Showing posts with label 3-D. Show all posts
Showing posts with label 3-D. Show all posts

Tuesday, September 22, 2015

Partly Cloudy

Today in screenwriting class we watched a short animation called Partly Cloudy and I decided to do my post on this animation because the flock of birds reminded me of what we did in class on Monday and because I really enjoyed watching this.

Here are some parts from an interview that explain the animation process that I found very informative and great to read. I especially liked how they created the cloud to seem realistic but ‘floaty’ and see-through at the same time. I also provided link to watch the short animation, the ones I found on YouTube were recreated with new soundtracks so I had a hard time finding the original.


PS: The original pitch was just as I explained: There's the world of storks that deliver babies, but where do they get these babies from? And my answer was obviously the clouds. And I had done some drawings of these cloud characters -- taking some photos and Photoshopping eyes and a nose in and then having some birds all flocking up to the skies. I pitched this story of a smaller gray cloud that [lived below and] made some of the dangerous babies. And I showed John these images and he touched on one of them and said let's start developing this one.
And that was close to a year-and-a-half ago and it's been a really interesting learning experience for me. Obviously, this is my first [short]. It really is like raising a baby. I felt very much like Gus during this thing -- making something and wanting people to like it.

Sohn pitched the idea a year-and-a-half ago, visualizing where baby-delivering storks actually get their babies from and picturing clouds creating them out of thin air.

BD: How did you find the tone?
PS: I always wanted to have something with heart. And what I mean by heart is characters that are sincere in what they are doing. That was something I had to really look for and find. There were many different tonal characters. Gus was more like a bartender or a frat guy. And Peck went up and down. But ultimately it came down to being a story about miscommunication when I originally pitched it to John. I had grown up in New York and from Korean parents and they spoke very broken English and there were always miscommunications between my mother or father and me. So, from the very beginning, it was: How do these two guys work, a bird and a cloud? That miscommunication idea is a subtle thing: most of the shorts around here don't have any dialogue, but I really wanted to play with how they communicate with each other. And the way Gus looks off at the other cloud [Gloria] was inspired by my mother's reaction when I was going out to play with my friends. She would take it a certain way. That didn't change but how I moved the characters around did.

Peck and Gus in their early stages.

BD: Let's talk about the animation, which is obviously very cloud-driven.
PS: The animation is heavily based on rhythm and timing... but to describe how a cloud moves was a huge hurdle for us because the short needed to be snappy. And we did tests of Gus moving sharp and crisp, but it just didn't feel like a cloud. And we had to slow him down and get him to be floaty and have his nose and exterior parts move in a certain way and keep the crispness with Peck. So there were many experiments we did with him without even the cloud effect on him: "naked" Gus, who looked kind of like the Michelin Man. And a couple of animators [Matt Strangio and Dylan Brown] found this really amazing style of keeping him floaty: he doesn't stop ever, he just moves around. John Lasseter had a great call of that where he overshoots his overlap but doesn't rubber band back. He just floats out to that extremity and comes back. That call gave us a great place to shoot for with Gus and we experimented a lot with that and then added the cloud effect on top of that really helped sell Gus' look.
BD: How was this achieved technically?
PS: Gus is literally wearing a 200,000-particle suit. Because he had to be kept transparent, we have an invisible character that we animate that we turn off, essentially, and leave the suit on that we never get to see until later. The suit pretty much looked like a lint guy when we were using him because a cloud is basically moisture and light and the final lighting process is what brought him to life. It wasn't just the cloud movement but how soft the shadows are, how the light works underneath him and what kind of detail we get in the shadows. But he was really an amazingly difficult character to build. In the beginning, when I first pitched this to some of the technical folks, they gave you a lot of options and different "Yellow Brick Roads" to what Gus would finally look like. There was a gaseous-looking Gus and a ghosty-looking Gus. We came up with this version that was more of a caricatured puffy cloud. Sort of like Ralph Kramden from The Honeymooners. The really tough challenge was that, because he is transparent and made up of so many particles, the rendering and lighting times are really long. It was a big fear that we wouldn't have enough time to render this short.

Animators Matt Strangio and Dylan Brown found a style of keeping Gus floaty and see-through. This is achieved by having Gus wear a 200,000-particle suit.
BD: But obviously you did. What were some of the other challenges?
PS: What I loved about it was we were using techniques in a new way that no one had ever done before in the lighting and in the particle world like blending shadows. But it was so hard to sell his eyes and his mouth. They were so soft that you could hardly read what was going on the face or the hands. We had to do some tweaks to finally get a smile on his face. And we tried cloudy eyes and it looked scary. Or it was difficult to make the eyelids work. Because the cloud effect is so thin, when he closed his eyes you could still see the eyeball beneath it. We just wanted someone appealing and really cute. And we came up with these eyes and mouth.
BD: And was any of this repurposed for Up?
PS: No, actually we took something from Up. A storm sequence was tweaked for our own purpose. It was lucky that this technology had just been achieved.
BD: What about the color palette?
PS: I always wanted the short to take place in a day: it starts in the morning and ends in the evening. But Noah Klocek, the production designer, brought it to life with the pastels that he had done so that morning and sunset can look exactly the same. So he caricatured it to look really warm and golden for that classical drop of the storks and toward the evening to come up with a look that is its own kind of world. It's so abstract that you want it to be believable, but you also want to caricature it so that every time you saw those colors it would be iconic in a way. And then Tim Best and his lighting crew translated that and brought it a whole new level. It was really surprising for us because there were so many times when we were working that we don't even see the clouds above or Gus in the cloud form. When the lighters come in, which are the last few months, that's we finally get to see Gus and the world.

The pastel color palate moves from sunrise to sunset over the course of the short, keeping the look iconic but also abstract enough to look believable.
BD: And what about the storks?
PS: I really love the Dumbo storks in the beginning and was trying to get that realistic feel. There are really two Dumbo storks: the realistic storks in the beginning and the cartoony stork that actually delivers Dumbo. It was a mixture of both extremes: the realistic and finding how to caricature the stork's eyes to get the appealing faces from far away when they're flying in.
BD: And the babies?
PS: It was funny because JL kept saying to make them as cute as possible, even the more dangerous animals, because you want them to be the cutest things you'll ever see. We really tried pushing them and caricaturing them and that's what sold them.


Gus thinks even his most dangerous babies are loveable.
BD: And what was it like working in 3-D?

PS: We've just done some of the right eye rendering the last couple of weeks, and that's what forms the 3-D. That world of 3-D has been really amazing. It's fun but it's a whole other set of challenges. You really feel like you're up in the sky in 3-D. It falls really far back in the depth, but you also want to focus where the audience's eyes go, and sometimes Gus' shoulder will be way in the foreground and you'll start looking at his shoulder instead of [what we want you to focus on]. It's a real balancing act of where the focus plane lies on the 3-D. But it was very successful and it's a really crazy thing to fly up there in the clouds in 3-D.

Friday, January 23, 2015

Avatar

Last month, the famous Nickelodeon series, Avatar, just concluded the fourth and final chapter of the Legend of Korra. It's amazing to think that an animated series that began in early 2005 consistently entertained so many viewers over the span of ten years. What's even more amazing to realize is that while the characters have changed throughout the series, the style of animation has remained the same. In elementary school, I remember rushing home to catch the latest episode of Avatar: The Last Airbender; a fictional series, based on modern martial arts, that highlights a group of friends who can "use the force" to move the world's elements: water, fire, air, and earth.


The color pallet utilized throughout the series, accompanied by the varying camera shots and object motion tracking draw the viewer into the animated world. Even though each of these characters are fictional, the accuracy of detail in the faces, skin tones, and emotional storyline invite the viewer to befriend Aang and his friends on their journey to save the world (Even the animals resemble real-life animals!).


It's also interesting to note that each of the voice actors for the series physically act out their lines to better interpret the scene and provide strong vocal emphasis to increase the realism of the cartoon. Even the direction of vision for the actor is identical to the cartoon (below). And it's interesting to note that this animation doesn't even incorporate motion capture.


 Give it a watch; you'll enjoy it!

Special Effects and Fan Films

Special Effects often shine their brightest when used by passionate amateur filmmakers doing what they love. YouTuber Andrew McMurry showcased his special effects skills in his recent video, Fallout vs Skyrim. 


In his video, McMurry pits together characters from Fallout 3, a sci-fi video game, and The Elder Scrolls: Skyrim, a fantasy video game, in a battle to the death. The games, both products of Bethesda Game Studios, have long been in the center of debate as to which is the best RPG, and this video is the latest entry in that debate, with Fallout's guns and tech winning out over Skyrim's swords and magic.

Other than just being a fun video for video game fans, this video showcases some of the impressive effects you can pull off with the various 3D software that McMurry utilized, like After Effects and Cinema 4D. McMurry posted a video demonstrating the effects that created for his video, including dust, lightning, and glitch effects, teleportation, and a dragon.


Seeing what a skillful YouTuber can do with special effects and 3D is exciting for any aspiring artist in today's filmmaking scene.

Thursday, January 23, 2014

SyncBody

So I'd be lying if I said all of the information thrown at me on the first day of class didn't make me piss my pants (figuratively) but at the same time I'm looking forward to learning how to do all of these fancy  tricks and effects. I've always enjoyed making crude animations and pictures to post on Facebook (not to brag but I'm pretty good with MS Paint; Please try to keep your pants up, I know) but I always wanted to learn how to do more.

The video below I saw on a late night show called "Off the Air" on Adult Swim. Each episode is a 15-minute collection of independently made surreal videos. This one, called SyncBody by Daihei Shibata, is interesting. While there isn't much depth to the plot, the animation, effects, and music make it an interesting watch. Many of the subtle effects which may have been random experiments in development play out to create a visual wonder. The music is essential because if I turn off the sound I feel like I'm watching a glitched commercial for a Japanese PS2 game. To me, at least, it stylishly complements both the subtle and harsh movements.

The entire thing is pretty creepy. But watching it over and over again, and being a beginner in the field, I think about each little detail. How long does it take to do something as little as making the hair move? How was the girl designed to look so fluid and realistic? What amount of avant-garde effects draws the line between artistic and not making any sense? I'd love to be able to make a video like this and figure that all out by myself.


Thursday, September 19, 2013

Steve Viola and Captain America: The First Avenger title sequence

       
            Steve Viola is a creative director, title designer and head of Method Design (formerly Rok!t Studio), located in Santa Monica, California. Viola has some elite title sequences working as both creative director and or title designer including The Avengers, Captain America: The First Avenger, Madea's Big Happy Family, and X-Men Origins: Wolverine. One of his latest title sequences Captain America: The First Avenger began when Rok!t's EP David Garber collaborated with the director of The Wolfman, Joe Johnston, to generate ideas and eventually pitch the idea to Marvel. The idea behind the title sequence is a spin on the black and white Nazi propaganda films. The really cool part about this sequence is how the production team of Rok!t Studio's took existing Nazi propaganda to create the stereoscopic effect. While this might be a little advanced for our class an animation with depth like this one should be something to strive for in the future. The team created the title sequence by using Adobe Photoshop, After effects,  Illustrator, 3D was done in Autodesk Maya and all 2D /3D composting was done in Nuke. Viola stated, "As a team we took a lot from Joe himself. From a concept perspective we tried to take inspiration from the WWII period and abstract/environment-based titles like the Bond title sequences and Thank You for Smoking." Here is the Captain America: The First Avenger title sequence, Enjoy!

                     

  Captain America: The First Avenger (2011) — Art of the Title

Here is The Wolfman intro title sequence created in Adobe After Effects by Joe Johnston and his team, Johnston again was the director of the title sequence for Captain America: The First Avenger.


                            

Thursday, October 25, 2012

ParaNorman

In honor of Halloween, I thought I would post about a zombie movie.  This movie is called ParaNorman.

This summer I was an intern at VideoLink in Newton, MA.  Cassie Affleck came in the office one day to promote his new movie, ParaNorman.  He played the voice of Mitch Downe.  For several hours I rolled the ParaNorman trailor so the organizations interviewing him could throw in clips of the movie.  Besides pushing play and record buttons, I learned a lot about how the movie was made, and it fascinated me.  The makers of Coraline made this 3D- stop motion movie.  It was also the first stop motion film to use a 3D color printer to create each character's face.  It is the second stop motion film to be shot in 3D.  The film was in production for about 3 years with the animating stage of production lasting 2 years.  So pushing buttons had its benefits that day.  I got to meet Casey AND learn about the production process.  

It is amazing how "life like" this movie is.  The 3D effects don't distract the audience, but rather give the stop motion another dimension.  This kind of convergence of stop motion, 3D, and animation is what makes me so excited for the future of films.


Wednesday, October 17, 2012

Sweet Video (pun intended)

I just thought this video was cool. It doesn't use any hi-tech programs, just simple sidewalk chalk, a camera, and a talented artist. Reese's Peanut Butter Cups just surpassed 10 million fans on Facebook and this was their way to thank them. The video reminds of the Blu video we watched in class a few weeks back. The design is far simpler and there is no motion to the art. It's simply a 3-d drawing on a 2-d surface. It took 37 hours, 27 pieces of chalk and 3700 photographs to create this piece. I enjoyed the video. You probably will too.

Artist: Chris Carlson
Photos by Mike Larremore

Tuesday, October 2, 2012

The VFX Bro Tutorials

I found this YouTube Channel that is a really cool addition to video co-pilot.  This guy shows you how to do some pretty cool stuff with clear direction.  He creates videos using different visual effects and then breaks it down for you so you can do it yourself.  His channel is broken down into After Effects Tutorials, Action Tutorials, VFX Downloads, and Cool Videos.  Below is a video that helped me catch up from the last class I missed!  Enjoy and I would highly suggest exploring the VFX Bro Channel!


Monday, September 5, 2011

Animation Progress- Alice in Wonderland

The first time I saw Tim Burton's Alice in Wonderland, I had a hard time liking anything about the movie. Since 3D was being offered, I sprung for the more expensive ticket, which ending up just giving me a headache which detracted from the entire movie experience. When I saw the movie in theaters a second time (this time in 2D), I fell in love.

Unlike many films that have come before it, I felt that Alice in Wonderland did a fantastic, if not flawless job of integrating human actors into an animated world. There was never a scene in the film where the human characters looked out of place or as if they had been photoshop-ed into a clearly make-believe set. The character of the Red Queen is supposed to have a very large head. Obviously, the actress' head was no larger than the average person's, but the way this effect was presented made it easy to believe that while she is still a human, her head was absurdly large. Similar to the Harry Potter films where Hagrid (a half-giant) is shown as such, if we stop to think about the actors, we know they are average size, but the technology used for the movie never makes us doubt that they are a giant, or a queen with a giant head.

It is clear that as time goes on the technology for blending the computerized world and real world is improving. If you think about past movies that have tried to incorporate one into the other, I'm sure you can come up with some pretty bad examples. For example, while the Harry Potter crew did a great job with Hagrid, in the first movies I felt the scenes of Harry riding his broom during Quidditch matches (where his broom is possessed and he's bumping into the stands) where so painfully computerized I laughed out loud. The movie would have been better if that scene was left out than using a cartoony, Harry (who could have easily passed as a character taken out of The Polar Express, not a human actor). Moments like that break the illusion that what the audience is watching is real... if not in our world than in some other world. When we become aware that we're actually watching a movie, it loses that magical something.

Compare Toy Soldiers to the more recent Avatar and it is clear that we are making major strides in technology improvement. Here's a clip to see the Alice in Wonderland "Progress Reel," which I found to be really interesting, never have been inside an (almost entirely) green screen room. I think we all can still find amazement in behind-the-scenes clips like these despite the fact this is what we go to school for. http://www.imdb.com/video/imdb/vi1348404249/

Saturday, February 12, 2011

The Mystery Guitar Man

Hey folks,


I liked this video, although I didn't watch it in 3D yet. "The Mystery Guitar Man" produces weekly shorts that look to me like they make use of AfterEffects tracking functions. A little entertainment and some inspiration as well.

Tuesday, February 8, 2011

First 3D Full Movie

Hey guys, I found this on the Hollywood Reporter. It's a movie shot entirely in 3-D. It's different than Avatar because this was shot with 3-D cameras, not just done digitally after the movie was already shot.

Wim Wenders 3D Film