Sunday 4 December 2016

Mudbox blend shapes and material finishes

More blend shapes and playing with different material finishes in Mudbox, to give me an idea of how this ice man figure will look when he's glossy and lit....
and of course transparent!

Photoshop concept art for storyboard

Mudbox blend shapes with simple reflective material




Friday 2 December 2016

Critical Review - Allied

#Allied' Is a World War II Romantic Thriller, the art direction and costume design are brilliantly observed...
I expected this film, based on the trailer, to be a vintage action packed James Bond spy thriller..with a significant emphasis and tension regarding whether the Protagonist's wife was an ally opponent, or an ally. 
To a certain extent this was the case, but the true emphasis was on their relationship, rather than violent, slick combat.

I found the design to be the most compelling and convincing part of the movie, and felt that the final resolution  at the end, was seemingly hurried. A rather swift ending to an otherwise thorough script.


Rigging, FK, IK controllers - and how to create a nurbs curve in 30000 hours

Rigging today...
So I find the rigging process and creating the hierarchy fairly relaxing...
Creating a Nurbs Circle with 8 sections, and a Nurbs Cube....3 hours of tension !!!!!

For my own notes, so that next time it's not so laborious...

For the wrist controller cube...
Make coffee.
Put on Music.
Create Polygon Primitive Cube
Create an EP curve (curve tools)
Set cube to component mode 
Shift select EP curve
Snap to points (part of the magnetic toolbar icon)
Select cube, component mode, shift select new curve and snap vertices to the cube corner vertices.
Adjust, tweak and repeat (for about 30000 hours) until all cube edges have a curve (straight line!) attached to them. 
Delete cube in outliner
Select all curves (straight lines) and under curves drop down menu, select 'attach'.
Hopefully all the curves will now glue together and become one complete object...

And now back to the straightforward easy part of rigging....
Outliner below showing the Hip, Knee and Foot controllers

 Foot controllers with the IK handle
Hip, Spine and Arm controllers
Duplication of the Shoulder, Elbow and Wrist joints, with a rename to IK, FK and Bind...
and then repeated for the right side

Thursday 1 December 2016

Timelapse test; Atomos Ninja Assasin and the Panasonic 4K camera

Timelapse Test, using the Atomos Ninja Assassin and the Panasonic 4K...

This is 1 frame every 20 seconds and filming was for approx 4 hours.
More tests to come, alongwith research on how to become a 'sunset' chaser...

Camera Tracking Nuke X movie

Camera tracking in Nuke X composting sofware...

Final tracked image showing an imported 'plane' with checkerboard texture (as created in the workflow below).

     
Converting UHD 4K video to HD
Removing lens distortion, line analysis and drawing mode...drawing straight lines over any straight lines in the footage..
Analyse lines
Save
Input Read command and Camera Tracker...
Number of features 600
Feature separation 6
Select frame range eg. frames 50 - 300
Track
Once tracked, if there are any moving objects, such as people or cars, then remove those trackers manually.
Solve
Error value of below 1 is required.
The green markers are shown top left.
Any markers shown as red are rejected
Orange are to be solved.
The graph top right allows for the slider inputs to change the maximum error value. Tweak repeatedly until the error value is less than 1.

Hover mouse over view panel (top left) of the workspace and press 'TAB' to switch between 2D and 3D views

3D view showing Camera tracker cloud (white blob markers in 3D environment)

To import into Maya, in order to insert 3D objects that are embedded and move seamlessly within the scene, a scale and an origin need to be set; plus a selection of markers showing the ground plane need to be established.

To set origin in 2D viewer
Right click on a single marker on the ground
Select 'ground plane'
Select 'set origin'

To set scale:
Select one marker, SHIFT and click another
Right click
Select scene
Add
Scale distance (set scale dimension to the same as a known distance within the scene. In this case a paving slab of 40mm)

Magenta markers shown below in the 3D view, indicate the camera tracker markers that were selected on the ground plane.
Select markers on the ground
Right click
Ground plane
Set to selected


To test that the camera tracking, lens distortion correction etc are all working well, place a 'card' into the scene.

Select tracker
Create
Card
'TAB' key and Scanline Renderer node to toggle between 3D and 2D views
Card placed and rotated.
Apply texture if necessary with TAB key 'checkerboard'

Send Camera and locator to Maya
Select Scene 1 (shown as red circle in node graph below)
TAB key
Write geo 
Double click 'write_geo' node
File (black folder icon similar to file folders in attributes box in Maya)
Name file 'tracked_camera.fbx
In the options box (5 options, Geometries, Cameras, Lights, Axies, Point Clouds) just select cameras and point clouds.
Execute - select frame range
Open Maya
Set frame rate to 25 fps
Set project etc
File import 'tracked_camera.fbx
Can take a while as it imports a camera every frame, and each frame is key framed