Archive for the ‘filmmaking’ Category

Motion Control Hits A Home Run For Halo 3 Launch Site

Saturday, September 15th, 2007

halo3_diorama_0358.jpg

The interactive website for Halo 3 lets the viewer navigate through a massive battlefield filled with tanks, explosions, aliens and all kinds of other good stuff. You’d think that a colossal marketing effort of this magnitude would be your basic CG wank, but not this time. The whole website was created using a series of Motion Control moves on an incredibly elaborate model. Everything you see on the site was crafted by hand. The main model was constructed by New Deal Studios with characters crafted by Stan Winston. The detail simply needs to be seen to be believed. Each explosion was made from a translucent plastic and lit from behind, the smoke trails from the RPGs and tank shells are cotton. They even made muzzle flashes for the guns. The expressions on the characters have enough emotional impact to stand up to the tightest close-ups.

The site allows you to take a self guided tour over the model. As you travel there are a few stop points along the way were you can see a 360° panorama of the carnage. The camera moves were achieved by the use of two separate Motion Control rigs fitted with Probe lenses placed on both ends of the model. The moves were shot in segments that could later be cut together into one continuous take. The end result is simply spectacular. Best of all, you can take snapshots at any point in your travels that you can download later.

Special thanks to Nyarlathotep for the low down on this one LINK to the Halo 3 Believe Site

LINK to stills of the diorama

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Moving Still – 3d Movie (Anaglyphic Glasses Required!)

Saturday, September 8th, 2007

train.jpg

Another reason why every Visual Effects nerd should carry a pair of anaglyphic (red and blue) 3D glasses with them at all times. Santiago Caicedo, has created this pretty nifty short. A mixture of live action footage and CG elements. It gets a bit repetative but the 3D effect works quite well.

LINK to the full movie

LINK to Santiago’s main page (not really in English)

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Getting VFX Done – A GTD (ish) Approach to Visual Effects

Thursday, September 6th, 2007

For much of my career, I’ve left work with a feeling that can best be described as being chased by a horde of flesh-eating undead through a swamp knee-deep in molasses mixed with 40 weight motor oil while battling a raging case of E. coli. You know that feeling that no matter what you do you can’t catch up? Well, about a year ago I got sick and tired of feeling that I was going to puke in my own mouth every second of every day and since then I’ve been putting David Allen’s “Getting Things Done” techniques to work in the production of visual effects for film and television. The results really changed the way I feel about my job and to that end, I’d like to share some of my experiences with you VFXHacksters.

Now don’t get me wrong here, my GTD skilz are about as flawed as they come. Hey, I’m an artist. If I was well-organized, then I’d be something else. Maybe something to do with crafts or scrapbooking. Anyway, I practice my own brew of slacker GTD. Just enough to keep me sane but not so much that I spend more time organizing my file cabinet than working on effects shots. One of the tenets of GTD is breaking down every project into a series of tasks or “next actions”. The idea is that you separate project planning from all of the individual actions that need to be done in order to complete that project. In VFX-speak, that means making your shot design decisions first then breaking those down into shot methodologies, CG workflows, compositing scripts, etc. Seems obvious, right?

WRONG!

I can’t tell you how many times I’ve seen an effects shot go down in flames because the artists didn’t know what to do, or what the supe was looking for, or what the client wanted and so on and so on. The reason that I think GTD works so well for VFX is that all the creative decisions (theoretically) are made up front and all the elements that go into making the shots are just a matter of cranking through “widgets”. The key is to lock down creative early and then just jam on the block and tackle tasks till the shot’s done. But as we say in the biz, “The devil is in the details”. It’s all great to say that you’re gonna make a plan and stick to it to the bitter end, but what happens when the client changes their mind? What if you go to set and the A.D. sez “Sorry, no dust elements for you today. Anyway, can’t you make those in CG ?” Well, that will happen and your plan for any given shot from your first student film to the biggest summer blockbuster will always be a living, breathing ever-changing beast until delivery day. That said, I’m going to show you how I use some basic GTD (ish) techniques with the hopes of shining some light into the sometimes dark and scary world of VFX production.

Part 1 – Collecting

This is the science of gathering all of your thoughts and ideas about a project before sitting down and deciding exactly what you are going to do. Collecting is extremely vital in VFX because in my experience most problems occur from miscommunication (or lack thereof) early in the process. So here are some down and dirty pointers re Collecting for visual effects.

Always talk to your clients

Clients are people too and since they are the ones who have final say, you need to listen to them. Make sure you get as many details as you can as far as tone and complexity. Also, listen closely and don’t let your VFX nerdyness cloud the conversation. That big wire-fu sequence you’ve always wanted to do may not be right for the Murder She Wrote Re-union Special. Tip: Don’t use too much jargon with clients, it just confuses and frightens them.

Reference, reference, and more reference

As far as I know, no one in the history of VFX has bounced a shot because it looked “too real”. I’m always on the lookout for new reference sources. Bookmarking sites like del.icio.us are great for this as you can build and tag your library as you go. Tip: Watch out for NSFW google image searches like “furry” and “job”

Always talk to your artists

Nobody likes a dictator no matter how benevolent (are you listening, Steve Jobs?). Before you start planning a project, know the strengths of your crew. Ask them what techniques they’ve been wanting to try out. A good artist is always searching for “the new hotness” so take advantage of their enthusiasm before they grow bitter. Tip: If your crew already is bitter, ignore the sarcasm and just keep talking.

Review your budget

You can’t make Lawrence of Arabia on an Ed Wood budget. And the last thing you want to do is promise something that you can’t deliver. So take a cold hard look at how much you have to spend before you jump in.  Sometimes the best inspiration comes out of limited means. Tip: Learn Excel. Contrary to common wisdom, it does not cause your fingers to spontaneously combust when they touch the keyboard.

Keep it real

If you want it to look real, shoot the real thing. No, really. Even if it’s fully guerilla DVcam style, the right element can save your butt in a pinch. To that end, stay on top of the latest and greatest in the world of practical special effects. When it comes to things like explosions… Ain’t nothin’ like the real thing baby! Tip: Make friends with grips and gaffers, because you never know when you’ll need to pull in a favor.

That’s it for today’s lesson, kids. Next up… Now that we’ve collected, it’s time to break it down.

LINK to my favorite GTD site – Mr. Mann’s 43 Folders

LINK to my previous post – GTD Moleskins for VFX

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RoboJew Is Go!

Friday, August 31st, 2007

robojew.jpg

A special treat for all you M.O.T.s out there in VFX land. Galacticast has posted a hilarious little web flick called Robojew vs Giant Nazi Woman Of The SS. The title pretty much sez it all.

LINK to the Galacticast webpage

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Dustin Adair’s – We Were Centurians

Thursday, August 30th, 2007

wwcenturians

Ever wondered what would happen if one of Battlestar Galactica’s Cylon Centurions raised some serious philosophical questions about the point of his own existence? This short animation staring cute and cuddly versions of everyones favorite re-imagined chrome toasters, answers the tough questions about life as a human hating robotic slave. Besides having more than enough funny lines for fans of the show, Adair’s film also offers a unique take on character design and a snappy animation style that’s a pleasure to watch.

LINK to the We Were Centurions Website

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VFXHacktionary Part 2 – More Visual Effects Lingo

Tuesday, August 28th, 2007

I wasn’t really planning on doing this again so soon, but Nyarlathotep’s comments on my last Hacktionary post were so stop on I felt a full posting on the front page was in order. Enjoy, I couldn’t of said it better myself.

CBA- Could Be Anything . Refers to unknown object in frame usually things such as C stands, Lit up Barndoors, or errant crew members.

Example:

Supe- Whats that flashing in the right corner of frame. Artiste- CBA Supe- It looks like Melvin! Artiste- CBA , Yeah it’s Melvin

YSNP- Yeah Sure No Problem.

Example:

Client- I want it to go the same speed and travel the same distance but in half the time. Supe- YSNP

NFWOE – No F**king Way on Earth. Both of the above are universal answers to any VFX change request question and are usually completely interchangeable.

Example:

Client- I want it to go the same speed and travel the same distance but in half the time. Supe- NFWOE. That is physically impossible. Client- But Why?

Rasterbation- Any CG activity that is impractical or of no value. Sometimes relating to work done in CG that must translate to the Real world where Real World Physics and actual Physically Limitations of the equipment and environment have not been taken into account. Includes things such as adding non-existent axis to moves to avoid gimbal lock or providing data for lenses that the end-user does not have. or improper Rotational Axes nesting orders.

Example:

Pre-vis Artist- Oh, there’s a floor on the stage? My move starts 10 feet below the Car. Supe- Dude you’ve been Rasterbating. Now we’re screwed.”
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The VFXHacktionary – Visual Effects Jargon To Live By

Thursday, August 23rd, 2007

Every studio that I’ve worked at over the years has had their own way of describing the little things in Visual Effects that have no known equivalent in the english language. A few of these catchy un-words and tricky turns of a phrase make it into the overall VFX lexicon. Things us pixel jockeys and set rats use on a semi-regular basis so that no one can understand a word we are saying. Presenting the first five of a soon to be long list of useful slang for VFX.

B.G.S (or BGS Technology) - Blur it, Glow it, Ship it. A technique used to mask inferior elements in a shot by bluring and glowing beyond recognition.

Example:

Artist – “I don’t know, this shot really isn’t coming together. What should I do?” Supe – “This shot is due in the morning! Let’s just BGS this beast.”

Pixel F**cker – A client or supervisor who picks out overly minute details in a VFX shot, usually resulting in blown deadlines and major frustration.

Example:

Artist 1 – “Man, you’ve been on that job forever, what’s going on?” Artist 2 – “The Art Director is a real Pixel F**cker. He made me change the font size seven times.”

Nerny (or Nernage) – Small non-descript (N.D.) details placed on a 3D model to add complexity and sense of scale.

Example:

Supe – “I think the deck of the battleship looks a bit bare” Artist – “No problem I’ll just add a few boxes and some other nernies.”

C.B.B. – Could Be Better. A VFX shot that is for all intents and purposes final but something you might want to come back to if you have the time.

Example:

Producer – “I know you have a couple of small changes on that shot but we’re running out of time.” Supe – “O.K. Just CBB that one and we’ll move on.”

Wonky – That certain “clunk” in a VFX shot that makes it look fake. Often used when it is not exactly clear what precisely wrong with a shot.

Example:

Supe – “There’s something wonky with this shot.” Artist – “What is it?” Supe – “I don’t know, maybe the tracking is off or something.”

That’s it for now. Please feel free to add your own gems in form of comments.

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Hack Makes Headlines – LA Times covers “UFO Haiti”

Thursday, August 23rd, 2007

There is a cool article in today’s LA Times about the YouTube sensation “UFO Haiti”. The clip is a pretty well done shakey-cam account of a UFO sighting on a tropical island. Although obviously a hoax, speculation abounds about the source of this phony close encounter. The 3d message boards have been abuzz about the possibility of E-On software’s Vue 6 as the source of this. The Times makes this connection too, and actually gets to the source of the animation.

This is a cut-out a frame from the Vue 6 demo reel

palm-trees.jpg

And a frame from UFO Haiti off the YouTubes

ufohiati.jpg

You be the judge.

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Hacks After My Own Heart – Ryan vs Dorkman 2 VFX Breakdown

Thursday, August 16th, 2007

[youtube]http://www.youtube.com/watch?v=h7aJvR0hX1k&eurl=http%3A%2F%2Fprolost%2Eblogspot%2Ecom%2F2007%2F08%2Fvfx%2Deasier%2Dthan%2Dyou%2Dthink%2Dharder%2Dthan%2Ehtml[/youtube]

The kids who brought you Ryan vs Dorkman 2 have just posted a nice little How-To on one of the lightsaber shots from their internet fan flick. I love the fact that they shot real elements for this, it really makes a HUGE difference. It’s great to see people who aren’t afraid to get out from behind the monitor once while. This clip proves the old VFX adage…

If you want it to look real, shot it for real.

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Invention and Technology Mag Takes a Look at “Desperate Invovators”

Tuesday, August 14th, 2007

big-dick.jpg

 My buddy Azathothx turned me onto this great article about the technical struggles involved in creating the VFX for the first Star Wars flick. It’s got some great pictures (see above) and some real nuts and bolts descriptions of the techniques used and their history. It also has some juicy quotes like this one from Richard Edlund.

“A problematic visual-effects shot has its own special clunk. Whether it fails in design, execution, or the final composite doesn’t matter. The audience doesn’t necessarily know exactly what’s gone wrong, just that something has, and it can drop them right out of the movie.”

Jar-Jar anyone?

LINK to the full text of the article

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