 Thank you. Hello everyone As you can see there are two Names on the slide The first one is manual race our pipeline developer is hiding somewhere in the room. He He should upload and then you get to upload louder of course Maybe we can give a try manual Yeah, great Thank you And my name is Mathieu Ray, I'm the founder of Tunis appa vu Tunis appa vu is a French company with a strange name In fact this name in English means you haven't seen us in fact. It's a long story I don't have the time to explain you all the stuff, but believe me. You'll find it's a fantastic name, okay? We founded the company a few years ago with my partners and I'll tell you just a little about the company and then we go a blender It would be short and very efficient. In fact, it's all goes on this paper. So no problem So We founded the company in 2010 with my colleagues Thomas and Mark And actually we are working. We are 40 people working in the south of France And we used to work on other software than blender. So For example, we worked on White Fang the feature films where we made the animation of the dogs on Maya We also worked on Marona's fantastic tail It's a feature film too and we Animated 20 minutes of the movie on TV paint We then worked on the TV show Le légendaire with our colleagues from cube creative It's one of the 26 episodes of 22 minutes on 3ds max and then We decided to test blender and we did it on this project It's a small project called two birds. We produced it and it's now finished it's in festival actually it's living its life and Actually, it is the first blender project we made at the company and So we built our pipeline and our tools on this project to test blender and to To decide if it's a good software to go on Since then we never quit blender and we are actually producing many products The first one is Pashiderm another projects with great artworks It's made with blender too. It's a short movie We are working on Billy It's a road movie a short movie too on blender with a very strong artistic Sense we worked on mr. Hamster. It's a TV show too Actually, we made the trailer of this and it's planned to be a TV show of 52 episodes of 11 minutes and The last but not the least we are working on team Dronix Which is actually broadcasted on French television? It's produced by Technicolor and we are working with my cross image in Paris with this so You know we we before Creating the company we were Tradi teachers and we used to work on Max and Maya so we we teach blender which is sorry Go back sorry for that So we have a long pass with other softwares and we are proud here to Show you a little demo only made with blender. So all the projects you're gonna see here are Made with blender Thank you so much as we were a small company a few years ago We were only a few people but the the pipeline as always be a priority So we decided to develop our own asset manager standalone asset manager but the choice of the main DCC was a real matter and You know, we used to work on my own other softwares and you have the choice to to keep your own knowledge and keep your habits or to change for another software and on one on one hand actually you you lose your habits and You lose my viewport that is quite efficient and you have sometimes problems recruiting because Not all of the schools are teaching blender so Message for the schools you have to teach blender now because it's happening and you get to teach blender a lot more On the other hand, you have a very light and stable software you have Standard functionalities in open source you have the freedom to have the code source and to do whatever you want with it We can replace windows by Linux when you're not on 3ds max and we can invest more in humans instead of software, but the main thing is that you can work with the best developers here and to to Certainly have the best community of all the softwares So thank you. Thank you all for that. It was a real decision-maker And so thank you for all your investment in blender and in the community We are very proud to be part of it You know, we're gonna try and we're gonna try to put to to talk about integration Actually, you know when you you have to deliver 22 minutes of animations every two weeks you have to you get to have a very very strong pipeline and Of course, it's possible to have a strong pipeline when the The the transfer of informations of data of assets between the tasks and between the software Is easy or at least possible and It's the case with blender So actually we are working with Blender as a main DCC As you can see we will also work on other softwares Blender is used in the assets from a lean rig and The texturing is done in Substance suits and the rendering and shading is done using Gary Render for the shots The set dress the rig export the rig the layout and animation is done in Blender and then Thanks to Alambic. We can send whatever we want to Gary Render and then to Nuke So It's working great. We deliver the episodes efficiently so everything is fine If you want I can't talk about you about one sequence of dronics Thanks Tom for this photo. I took her in an assi So I'm gonna show you a final sequence of seven shots of dronics and then we talk about how we do it and how we transfer data how we integrate things and How Blender is working with our asset manager? So the final sequence is this one. It's a redundant sequence So it can happen. Maybe one every two episodes or once per episode. So The animation can be duplicated between the shots and of the other episodes Just have a look at this small sequence Okay, it was very very short Thank you, so To talk about this shot is this particular sequence I'm gonna talk about one person in Tunis apavut. I lean is our layout artist and the first thing I lean has to To do when she arrives at the studio after of course taking one or two free coffees and a breakfast she has to log in in the asset manager and To look for the sequence she has to work on So here is the interface. She has to look on the sequence actually to 220 in layout Okay, she found the sequence and She drop it into the broader view and here she gonna ask our asset manager to prepare the scene So we made Execute actions execute actions are available for every task During all the pipelines. We have execute actions for the animation for the model for the Everything the rendering the compositing everything here. What is happening? Eileen just asked to prepare the out file to prepare one layout file You need to import the latest the latest versions of all the rigs the cameras the sets The sound the lipstick files everything so here is the send being built in Blender so actually Eileen has nothing to do Thanks to blender code. We can prepare all of this in an automatic manner So It's quite efficient Okay Our scene is now ready. She can try to make our layout so To do this of course you have to tell Vantu the name of our asset manager yet another weird name It's wine name in fact so You have to tell which assets which sound which files must be important in the layout file And then It will be prepared. So the production team just fill in the production tracker made be a kid Sue shotgun or whatever and Thanks to that You can have a graph view of the the tasks In orange here, you can see that all the rigs aren't presented the scene The characters are up and the backgrounds are down All in a set dress if we're looking to One character one main character. You can see the pipeline and actually The first one in deep purple here is the model the model is done in blender and the modelers here Just use the standard tools because everything is here in blender. So no problem. No plug-in no additional things Only polygonal modeling and they can even sculpt if needed. They can even sculpt in blender and Save the file then push it back to the asset manager to Publish the file and to make it available for the next steps the next one in Pink purple or whatever is the model export here. No artist needed just a technical task so the asset manager uses blender code and clean up the scene and Export in an automatic manner all the files we need for the next steps So in the model export you have one vendor file which will be sent to rigging One a limbic file for shading and two obj files one obj file in low polygons and one obj files with all the multi resolutions and all the subdivisions To bake the maps we need for substance So when we're not gonna talk about how we paint it in substance or or whatever or what what we are shading or doing in shade in Geria, it's not the The place too, but We can talk about reggae Actually, the reggae is done in blender and you have two choice when the blender file That had been cleaned and comes from the model export you have two choice If no skin in need is needed you just link the file So keep the reference if there are changes is a modeling. There is a change in modeling The reggae is already impacted. So no problem If you need don't it's it's okay for all the drones here for the TV show. It works very very fine So you make proxies and you link the proxies to the armatures and everything works If you need to skin the scene for characters, of course, you can't link so you have to To import and to append the modeling file Into the blender file and do your reggae actions make the armatures skin, etc So here we needed to to develop tools in blender To to make the life of the reg artists easier in fact when you have a model change or Some stuff adding one props or something You can just click on one button and everything goes well and the reggae is up to date again in orange one reg export here no action needed but There is something happening here because we are Using one very very great functionality in blender It's the capacity to import only the groups of one file. So in fact for Buck the main character of the show you have one Rick file and In this Rick file, you have many groups one group for buck with helmet one group with back the body with backpack with no backpack with some suit or whatever and everything is just separated in groups and At Rick export The asset manager just take the groups and split all the files and generate all the variations of pure model so you have to maintain only one file of rigging and All the seven variations will be always okay, and these things is just impossible in other software So thanks blender for that We are using 2.7 9 here. It's Better in 2.8. So we we need to go blender 2.8 so As I was talking I think Eileen has just finished early out so We can ask the asset manager to make a preview So here again we decided to To to make every task is an asset. So the preview file is an asset too You can ask the asset manager to make the preview file. What happens here? you execute the file in the asset manager and It's open blender In common line and you just make a play blast of your file and then save it and you can push and version and Maintain all the the versions of your play blast and Add notes to them if you need So here is the layout file Okay so It's quite simple. You have only the timings no animation here and The seven shots are done in one file because we are making the layout at sequence in sequence Let's talk now about animation you go our lead animation here Needs to work on the green shots. So one layout file Just generates seven shots in the asset manager so Thanks to the blender code and for The actions and all these things. It's quite easy You just split all the cameras all the timelines and everything is set up In an automatic way. So you go just have to lock his file to grab it to put it in On his hard drive and to work on it and then to execute the file So in animation the execution just take the layout Import the layout link the layout in the scene and just as in layout. It's important the final rigs of the needed for the show so you go only have to here open the shot and Again, thanks to the the way of blender of working in animation. It just has to put the action It just prepared on previous shot because it's a redundant shot and to put the action on The right character. So it's quite easy here. I will not show how we I mean how is You go is animating but Actually No, no, no mystery no magic wand just time and you you take controllers and to you you animate Okay, and in blender even with three or four characters, it's Going well. We are maybe at 20 25 frames per second. So it's quite efficient Once again, let's sort of final result Okay, so Actually Going blender for us was a real real big change because We're working on other softwares and now maybe 70% of the people in the in the company is working on blender You can have a switch of your budgets the money you didn't spend you are not spending anymore on softwares you can Spend it in humans in developers because I think you need developers when you want you to do some TV shows or some art actions and We can invest also in other open source projects One other thing is to I think the software Leads us to this. I think there is more corporations between the studios working in blender And that's thanks to the community and the the spirits of blender and open source One last thing because I think I have two minutes remaining There are two two things Important here and Thanks to the blender code source and the access to the code source All of these things have been possible So we developed two two things in blender in the code source the first one is the use of Environment variables of All the assets everything that is linked, you know, it has a path and this path is always a to a two points or G two points and When you work between more studios and one or two or three it can cause problems so we decided to cut this out and to make an environment viable and to make blender read this correctly so This thing is available and we spread it without any problem The second thing we need to we needed to to develop using the blender code source Was more complicated Because we needed to transport custom attributes in the lmbq files because we are using an external render engine gaya render We needed to Rebuild the scene the shading is not done in blender the Texturing is done in substance all the maps are Published on the asset manager are available for the others of the tasks of the pipeline So we plug it automatically Under blender for animation purpose to make the animators see the eye directions and animate Who characters with textures, but nothing is done in blender. We need to rebuild all of them The shading in gaya render So it was made possible thanks to the Just this custom attribute that is now Possible to transport in the lmbq file. So thanks to our developers to make that possible. I Think I'm over. Thank you very much If you have any technical question, just ask this guy in there he can answer all of your questions and I'm gonna sleep now. Thank you