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Collaborative Unit

WEEK 1 and WEEK 2 Collaborative Work

The first two weeks were basically spent identifying themes and discussing specific stories.
I was basically in charge of the script and I came up with four different ideas about the theme, the first one being a science fiction story where a person completely disappears in the universe, and there were different interpretations of that.
The second one was a visual one, with the idea of a cause-and-effect relationship through two unreal people in the same space but not intersecting lines of action, and I chose to refer to lpo barreta’s photography for the art style.
The third is a man’s different efforts to find his wife in a time loop, he wants to recreate the scene of their first meeting but no matter how hard he tries the world seems to be stopping him because when he goes back in time he has already destroyed the original cause and effect.
The fourth story has a number of small figures with a number of red threads representing karma intertwined with each other (from a Japanese legend). One of the figurines discovers these threads and tries to break free of them, as he realises that they are controlling him to some extent. But when he does break free he finds that no matter what he does he cannot influence anything in the world.
But none of these stories were very satisfying to me. They were either too difficult to show or difficult to craft.
So after a week I came up with a simpler story, because this collaboration wasn’t very long, so I wanted to keep everything simple. The story was a simple story of no reward without effort, where a little boy plants a star and with his hard work the star grows into a huge tree. I use it as a metaphor for people who work hard for their ideals and are eventually rewarded. I think it could have been done very beautifully, so in the end we chose this story

Categories
Personal

WEEK3 NUKE

There is a lot going on in this lesson, which is generally divided into two parts.
A The practical points to look out for in 3d tracing

  1. be careful with the frames you choose, otherwise it will be too blurred at some distances
  2. you can use the mergemat to combine the materials of the two surfaces, it can have a higher qualit
the margemat
Different ways of referencing

B How to adjust a still image from day to night

1.Use colour grading

2.Rebuild the 3d scene from the image and adjust the lighting background on it

Reconstructing the light
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Personal

WEEK2 NUKE HOMEWORK

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Personal

WEEK3 MAYA

The teacher was sick so we watched some videos about baking and cameras

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Personal

WEEK2 NUKE

In this lesson we talked about the different ways to track points and clean after acquiring the camera.

Cleaning steps

  • Denoise plate
  • Track + Create 3d SCENE
  • Select best frame to create clean plate
  • Paint out the element you need to remove
  • Roto the area around the paint to create a patch
  • Premult the patch
  • Frame hold the reference frame with framehold node
  • Project patch via Project 3d node
  • Connect camera pipe of project3d node to a frame hold of camera/projector
  • Make sure the frame hold used for the patch is the same used for the camera/projector
  • Connect the projector3d node to a card or geometry
  • Pipe the card to the scene and render out via scanline render
  • Regrain after the scanlinerender before merging over original plate
  • Play around with samples in scanline render to match motionblur

Four way to clean

1.3d patch – textured card

Simply create a card in the scene and attach the content to the card and pre-multiply it

2.3d patch – project on mm geo

A reference frame is determined, then the content of the reference frame is used to make roto and then the processed content is attached to the card and finally put back into the active camera

3.3d patch – project roto

The project is placed directly on the 3d card, combined with the camera to get a relatively stable shot, and then roto is done on this shot, making roto more stable and easier and faster. Then get this specific part of the process by putting it back on the whole scene.

4.3d patch – project UV

What makes this method different is that it places part of the shot on the background by way of a uv, and then the rest of the operation is pretty much the same.

Mode selection uv
Categories
Personal

WEEK2 MAYA

In this class we were mainly making our own models and the teacher was helping us with our questions

My Design

My design was intended to simulate the opening of flowers in nature, but I encountered many problems in implementing it due to the irregular shape

Categories
Nuke

WEEK1 NUKE

Term aim:

  • Exposure to a wider range of 3D projects
  • Use more cg in our shot
  • Use more key node

WHAT WE DO IN THIS CLASS SPECIFIC

I think the main content of our lesson is to invert the camera position and reconstruct the 3D scene in the frame through the shot.

Step 1: Dealing with lens distortion

We have two different way to deal with it.Automatic and manual way.

Automatic way:

We use the lensDisortion to correct the shot
Then click the detect in node
Last step to click the solve

Manual way:

Draw four lines along the line inside the screen with the Bessel tool (important! because without four lines it cannot be counted) and then draw an extra line.

If our computer does not support such a huge calculation: we can choose to use STMap to replace complex pixel representations by simple colours:

Step 2: Get to know the 3D scenes in NUKE.

Let’s go through a very simple scenario to understand the basic nodes. We learned about the camera and simple graphics production in 3D and how to read them.

The nodes
What it look like

Then we started working with more complex scenes, adding lighting ,materials and how to import models or cameras from outside.

How to inport from outside
Adding lighting ,materials

Step 3: 3d analysis and location tracking in a live shot

The first step is always to analyse the shot
To set up the cameraTracker
Set the track points number
To delete the bad point
Set the origin
Set the ground

Categories
Design For Animation

WEEK10 Design for Animation, Narrative Stuctures & Film Language

presentation

Categories
Maya Nuke Reels

Term1 Showreel

Categories
Maya

WEEK1 MAYA

  1. The teacher informed us of the main topics of study for the semester
    • Will produce an animation through two weeks
    • Will do more of the design part of the stuff
    • Will create a loop animation
  2. Teach us how to create keyframe animations
    • Making a small ball with elastic potential energy to roll down a step
    • Making a ball that does not have elastic potential energy to roll down a step
  3. Talked about object calculations in Maya – mainly collisions
    • Produced free-falling objects
    • Made objects that collide with each other
    • Objects made to move along an axis

how to create keyframe animations

1.Making a small ball with elastic potential energy to roll down a step

First step:make a stair

There are two ways we can make steps. First make one and then make a special copy or make it by auto-aligning it with key x

Second step:

Make a small ball and freeze its position.
Give it a keyframe for the y-axis and a keyframe for the z-axis position on the first and 120th frames respectively.

Third step:

Open the graphic editor.

Start by adjusting the z-axis curve to a straight line.
Then keyframe the y-axis curve when the ball moves to the corresponding position and adjust the slope at both ends.

Initially there is only a force to the right, which is transformed into kinetic and elastic potential energy as the gravitational potential energy decreases. Since the change in kinetic energy is small it is mainly transformed into deformation potential energy

Fifth step:

Give the material and render it.

Preview of the final result

2.Making a ball that does not have elastic potential energy to roll down a step

First step:

Make a small ball and freeze its position.
Give it a keyframe for the y-axis and a keyframe for the z-axis position on the first and 120th frames respectively.

Second step:

Open the graphic editor.

Start by adjusting the z-axis curve to a straight line.
Then keyframe the y-axis curve when the ball moves to the corresponding position and adjust the slope at both ends.

Because this time the ball has no elastic potential energy it will roll down the steps, and at each level it will move in near free fall.

Third step:

Give the material and render it.

The white one

How to make a physical collision

Step 1: Make a square and a plane. Give the square an active rigid body and the plane a passive rigid body and change the collision volume shape of the plane to a plane. This way the square body will fall freely from a height and stop at the plane.

Step 2: Place the two colliding bodies together and give them a force. They will then collide with each other.

The simplest dominoes
A domino crash:)

Step 3: How to make an object that rotates on its axis.
First make a flat cube, then give it an active rigid body and then give it a rigid body constraint.

Problems I encountered.

  1. why can’t I apply boolean operations in bullets and why it quadruples.
  2. Be aware that you need to pull the bullet out of the window first
  3. The collision volume also needs to be readjusted when using special copy