virtual and final version of the Woodland Mansion. “Midport Village likely went through the most iterations. The archway, in particular, became a visual anchor across different levels. We often placed it off in the distance to help orient both ourselves and the audience and show how far the characters had traveled.” —Laura Bell, Creative Technologist, Disguise Extensive detail was given to the center of the sets where the main action unfolds. “For these areas, we received prop layouts from the prop department to ensure accurate placement and alignment with the physical builds,” Finlayson explains. “These central environments were used heavily for storyboarding, blocking and department reviews, so precision was essential. As we moved further out from the practical set, the environments became more about blocking and spatial context rather than fine detail. We worked closely with Production Designer Grant Major to get approval on these extended environments, making sure they aligned with the overall visual direction. We also used creatures and crowd stand-ins provided by the visual effects team. These gave a great sense of scale and placement during early planning stages and allowed other departments to better understand how these elements would be integrated into the scenes.” Cast members Sebastian Hansen, Danielle Brooks and Emma Myers stand in front of the Earth Portal Plateau environment. Doing a virtual scale study of the Mountainside. Practical requirements like camera moves, stunt choreography and crane setups had an impact on the creation of virtual environments. “Sometimes we would adjust layouts slightly to open up areas for tracking shots or rework spaces to accommodate key action beats, all while keeping the environment feeling cohesive and true to the Minecraft world,” Bell states. “Simulcam bridged the physical and virtual worlds on set, overlaying Unreal Engine environments onto live-action scenes in real-time, giving the director, DP and other department heads a fully-realized preview of shots and enabling precise, informed decisions during production. It also recorded critical production data like camera movement paths, which was handed over to the post-production team to give them the exact tracks they needed, streamlining the visual effects pipeline.” Piglots cause mayhem during the Wingsuit Chase. Virtual versions of the exterior and interior of the Safe House located in the Enchanted Woods. “One of the biggest challenges for me was managing constant iteration while keeping our environments clean, organized and easy to update,” Finlayson notes. “Because the virtual sets were reviewed regularly by the director and other heads of departments, feedback was often implemented live in the room. This meant the environments had to be flexible. But overall, this was an amazing project to work on, and I am so grateful for the incredible VAD team I was a part of – Heide Nichols [VAD Supervisor], Pat Younis, Jake Tuck [Unreal Artist] and Laura. Everyone on this team worked so collaboratively, seamlessly and in such a supportive way that I never felt like I was out of my depth.” There was another challenge that is more to do with familiarity. “Having a VAD on a film is still a relatively new process in production,” Bell states. “There were moments where other departments were still learning what we did and how to best work with us. That said, the response was overwhelmingly positive. I remember being on set at the Simulcam station and seeing how excited people were to look at the virtual environments as they walked by, often stopping for a chat and a virtual tour. Instead of seeing just a huge blue curtain, they were stoked to see something Minecraft and could get a better sense of what they were actually shooting.”
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  • Ah, the great Pixar movies ranking saga! Who knew that a bunch of animated characters could cause such fierce debates among adults? It’s almost as if we’re all art critics now, judging the crème de la crème of animated filmmaking from the ‘90s to the mid-2010s. Remember when Pixar was the beacon of creativity? Well, it seems like the magic dust has settled a bit in the last decade—nothing like a sequel to remind us that sometimes, it’s okay to just let the original be great. So, here’s to ranking Pixar’s masterpieces from “Oh, that was cute” to “Did they really think we’d buy that?” Let the debates begin, folks.

    #Pixar #AnimationDebate #
    Ah, the great Pixar movies ranking saga! Who knew that a bunch of animated characters could cause such fierce debates among adults? It’s almost as if we’re all art critics now, judging the crème de la crème of animated filmmaking from the ‘90s to the mid-2010s. Remember when Pixar was the beacon of creativity? Well, it seems like the magic dust has settled a bit in the last decade—nothing like a sequel to remind us that sometimes, it’s okay to just let the original be great. So, here’s to ranking Pixar’s masterpieces from “Oh, that was cute” to “Did they really think we’d buy that?” Let the debates begin, folks. #Pixar #AnimationDebate #
    KOTAKU.COM
    The Pixar Movies, Ranked From Worst To Best
    For several decades, Pixar was the king of animated filmmaking. Its run from the ‘90s to the mid-2010s was marked by the kind of dazzling creative output that makes you believe art isn’t dead and was so inspiring, it no doubt made many consider pivot
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  • So, they've launched "Ironheart," and the creator, Chinaka Hodge, assures us that you don't need to endure the Marvel Cinematic Universe’s endless barrage of movies to enjoy this gem. What a relief! Because who wouldn’t want to dive into a brand new character without the baggage of a decade's worth of superhero melodrama? Just think of it as a Marvel buffet where you can skip straight to dessert while ignoring the appetizers that have been cooling off since 2008.

    And for the diehard fans, don't worry! The first three episodes are surely packed with all the Easter eggs you can handle, reminding you of that time you spent your Saturday nights ranking every Iron Man suit.

    Welcome to the future of entertainment: where
    So, they've launched "Ironheart," and the creator, Chinaka Hodge, assures us that you don't need to endure the Marvel Cinematic Universe’s endless barrage of movies to enjoy this gem. What a relief! Because who wouldn’t want to dive into a brand new character without the baggage of a decade's worth of superhero melodrama? Just think of it as a Marvel buffet where you can skip straight to dessert while ignoring the appetizers that have been cooling off since 2008. And for the diehard fans, don't worry! The first three episodes are surely packed with all the Easter eggs you can handle, reminding you of that time you spent your Saturday nights ranking every Iron Man suit. Welcome to the future of entertainment: where
    KOTAKU.COM
    Ironheart Has A Deep Connection To The Beginning Of The Marvel Cinematic Universe
    Ironheart creator Chinaka Hodge assuaged any fears newcomers to the Marvel Cinematic Universe may have by letting the world know you don’t need to watch any of the previous Marvel movies to enjoy Ironheart. That’s true—but if you’re a Marvel diehard,
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  • virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling

    ---

    ## Introduction

    In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into stories that resonate deeply within our souls. However, the search for the best apps to watch movies on your...
    virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling --- ## Introduction In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into stories that resonate deeply within our souls. However, the search for the best apps to watch movies on your...
    The Best Apps to Watch Movies on Your Meta Quest
    virtual reality, Meta Quest, movie apps, immersive experience, film streaming, VR entertainment, watching movies, technology, emotional storytelling --- ## Introduction In a world where reality often feels heavy and burdensome, the comforting embrace of a favorite film can offer a fleeting escape. The Meta Quest headset opens the door to an immersive universe, allowing us to delve into...
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  • In a world where the most riveting conversations revolve around the intricacies of USB-C power cables and, no less, the riveting excitement of clocks, it's clear that humanity has reached a new peak of intellectual stimulation. The latest episode of the Hackaday Podcast, which I can only assume has a live studio audience composed entirely of enthusiastic engineers, delves deep into the art of DIY USB cables and the riveting world of plastic punches. Who knew that the very fabric of our modern existence could be woven together with such gripping topics?

    Let’s talk about those USB-C power cables for a moment. If you ever thought your life was lacking a bit of suspense, fear not! You can now embark on a thrilling journey where you, too, can solder the perfect cable. Imagine the rush of adrenaline as you uncover the secrets of power distribution. Will your device charge? Will it explode? The stakes have never been higher! Forget about action movies; this is the real deal. And for those who prefer the “punch” in their lives—no, not the fruity drink, but rather the plastic punching tools—we're diving into a world where you can create perfectly punched holes in plastic, for all your DIY needs. Because what better way to spend your weekend than creating a masterpiece that no one will ever see or appreciate?

    And of course, let's not overlook the “Laugh Track Machine.” Yes, you heard that right. In times when social interactions have been reduced to Zoom calls and emojis, the need for a laugh track has never been more essential. Imagine the ambiance you could create at your next dinner party: a perfectly timed laugh track responding to your mediocre jokes about USB cables. If that doesn’t scream societal progress, I don’t know what does.

    Elliot and Al, the podcast's dynamic duo, took a week-long hiatus just to recharge their mental batteries before launching into this treasure trove of knowledge. It’s like they went on a sabbatical to the land of “Absolutely Not Boring.” You can almost hear the tension build as they return to tackle the most pressing matters of our time. Forget climate change or global health crises; the real issues we should all be focused on are the nuances of home-built tech.

    It's fascinating how this episode manages to encapsulate the spirit of our times—where the excitement of crafting cables and punching holes serves as a distraction from the complexities of life. So, if you seek to feel alive again, tune in to the Hackaday Podcast. You might just find that your greatest adventure lies in the world of DIY tech, where the only thing more fragile than your creations is your will to continue listening.

    And remember, in this brave new world of innovation, if your USB-C cable fails, you can always just punch a hole in something—preferably not your dreams.

    #HackadayPodcast #USBCables #PlasticPunches #DIYTech #LaughTrackMachine
    In a world where the most riveting conversations revolve around the intricacies of USB-C power cables and, no less, the riveting excitement of clocks, it's clear that humanity has reached a new peak of intellectual stimulation. The latest episode of the Hackaday Podcast, which I can only assume has a live studio audience composed entirely of enthusiastic engineers, delves deep into the art of DIY USB cables and the riveting world of plastic punches. Who knew that the very fabric of our modern existence could be woven together with such gripping topics? Let’s talk about those USB-C power cables for a moment. If you ever thought your life was lacking a bit of suspense, fear not! You can now embark on a thrilling journey where you, too, can solder the perfect cable. Imagine the rush of adrenaline as you uncover the secrets of power distribution. Will your device charge? Will it explode? The stakes have never been higher! Forget about action movies; this is the real deal. And for those who prefer the “punch” in their lives—no, not the fruity drink, but rather the plastic punching tools—we're diving into a world where you can create perfectly punched holes in plastic, for all your DIY needs. Because what better way to spend your weekend than creating a masterpiece that no one will ever see or appreciate? And of course, let's not overlook the “Laugh Track Machine.” Yes, you heard that right. In times when social interactions have been reduced to Zoom calls and emojis, the need for a laugh track has never been more essential. Imagine the ambiance you could create at your next dinner party: a perfectly timed laugh track responding to your mediocre jokes about USB cables. If that doesn’t scream societal progress, I don’t know what does. Elliot and Al, the podcast's dynamic duo, took a week-long hiatus just to recharge their mental batteries before launching into this treasure trove of knowledge. It’s like they went on a sabbatical to the land of “Absolutely Not Boring.” You can almost hear the tension build as they return to tackle the most pressing matters of our time. Forget climate change or global health crises; the real issues we should all be focused on are the nuances of home-built tech. It's fascinating how this episode manages to encapsulate the spirit of our times—where the excitement of crafting cables and punching holes serves as a distraction from the complexities of life. So, if you seek to feel alive again, tune in to the Hackaday Podcast. You might just find that your greatest adventure lies in the world of DIY tech, where the only thing more fragile than your creations is your will to continue listening. And remember, in this brave new world of innovation, if your USB-C cable fails, you can always just punch a hole in something—preferably not your dreams. #HackadayPodcast #USBCables #PlasticPunches #DIYTech #LaughTrackMachine
    Hackaday Podcast Episode 325: The Laugh Track Machine, DIY USB-C Power Cables, and Plastic Punches
    This week, Hackaday’s Elliot Williams and Al Williams caught up after a week-long hiatus. There was a lot to talk about, including clocks, DIY USB cables, and more. In Hackaday …read more
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  • So, I stumbled upon this revolutionary concept: the Pi Pico Powers Parts-Bin Audio Interface. You know, for those times when you want to impress your friends with your "cutting-edge" audio technology but your wallet is emptier than a politician's promise. Apparently, if you dig deep enough into your parts bin—because who doesn’t have a collection of random electronic components lying around?—you can whip up an audio interface that would make even the most budget-conscious audiophile weep with joy.

    Let’s be real for a moment. The idea of “USB audio is great” is like saying “water is wet.” Sure, it’s true, but it’s not exactly breaking news. What’s truly groundbreaking is the notion that you can create something functional from the forgotten scraps of yesterday’s projects. It’s like a DIY episode of “Chopped” but for tech nerds. “Today’s mystery ingredient is a broken USB cable, a suspiciously dusty Raspberry Pi, and a hint of desperation.”

    The beauty of this Pi Pico-powered audio interface is that it’s perfect for those of us who find joy in frugality. Why spend hundreds on a fancy audio device when you can spend several hours cursing at your soldering iron instead? Who needs a professional sound card when you can have the thrill of piecing together a Frankenstein-like contraption that may or may not work? The suspense alone is worth the price of admission!

    And let’s not overlook the aesthetic appeal of having a “custom” audio interface. Forget those sleek, modern designs; nothing says “I’m a tech wizard” quite like a jumble of wires and circuit boards that look like they came straight out of a 1980s sci-fi movie. Your friends will be so impressed by your “unique” setup that they might even forget the sound quality is comparable to that of a tin can.

    Of course, if you’re one of those people who doesn’t have a parts bin filled with modern-day relics, you might just need to take a trip to your local electronics store. But why go through the hassle of spending money when you can just live vicariously through those who do? It’s all about the experience, right? You can sit back, sip your overpriced coffee, and nod knowingly as your friend struggles to make sense of their latest “innovation” while you silently judge their lack of resourcefulness.

    In the end, the Pi Pico Powers Parts-Bin Audio Interface is a shining beacon of hope for those who love to tinker, save a buck, and show off their questionable engineering skills. So, gather your components, roll up your sleeves, and prepare for an adventure that might just end in either a new hobby or a visit to the emergency room. Let the audio experimentation begin!

    #PiPico #AudioInterface #DIYTech #BudgetGadgets #FrugalInnovation
    So, I stumbled upon this revolutionary concept: the Pi Pico Powers Parts-Bin Audio Interface. You know, for those times when you want to impress your friends with your "cutting-edge" audio technology but your wallet is emptier than a politician's promise. Apparently, if you dig deep enough into your parts bin—because who doesn’t have a collection of random electronic components lying around?—you can whip up an audio interface that would make even the most budget-conscious audiophile weep with joy. Let’s be real for a moment. The idea of “USB audio is great” is like saying “water is wet.” Sure, it’s true, but it’s not exactly breaking news. What’s truly groundbreaking is the notion that you can create something functional from the forgotten scraps of yesterday’s projects. It’s like a DIY episode of “Chopped” but for tech nerds. “Today’s mystery ingredient is a broken USB cable, a suspiciously dusty Raspberry Pi, and a hint of desperation.” The beauty of this Pi Pico-powered audio interface is that it’s perfect for those of us who find joy in frugality. Why spend hundreds on a fancy audio device when you can spend several hours cursing at your soldering iron instead? Who needs a professional sound card when you can have the thrill of piecing together a Frankenstein-like contraption that may or may not work? The suspense alone is worth the price of admission! And let’s not overlook the aesthetic appeal of having a “custom” audio interface. Forget those sleek, modern designs; nothing says “I’m a tech wizard” quite like a jumble of wires and circuit boards that look like they came straight out of a 1980s sci-fi movie. Your friends will be so impressed by your “unique” setup that they might even forget the sound quality is comparable to that of a tin can. Of course, if you’re one of those people who doesn’t have a parts bin filled with modern-day relics, you might just need to take a trip to your local electronics store. But why go through the hassle of spending money when you can just live vicariously through those who do? It’s all about the experience, right? You can sit back, sip your overpriced coffee, and nod knowingly as your friend struggles to make sense of their latest “innovation” while you silently judge their lack of resourcefulness. In the end, the Pi Pico Powers Parts-Bin Audio Interface is a shining beacon of hope for those who love to tinker, save a buck, and show off their questionable engineering skills. So, gather your components, roll up your sleeves, and prepare for an adventure that might just end in either a new hobby or a visit to the emergency room. Let the audio experimentation begin! #PiPico #AudioInterface #DIYTech #BudgetGadgets #FrugalInnovation
    Pi Pico Powers Parts-Bin Audio Interface
    USB audio is great, but what if you needed to use it and had no budget? Well, depending on the contents of your parts bin, you might be able to …read more
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  • Ah, DreamWorks! That magical land where the sun always shines, and animated penguins can sing better than most of us in the shower. A studio that has been spinning its whimsical web of nostalgia since the dawn of time, or at least since the late '90s, when they decided that making ogres feel relatable was the new black.

    So, what's this I hear? A documentary detailing the illustrious history of DreamWorks? Because clearly, we all needed a deep dive into the riveting saga of a studio that has made more animated films than there are flavors of ice cream. I mean, who doesn’t want to know the backstory behind the creation of Shrek 25 or the emotional journey of a dragon who can’t decide if it wants to befriend a Viking or roast him on a spit?

    The podcast team behind 12 FPS is bringing us this "ambitious" documentary, where I can only assume they will unveil the "secret" techniques used to create those iconic characters. Spoiler alert: it involves a lot of caffeine, sleepless nights, and animators talking to their cats for inspiration. Yes, I await with bated breath to see the archival footage of the early days, where perhaps we’ll witness the groundbreaking moment someone said, “What if we made a movie about a talking donkey?” Truly, groundbreaking stuff.

    And let's not overlook the "success" part of their journey. Did we really need a documentary to explain that? I mean, it’s not like they’ve been raking in billions while we sob over animated farewells. The financial success is practically part of their DNA at this point—like a sequel to a beloved movie that no one asked for, but everyone pretends to love.

    If you’re lucky, maybe the documentary will even reveal the elusive DreamWorks formula: a sprinkle of heart, a dash of pop culture reference, and just enough celebrity voices to keep the kids glued to their screens while parents pretend to be interested. Who wouldn’t want to see behind the curtain and discover how they managed to capture our hearts with a bunch of flying fish or a lovable giant who somehow manages to be both intimidating and cuddly?

    But hey, in a world where we can binge-watch a 12-hour documentary on the making of a sandwich, why not dedicate a few hours to DreamWorks’ illustrious past? After all, nothing screams ‘cultural significance’ quite like animated characters who can break into song at the most inappropriate moments. So grab your popcorn and prepare for the ride through DreamWorks: the history of a studio that has made us laugh, cry, and occasionally question our taste in movies.

    #DreamWorks #AnimationHistory #12FPS #Documentary #ShrekForever
    Ah, DreamWorks! That magical land where the sun always shines, and animated penguins can sing better than most of us in the shower. A studio that has been spinning its whimsical web of nostalgia since the dawn of time, or at least since the late '90s, when they decided that making ogres feel relatable was the new black. So, what's this I hear? A documentary detailing the illustrious history of DreamWorks? Because clearly, we all needed a deep dive into the riveting saga of a studio that has made more animated films than there are flavors of ice cream. I mean, who doesn’t want to know the backstory behind the creation of Shrek 25 or the emotional journey of a dragon who can’t decide if it wants to befriend a Viking or roast him on a spit? The podcast team behind 12 FPS is bringing us this "ambitious" documentary, where I can only assume they will unveil the "secret" techniques used to create those iconic characters. Spoiler alert: it involves a lot of caffeine, sleepless nights, and animators talking to their cats for inspiration. Yes, I await with bated breath to see the archival footage of the early days, where perhaps we’ll witness the groundbreaking moment someone said, “What if we made a movie about a talking donkey?” Truly, groundbreaking stuff. And let's not overlook the "success" part of their journey. Did we really need a documentary to explain that? I mean, it’s not like they’ve been raking in billions while we sob over animated farewells. The financial success is practically part of their DNA at this point—like a sequel to a beloved movie that no one asked for, but everyone pretends to love. If you’re lucky, maybe the documentary will even reveal the elusive DreamWorks formula: a sprinkle of heart, a dash of pop culture reference, and just enough celebrity voices to keep the kids glued to their screens while parents pretend to be interested. Who wouldn’t want to see behind the curtain and discover how they managed to capture our hearts with a bunch of flying fish or a lovable giant who somehow manages to be both intimidating and cuddly? But hey, in a world where we can binge-watch a 12-hour documentary on the making of a sandwich, why not dedicate a few hours to DreamWorks’ illustrious past? After all, nothing screams ‘cultural significance’ quite like animated characters who can break into song at the most inappropriate moments. So grab your popcorn and prepare for the ride through DreamWorks: the history of a studio that has made us laugh, cry, and occasionally question our taste in movies. #DreamWorks #AnimationHistory #12FPS #Documentary #ShrekForever
    DreamWorks : découvrez ce documentaire sur l’Histoire du studio d’animation
    L’équipe du podcast 12 FPS dévoile son nouveau projet : un ambitieux documentaire sur le studio d’animation DreamWorks. Des origines aux projets les plus récents, des premières tentatives au succès mondial, vous découvrirez ici les coulis
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