About Me

Still under construction...

 

The Story

What about me? I think I should tell you something about my story, or maybe not. However I'm sitting here to write something, and you are there because you want to read something. This woun't be a novel, but I hate schedules and lists.

My name is Massimo Liani, I was born in 20 December 1977. My origins go back to Vicenza (in the nort of Italy). What about that place? It's a town between Padova (famous for one of the most ancient italian university) and Verona (famous for "Romeo and Giulietta" by William Shakespeare). Originally it was built as roman colony (Vicentia)... but I thing I'm going too back in the past.

My passion for whatever give out a beep or an error message, goes back to my childhood. My father did a good thing when he decided to buy a Commodore C64. At that time I was attending the second class the primary school. One of the things I really appreciated about that "toy" was a little program called GEM. With that tool it was possible to draw, and my favourite subjects were heavenly bodies ... maybe because the first film I saw at the movies was "Return of the Jedi"? The passion for 3D graphics came after.

The real discovery of 3D world happend in 1994 with a program I hadn't had heard before: Autodesk 3D Studio v2. The program environment was austere: textual user interface with wireframe quadview. 3D Studio ran on the old DOS. It took many hours to render a simple image. Fortunately I had the occasion of testing my patience while I was exploring fractals. I was immediately attracted, even if for some months I brought to life only colored primitive combinations.

Once I met a guy, Stefano Parenti, who was some years older than me. I was still attending the 4th class at the lyceum when he was at university. Stefano, as well as me, had the passion for 3D graphic; we spent much time working together, on projects that became more and more interesting. Then we began working on animations, but not on characters animation. I can remember a locomotive wich had to trasform into a spaceship.. but unfortunately I don't have anything saved about this project anymore. We began to prepare demo contents for enter the market with a new society "ImageLab", wich soon became reality, but not for me because I was still at school. When I finished the opportunity to work in ImageLab was passed due to economical problems. Waiting for my occasion I tried to apply to different works.

The big change came in 1996 when I started working in PixelMachineCompany (PMC), a company oriented in 3D production. Unbelievable! I could do 3D as a profession! I couldn't believe I found job like that in my city. The shock was hard, it was not the same thing as working for myself. There were deadlines and directives, but the chance to use PowerAnimator on SGI was a dream for me. It was wonderful for me to work with that workstation wich I only read about.... even if I learned soon that image animation quality dipends 90% from you and 10% from the software.

At the time Maya was released, from PMC was founded DarkSide (the official Alias|Wavefront training center in Italy) and I became 3D production responsible. It was not a division in the society, so that who was teaching in DarkSide could also work in shorts realization for PMC and viceversa. So I also had the chance of teaching Maya in many course. Two of the topics I used to talk about was using skeletons, kinematics, skinning; or shading&lighting.. maybe someone reading these pages will remember my lessons.

Day after day I realized that I needed something else (I'm still talking about professional point of view). Often I realized that I would edit and extend the tools I had, for best adapt them to my requirements. So I started studying code developement. I was particular attracted by C++ for it's efficiency and for it's possibility to use it in writing plugins.

My first developement project was a kind of dispatcher for distributing render sequences on different CPUs and for managing a render queue. I called this tool NetRender and I use it daily on our renderfarm. It's revealed indispensable in our pipeline.

Life, you know, is a continous change. Ways which frequently had joined a group together, sometimes split up. My way, after 3,5 years in PMC, led me to Milano, so driven by wish of growth , but especially driven by the heart, I discovered a new reality. Decembre 1st 2000 I started to work in PhoenixTools (PT), a software house wellknown by Softimage|3D users. In that period PT was in expansion. They would bring on Maya portion of 3D technology, developed in years of research.

At the beginning I was introduced in the ContentCreation Team to write code documentation, tutorials and demo images for the new Maya shaders collection. I understood that what I was doing was not for me. I asked for the shader source code and have a look at it. There I solved some problems of integration, and I also improved calculation performance. Then I was transferred to the Special Team of Research&Development department with the task of implement already existing Softimage tools in Maya. In particular I worked on abehaviour simulator tool called "Behave". Integration it's never a simple work. Soon I suggest how improve the tool. It was added an event handler and script based functionalities to allow definition of complex behaviors. It worked!

As soon as I finished that job I received an offer from a postproduction house in Milan: BlueGold. So I started a difficult period during which I did two different works contemporary: I was working for Blue Gold and I was supporting PT for bug removal and drafting the presentation for Siggraph 2001.

Today I'm a 3d artist / 3d developer in Milan's BlueGold team.

Max