During the last session with Harriet (Union VFX) on 10th December, she gave some useful feedbacks regarding my CV and showreel. She liked the bottom descriptions in the showreel that mention the tasks I did for each work. She also pointed out the weak samples in my showreel, so I updated my showreel to remove those and added several new clips from my previous works. This time I’m able to include my FMP animation as well since it was completed by the end of Term 4.
Monthly Archives: December 2021
Final Compilation
Compilation of my animation study of six-legged basic terrestrial movement patterns, FMP animation and breakdown.
Masking and Rendering
Week: 6 – 9 December
During the final week of my project, there were still several tasks need to be done which are rotoscope masking and rendering. I have finished the character animation in all tracked footages last week. So based on the animation, I’m able to identified which shots and areas in the footages that need the masking treatment to make the objects that supposed to be in front to appear on top of the 3d characters.
There are 4 shots that required masking; Shot 01, 02, 03 and 10.
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Tutorials
I’ve never done any rotoscope masking using Blender before, so I watched several tutorials from YouTube on how to do a proper masking. I think the tools and method are almost similar to After Effects which I’m quite familiar with.
Shot 03
Shot 03 probably needed the most number of masks when compared to the other three, but nevertheless I started with this shot first as I was eager to see how to result will turn out. I began drawing the mask for the bench and because it has holes at several areas, I just made and combined multiple masks as a quick solution without using another mask to cut the hole similar to the ‘pathfinder’ tools in Illustrator.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
I then continued drawing several new masks for the other bench, tree, trash bins, and people.
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All masks needed for this shot has completed for frame 1, but the camera is actually moving and panning throughout this shot. The problem was the masks were not moving together and only stay at the same spot. I could animate the mask shapes frame by frame but it will take too much time. Good thing is this footage was already tracked and has multiple tracking markers in it. So I used the advantage by parenting the masks with one of the markers. And voila!, the masks are now moving together with the objects and view.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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However, there were still some slight miss-alignment to the mask with the objects. So I made a quick adjustments to the mask’s shapes and positions at several frames to realign them.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
Compositing Nodes
The masks need to be composed using nodes in order to make it appear correctly with the 3D characters and original footage layers. In Blender, I discovered after working with my personal project in Term 3, that when compositing 2 layers using the ‘Alpha Over’ node, the layer attached at the bottom will appears on top of the other layer in the render.
Below is part of the first iteration of nodes I setup to compose the masks with the background and 3D characters.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
I noticed that the mask has jagged edges in render. I’ve tried changing multiple settings in the mask editor to solve the problem but the jagged edges were still visible and didn’t changed a bit.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
I then thinking the problem probably came from the Mask node, but the settings are very limited. The ‘Feather’ and ‘Motion Blur’ in the node have nothing to do with the jagged edges. So I tried adding and testing several nodes in between the Mask and Alpha nodes.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
With the Blur node applied, the jagged edges were still very visible, but blurred. So this is not the real solution.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
I rewatched the tutorials and noticed that they added the Dilate/Erode node. But this was still not fixing the problem as the function of the node is to quickly shrink and enlarge the overall shapes of the mask and not smoothen the edges.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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I then looked and searched for nodes that has anything to do with ‘smooth’ or ‘anti-alias’. After multiple tries and errors, I found the ID Mask node (unexpected name for its function). It don’t have any effect at first with the ‘Anti-Aliasing’ option turned on, but increasing the index to ‘1’ fixed the problem!
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
I used the ID Mask in conjunction with the Blur node to make the smooth edge blur a bit, so it will match with not-so-sharp footage.
![](https://kamil.myblog.arts.ac.uk/wp-content/plugins/lazy-load/images/1x1.trans.gif)
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After the Shot 03 finished, I proceed with the other three shots. The process was almost similar to the Shot 03. It took me about a day to finish the masking in all four shots.
Shot 01
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Shot 02
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Shot 10
Shot 10 probably the easiest mask for the pole only.
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Results
Character Animation in Tracked Footages
Week: 29 November – 5 December
With less than 2 weeks until deadline, I proceed to incorporate the character animations into the tracked footages as planned. I have finished all the basic character animations last week, so this time I reused the animation and composed them into the footages. Some shots have additional acting animation such as the characters talking to each other, waving hand, etcetera that were animated directly in the shots.
For Shot 01 and 02, I used the exact walking animation I’ve created last week without any changes. At first, I used the running animation for the horse on Shot 02, but the character moves too fast from outside the frame on the left to the right.
For Shot 03, I was actually thinking to make the crab character sitting on the bench at the left, but it’s doesn’t quite fit with his multi-legged form. So I ended up making him talking with the horse character.
This shot actually started with the crab character talking while walking with the horse. But then I changed it to make him talking with another crab instead as I already have a shot (Shot 03) with crab talking with horse.
I think shot 08 is quite bad, so I probably would not include it in the final animation.
Shot 10 was the longest I worked on. It has several versions before I got the final one, with different character number and positions.