Thursday, 4 June 2015

Visual Effects planning and production blogs


Visual effects planning and production
I have chosen to do my animation inside as I think it would be easier to recreate the light. I tried to take a video outside however when it came to tracking it there were so many errors. I did a few test shots from my room and they all seemed to track properly. Also I found the lighting to be really good.

My first idea was to have a paper crane fly through footage of my bedroom. The idea was to animate the cranes wings flapping, and then attach the crane onto a motion path that would make it appear to fly around my room.  I found a free model of a crane online and opened it up in Maya. I rigged it and added controllers so that it was ready to animate, however when I moved the wings they would deform and I couldn’t undo this:


Even after I closed the program and tried to do it again the problem kept occurring. I tried to attach the model onto a motion path anyway but it kept coming up with errors. When I finally managed to get it to work the model was deformed and I decided that I couldn’t use it.
I did try putting the crane into the scene anyway to see how it might look, however I had problems with the lighting shadows. I wanted to make it fly quite close to the walls so that you could see the shadows to make it look more realistic; however I realised that I would have to recreate the walls in Maya and I thought that texturing them properly might be quite difficult.
While doing this test I also realised that crane that I was using was very small, compared to the scene, so it wouldn’t really stand out as much as I would want it. I did notice this when I was doing my story boarding, as I used the 3D model of my room that I previously made to give me an idea of what it might look like, but for some reason it didn’t occur to me that it might be like this when I added the live footage.  After this I realised that it would probably be best if I changed my idea. I liked the lighting of my room in the footage that I shot so I wanted to keep the idea quite similar to what I already had.


The second Idea I had, although I haven’t storyboarded it, was to replace the crane with a non-deforming paper aeroplane I wanted to extend my live footage, and have someone pretend to throw it from the top of the stairs. It was then meant to gradually make its way down and back into my room and out the door. Although there wasn’t really a story behind it, in a way I wanted it to represent freedom, this was also the reason why I had the idea for the paper crane, although I think this representation would have worked a lot better with the paper crane.
After deciding on an idea, I found a decent model online so I put it into Maya and added a more “paper” texture.  From there it was easy to attach to a motion path as I have worked with them in one of my previous projects.  After the model was attached to the path, I tried to make the motion path more curved and looped in places, when I play blasted the animation the paper aeroplane did follow the path but it didn’t look natural. When it was going around a curve or loop it was very jittery. I tried to improve this buy extending the motion path end frame thinking that this was maybe caused buy there being not enough time for it to go smoothly, however it didn’t really make any difference.



After doing the test with the paper planes, I decided to try again with a deforming mesh. I created another story idea of a butterfly which sat of a piece of paper, and then flew off around the room to eventually go out the door. I found a really nice model of a butterfly online but it wasn’t rigged.  After putting it in Maya and setting up a bone structure I had great difficulty with the weighting. This was because there were so many little bits of detail that I would miss and also some of the mesh wasn’t visible. When I used the weight tool and selected an area of the mesh to flood with a value of 0, it wouldn’t work. I never had any trouble with this in the past and when I looked online for a solution I couldn’t find one. After leaving the document for a while I came back to it and the tool eventually worked using the same method that didn’t work before.



Next step was to make sure everything deformed properly and I did a quick test to see how the wings would work. The problems with this idea started when I tried to add it to the camera scene. Even though I added controllers and a master controller that worked perfectly before, when I tried to move or scale the model, the mesh and the bones would become detached and the whole model started to deform in a weird way that I couldn’t undo.  I tried to animate the butterfly flapping its wings and then making all of the parts connect again however when I tried to attach it to a master controller again nothing worked.  I really liked this idea so I wanted to go back and try again to make it work.  Although this time around I didn’t have any trouble with the weight tool, the mesh would still detach itself or deform when I attached it to a master controller.




 Before I gave up completely with this idea, I wanted to do a test on how the shadows would look when the butterfly was on the piece of paper. So I created a polygon to act as the piece of paper, textured it using a copy of the scene so that it would match, but when I put the butterfly onto the shadow looked horrible. It was just as big black blob that was quite “noisy”.  I added different lights and changed some settings around for the intensity, colour, shadow etc... However nothing made it look much better.  While doing this I also tried to move the butterfly but was unable to do so because it came apart again.

The final idea I had was completely different to all the previous ones. I decided that I wasn’t completely happy with the live footage and none of the other ideas I had worked so far that used it. This time I wanted to make a tattoo that drew itself onto someone’s arm.
I got this idea from one of my housemates who is a tattoo artist and I found some really nice designs in his portfolio. Before I committed to this idea I wanted to explore the different way that I could create this. In some of my previous motion graphics work I had worked with splines and tracers. This was using cinema 4D so the first thing I did was find some tutorials online about how to recreate this in Maya.



The easiest way to do this was to create a spline path, then add an object that will be traced. I used a NURBS sphere. Then I had to select the path and tracer object and go to Surfaces > Extrude. In the extrude settings, I had to change the orientation and output geometry to make it work properly, as I found that if I didn’t change the output geometry to polygons, the extrude trace would not stick to the path properly.  This would then create a Sub Curve input that would allow me to change the scale for animation.
        After deciding to do this method the next step was to take the tattoo design and draw over it with the spline paths.  Once that was done I started to add the extrude effect to each different spline path. This took quite a bit of time as there were so many.  I finished tracing all the paths and then unfortunately when I went to save the document Maya crashed and I lost all of my work, so I had to recreate all of the splines and extrude objects again. Once I had finished this and play blasted it I really like how it looked. I wasn’t sure on how long the animation was going to be yet because I had not filmed my footage yet, so I only did it between 1 and 200 frames.




The next step was to film the live footage. Originally I wanted a pan around of someone’s arm, but when I filmed several different versions of this the camera movement were very shaky. Also when I tried to put my animation in with the footage it wouldn’t stick to a point properly and moved around the whole scene.  I did have trouble tracking some of the clips too. Every time it would solve for camera it stuck on 66% and even when I left it for hours it wouldn’t do anything. After this lot of footage being too shaky, I decided to put the camera on a tripod and use the zoom. This worked a lot better and the tracking worked.  


Before I added the animation onto this I wanted to finish it off but adding the text to it. I wanted to do this using the same method as the other part of the animation; however it wouldn’t work properly because of the more sharp angles of the text. I thought I could get around this by dividing each different letter into several different paths, but this method would have taken me much too long.  From this I went online again and found a tutorial on how to create NURBS text. I thought that if I did it this way it would be easier to trace, however it didn’t work either. When the extrude effect would follow the path, it would get to a certain point and then deform beyond recognition.  I originally wanted the text to draw itself as well as the other tattoo elements, but I decided that it would be easier for me to convert the text into polygons and then animate it to fade in/out. I have done this before using cinema 4d and display tags but with Maya I could find a way to animate the visibility of an object so I decided to create a texture and animate the transparency on that.  It was a shame that I had to use a different text to the original idea, however I did try to match it as well as I could.



When I was animating the texture I set the transparency to 100 on frame 1 and 0 on frame 200. After this I could still see a white outline of the text even when it was meant to be invisible. But I thought it was just being used in the viewport as an object outline or guide, so I didn’t change it.
I wanted to attach the animations to master controllers to make them easier to move around. With all of my previous models this wouldn’t work. I selected the extrude shapes and combined them into one object I then attached this to a NURBS curve and it worked. The animation still worked and I could easily move the object and scale it properly. Originally when I made the extrude objects into one, I also added the text, and although it did attach properly the texture that was attached to the text wouldn’t work properly. From this I decided to create one controller for the object and a separate one for the text. Both of them worked without a problem.


After this I imported the tracked footage file into the scene. This time it was easy to put my animation into place as the controller worked.  I attached it to a point on the arm, however when I played the animation it wouldn’t stick to it. I couldn’t work out what I did wrong at this point but the animation would move around onto of the video and it looked awful.

I went back into match mover and masked out the arm to get rid of some of the unnecessary points and added a constraint to the camera. I realised that because the camera was static, match mover couldn’t differentiate between points that were close, and points that were further away. After the camera was set up as a nodal pan the final file was a lot cleaner and worked much better. I put this file into a separate Maya document and tried attaching a simple cube polygon to one of the points. Unlike the previous attempt, this object stuck to the point and worked well.


 I took a point from the side of the arm and put it into the middle so that I had something to attach my animation too. I imported the file and only used the extrude object for now. I then attached it to the point in the middle of the arm and it stuck. I then imported the text animation in but because I scaled the other animation, the text wouldn’t fit properly onto it. I fixed this by taking another point and putting it into the middle of the arm and attaching the text to that. Once that was done I play blasted the animation and everything seemed to work well. I then rendered the frames out, put them together in Adobe premiere and then took it into after effects to play around with different settings just to enhance the overall look of it.




This is what the final animation looks like:



Wednesday, 3 June 2015

Visual Effects research blog



Visual effects research blogs


For my own project I will be using final cut pro to convert the video footage into a series of images which can then be used in Match mover to track. Once I have the images tracked properly I will be using Maya to animate in. the next step would be to take my MAYA file and use Composite to make sure the lighting and animation match the video footage. If this goes well I can the put the file into after effects to enhance the final video.
                There is lots of different software available for the various different steps in visual effects. For tracking footage there is Syntheyes, Nuke, After effects and Mocha Pro.  One of the features that stood out with Mocha pro was that it had a tool called Remove module. With this tool you can get rid of unwanted tattoos or other elements. The software that was least recommended for tracking was After effects. Apparently it works well for 2d footage but when it comes to 3d the tracking is automatic, takes a long time and also may not work as well when the video needs refining.
                For compositing the software that came up the most online were After effects, Nuke, Autodesk combustion, Flame and Eyon Fusion. The software that was ranked the best for motion graphics and Compositing was After effects. Although you cannot model or animate in 3d using this program, there are many different import and export options that allow to easily embed camera movements, lights and different passes which can be used for further compositing. The software that ranked the lowest was Autodesk Combustion. This software has apparently not been updated since around 2008. It is also a professional node based program, however it is not a common program to use (unlike After effects and nuke) so therefor there are few resources and training videos available online.
After creating a story or idea, the next step in Visual effects is to film footage. When shooting footage you have to make sure that the camera movements are as smooth as possible so that the video can be tracked properly. There are lots of different camera angles that can be used, for example: Dolly zoom, Long shot, deep focus, Matte shot, Pan, tracking shot and Steady cam shot. When making my own visual effects I will be using a zoom to do a close up of my desk and a tracking shot to follow my object around my room.
                                The next process is match moving. This is where a program like match motion is used to recreate the live action camera movement so that it can be used in a 3D animation program. This is important to get right as you use this track to make sure your animation is matched up correctly so that when it is put with the live action shot, they will both be perfectly in sync.
                Once the camera track is imported into a program like Maya, you can animate the 3D elements. When modelling/animating one key factor that you need to get right is the lighting. the more consistent the lighting is in the footage that you film, the easier it will be to recreate in Maya.  Taking this into consideration, I decided to do my animation inside as it would be easier to recreate. When you film footage outside the natural light can change depending on several factors such as the weather and shadows. When adding lighting in Maya you need to keep in mind the natural light that is given off my certain surfaces as well as an ambient lighting. there are many different types of lights in Maya that can be used to simulate the natural light from the video footage. For example: ambient, area, directional and volumetric lights. Ambient light is a widely distributed light that bounces off objects in the scene. Area lights can produce higher quality light and shadows but can take longer to render so it’s best to use them for still images. Directional lights are lights that will hit a set of objects from the same direction and will cause the shadow to also stretch in the same direction. Directional lighting doesn’t stay to one local area so they work best as secondary lightings. You can change the different settings of these lights as well as the colours to make them look as natural as possible. You can also tweak the colour, intensity and spread of shadows. In my animation I will be using directional lighting as a secondary source and ambient lighting. the directional lighting I will use to try and simulate the natural sunlight coming into my room, and the ambient light I will use to create shadows and illuminate the room better.
When rendering the animation or image, you can render the different layers or passes. The main pass that is the full colour render is called a beauty pass. This also includes diffuse illumination, colour and colour maps. It does not include highlights shadows and reflections. There is also a shadow pass which renders out the shadows. This normally looks like a black background with a white highlight where the shadow will be. Lighting passes can be rendered out as multiple layers and can be used instead of a beauty pass. The lighting pass will create different layers for the different lights in the scene. Other passes include reflection, Depth and an effects pass.

After the different layers are rendered out, you can then put them all together. This stage is called compositing. A common way of compositing over live footage is by green screening. This Is where a green screen is put behind the live action footage and then is replaced by either digitally made content, or different live action footage. When making my animation, the compositing stage will consist of putting together my animated work from Maya and the live action footage from my room. I then plan to put my final image into a program like after effects to clean it up and enhance some of the features. 

I started to look at different examples of visual effects and how they were created. The first one I looked at was a sequence from one of the Diehard movies.



Before watching this I didn’t know that so many elements of the final video were created in 3d. although some of the elements were already visible, they were modelled in 3d so that the effects (breaking through the wall) could be added. I also didn’t realize that there were so many different layers of footage. It shows how different elements, for example the buildings in the background are added in separately.  You can also see the different layers of lighting that are added to each of the different modelled elements, and how they are built up. I think that this is going to be one of the hardest things to match when making my own visual effects piece.


In this video, it broke down the different layers and stages in the making of the film Big Miracle


Even though there was clearly a lot a detail put into the modelling, texturing and animation of the whales, they still do not look very realistic in my opinion. In the Die hard footage everything was very realistic and I thought that some of the 3d models were actual parts of the live action footage, however in this example I can tell that they are animated. However the elements that have been made using the green screening method I think have worked really well.

https://www.youtube.com/watch?v=g7F5w4NChUE



I really like the way this video was put together. The movement of the butterflies looks really natural. After watching this example I have decided to use a butterfly in my own work instead of my previous two ideas. The background image itself does not change, and there were different light effects and mist added. I have managed to create mist in After effects before which leads me to believe this video was composited in after effects. One of the things I would change about the effects is the rays of light that appear the same on all of the trees that are towards the front of the image. If the trees were put on different layers then you could have the light look different in each area. Another thing that I would change is to use a better quality image as the backdrop. In some parts of the animation they go a bit blurry. In the video footage that I captured for my own work I have a lot of light coming in through a door, so I think It would look nice to experiment with the rays of light.