Today we learnt two different ways of rigging as we knew that animating characters will likely be necessary when we come to make our final piece. Firstly, we attempted to use Cinema 4D's rigging facility to rig our own character. This allowed us to insert a skeletal structure inside a character and fixing it to its inside, making his body parts move as his skeleton does. Cinema 4D's feature that allows this is particularly easy to use, however we found it to be temperamental and often challenging when it come to animating post creating the skeleton.
Next, we decided to try the software Mixamo. Mixamo allowed us to upload our own character, and then place the rigging system inside it within the software. After this, it automatically translated this into several movements, which could be re-downloaded as FBX files and then further edited inside Cinema 4D. This was particularly useful, as it was simple but also gave us flexibility when it come to editing the character and aspects of its movements inside of Cinema 4D due to its editable nature.
Looking ahead to creating our project, we feel that learning to move the camera in the 3D software will be crucial in achieving smooth, professional and realistic shots. Aspects of camera movement is present in almost all modern day feature cinema, and if our project is to compete with other productions, then utilising camera movement will be a necessity. Not only does creating camera create a professional, realistic aesthetic, but it also provides a sense of immersion and allows the audience to feel involvement in the scene, and therefore more engaged. Experimenting with the keyframe function in Cinema 4d after placing cameras allowed me to create this simple animation, demonstrating my ability to create camera movement.
UPDATE SINCE LEARNING CAMERA MOVEMENT
Using the above test as guidance, in our film's cut we implemented camera movement using the same method of keyframing. As can be seen in our rough cuts, we have used a variety of types of movement, such as tilts, pans, zooms and handheld effects. We often added this movement in after noticing that the shots appeared too static, therefore not seamlessly flowing into one another. An example of this is in our opening shot is long in duration, and consists of a steady zoom. Rather than zooming the camera in however, the camera moves in its entirety towards the Earth and astronaut, creating an immersive effect. We decided to try this after finding that our establishing shot was unexciting when that long in duration without any camera movement.
When creating camera movements, we learnt that there are many factors that need to be considered in order to create a smooth image. For example, the speed of the camera movement needs to correspond to the frame in order to create a smooth image. We can see why this is necessary by looking at the test render above. Rendered in 24fps, we can see that there is lagging and glitching between each frame. This is because after misjudging the speed at which the camera should be moving (as this cannot be properly tested until a rendered outcome is seen), I slowed down the movement in post. The low frame rate meaning that not enough information was captured to slow it down to this extent. This taught us always to render in a considerably higher frame rate when expecting to change the speed of a shot in post.
Based around an astronaut floating in space? Aliens?
Could work well with sound design, specific set of sounds associated with space 'theme'
Fairly simple settings may make motion graphics simple enough?
- Motion Capture Idea
Using xbox Kinect to create motion capture files? Use skills previously learnt to make texture these files and make a small meaningless narrative? Monsters dancing etc - inspiration from Estaban Diacono.
Could also use pre-made motion capture files? However, much simpler so would need more complexity in narrative
- Motion Tracking (Real Footage)
Each group member excels in cinematography so could it be an idea to incorporate this in our work. Real footage with motion graphics incorporated inside it?
Challenging but could be rewarding if done well. Inspiration from Pokémon Go etc.
- Music based video
Making a motion graphics piece where the graphics responds to music. Take inspiration from Greyscale Gorilla tutorial using Music Effector.
Above, I have demonstrated the use of editing image text within text edit to make glitched images. Understanding the method, I may take this forward into a future motion graphics project.
In this experiment I have produced a smoke simulation by using the smoke simulator in blender. This allowed me to gain a further understanding on animating particles. First, I created a domain and emitter for where the smoke would be produced. I key framed the movement of the emitter to enter the domain, and when it did, it simultaneously produced smoke. I also experimented with the colour and densities of the smoke simulation and also added a force field in order to make the smoke act in a natural manner.
In this experiment, I learnt a lot on sculpting models and shapes as well as making them move accordingly. I learnt how to apply collider bodies and weights to objects and alter how they interact with each other. This was a challenge as I had to get the precise position of the balls correct in order for them to continuously bounce with momentum as shown above. Also I learnt how to make a gold material through applying the reflection and colour in the material/texture settings. This then allows for the material of the object to interact with the lighting and cause highlights and shadows. I like how the lighting draws attention to the Newton's cradle, acting as a spotlight, causing it to stand out with a pop of colour from the background.
In this piece I have experimented with the fluid simulation in the blender add ons. Here I applied the fluid modifier and changed the type of modifier due to the job that each object does in the scene. I made a domain around the scene which allowed me to bake the fluid, an inflow modifier applied to the tube to produce the water and also an obstacle modifier to the container to withhold the fluid. I then changed the colour of the fluid to be more natural and transparent. This technique has work very well and has made a very realistic outcome.
I created the images below using basic image mapping to shape objects. I created this planet earth utilising spheres, and mapping several layers of images taken from NASA over them. Adjusting the specular, luminance and bump settings allowed me to create this realistic look, including the atmosphere and darkness on the side of the earth furthest from the light source. I have created this imagery as a practice of making space-related visuals, in case my production group follow through with the idea of setting our piece in a 'space environment'. This model could potentially be exported as an object and placed within our future project as a background addition.
The collaborations session on November 3rd gave not only gave me the opportunity to display my current motion graphics showreel but also to view other's work across various pathways. After the observational session, the two people that caught my eye were Robert Brook (sound designer) and Josh Manley (also motion graphics). We thought that each of our styles could work to compliment one another's so we have decided to form a working group. Robert's Initial Sound Piece
This piece caught my attention because of the way in which is creates atmosphere and impact on it's audience, which isn't an easy task. This soundtrack oozes tension and uneasiness, and Rob's ability to construct and convey this emotion shows that he could definitely bring lots of talent and skills into our final production.
Immediately after the session, we met as a group and began discussing preliminary ideas:
Setting that could be complimented by an intense, atmospheric and experimental soundscape with heightened, dramatic visuals: in Space.
Spaceman trying to weigh down his tv (or object) so it doesn’t float around, scratching head (things won’t stay still)
Finds a pet
opens visor and starts to suffocate
dramatic serious start, clicks button, everything silent, then music starts to play, he looks confused, and then starts dancing.
Want to create something atmospheric, visually compelling, but perhaps with a humurous side to the narrative?
After producing various works using both Cinema 4D and Blender, I have now had the opportunity to make direct comparisons between the two softwares and decide which best suits my personal working styles and ambitions in terms of results. Using both softwares, I have found that both Cinema 4D and Blender can both provide excellent results in terms of realism and image quality. However, although at first I found Blender to be more usable, I have found that being more of an industry standard software, Cinema 4D, in my opinion, allows more flexibility when working by providing a wider range of tools in the production side of the process. Furthermore, it is more integrated with softwares such as Adobe After Effects, which allows further post-production work to be carried out simply. As well as this, I have found that there are more materials and resources online regarding Cinema 4D, so for me, there is more opportunity to learn and progress with this software.
However, having the opportunity to start my motion graphics work using Blender gave me copious transferable skills, and have me the chance to improve my understanding of the fundamentals of the 3D interface, much of which is similar to Cinema 4D, so it has been infinitely useful.
Returning to the motion capture style of 3D graphics that I am so fascinated with, I decided to give the technique one more attempt. I wanted to try to make improvements on my previous motion capture work, by making more realistic lighting and texturing attempts. I also wanted to use a faster, more dynamic motion in order to give the hair textures more movement and liquidity, I therefore opted for a sports-based motion, using the motion capture data from a boxer. If i were to re-render this, I would like to compose the image more tastefully, as I feel that towards the climax of the scene, the character comes too close to the edges of the frame, so I would like to tilt the camera down by a few degrees.
In this fairly abstract video, I wanted to experiment with movement in a more natural and less contrived way. To do this I found a tutorial that allowed me to use the cloner tool connected to an particle emitter. This emitter allowed a stream of rigid body spheres to constantly fall from above the camera view, and after connecting the spheres in a tube-like shape, it created the impression of a spaghetti like material, falling as it would naturally according to it's mass and rigidity. As you can see in this video at around 4 seconds and 9 seconds, some glitches can be seen. I am unaware of what has caused these, however it gives the product a more unrealistic feel.
Now having the knowledge of the basic principles of motion capture work, I attempted to take this visual style a step further, incorporating more complex dynamics into my render. To create this video, I built upon the foundations of my knowledge from my first test by using cloners in order to give my character a more abstract and less fluid aesthetic, made from spheres. I also utilised the cloner with collider body objects to allow my character to emit unlimited amounts of smaller disconnected spheres, creating the impression that he is excreting smaller versions of himself. Whilst I like the fluid movement that is created in this render, I would like to decrease the density of the spheres used for the character's body, to provide it with more recognisable and less compact limbs and body parts, such as its legs.
Taking inspiration from motion graphics artists such as Esteban Diacono and Antoni Tudisco (http://antonitudisco.com/) I was inspired to attempt some motion capture techniques myself. To create this video, I imported motion capture data from an online 3D database 'Mixamo.com', and continued to texture, design and light my character myself, learning to do this using various resources from web articles to YouTube videos. I am particularly pleased with the fluidity and texturing of my final result, especially given that this was my first attempt at using Cinema 4D. However if I were to remake this, I would increase the density of the character's hair in order to avoid the visibility of the grey model beneath its surface. I would also move the position of the key light in order to avoid the position of the shadows situated behind the character, as I feel that this would make the render look more realistic and less distracting.
In this render, I decided to try something new. Rather than using mo-cap characters, or abstract shapes, I decided to experiment with text effects. Basing this loosely on a 'greyscalegorilla' tutorial I created this using collider body dynamics couples with clones of a variety of shapes, each of which followed the path of the text in sequence. I am most pleased with this render, as I feel that the environment in which I have created it looks the most realistic. For example, the shadows that have settled on each of the small objects as well as their reflections.
In this piece I have experimented with applying particles to text and also key framing their movement in this desired dissolve effect. I began by creating text and making it 3D by extruding the text. I converted the text to a mesh in order to attach the particles to it and applying an emitter. I also took away the gravity levels which allowed for the particles to float away and not just fall down. I like this piece due to the movement of the particles but next time i would make the particles a bit smaller in order to make it seem more detailed.
Here i have experimented with key framing objects in regards to its shape, size, position and rotation. I also altered the speed of the movements by key framing the effect with larger or smaller transition in order to make it quicker or slower.