Second Character Model

Week 3: 18 – 24 October

After showing the character sketches to Alan last week, I’ve decided to make the horse as the second character. So I spent this whole week for the modeling of the horse character, and also finalising the previous crab character. My plan was that I must have both character models and textures ready this week, so I can proceed with rigging next week. 

The horse character I made for a freelance job

I remembered that I have a quadruped horse character that I created several years back for one of my freelance works. So instead of modeling the new six-legged horse from scratch, I want to use and modify the existing model as my starting point. The original horse was made and rigged using 3ds Max, so I exported its low-poly meshes (without bone) to FBX format that can be imported into Blender.

The imported FBX model from 3ds Max

I made a quick preparation before I begin modifying the model. In the original file, almost all objects were separated, so I combined some body components especially the hair into one because in Blender I think it’s easier to work with combined objects when editing and rigging compared to 3ds Max. 

Split in half

The areas that will undergo a lot of changes are the body (including head and legs), so to make the process easier, I deleted the left half of the horse body and applied the ‘Mirror’ modifier. This will make any changes to one side of the body will automatically apply to another.

Mirror modifier & collection organisation

I also added the ‘Subdivision Surface’ with 2 level, so I can quickly switch between the low and high poly version to see how the final surface will look like. I then did some clean-up in the outliner / collection by organising and renaming all the objects. Now the model is ready for further adjustment.

Mirror and Subdivision Surface modifier
A quick copy and placement of the middle leg

I did a quick draft edit to see the overall look and placement for the middle legs. I lengthened the body a little and added a couple of segments to the middle part. I then duplicated the front leg and placed it in-between the front & hind leg, but much closer to the front. Honestly at this stage the middle legs look really weird. Further adjustment need to be done to make it look more natural especially at the shoulder area, and the overall shape of the middle legs should not look like a direct copy of the front legs.

Weird!
Weird again!

After making the quick draft, I want to get the overall form of the body right first. So I modified the proportion of the head, legs and body making it less exaggerated than the original version. And below is the first iteration.

First iteration (Wireframe)
First iteration (Shaded)

I brought and showed the first iteration of the horse character to Alan in class this week to get his opinion. And as expected he said that the middle legs look weird and like it just unnaturally connected there. He added that I need to think about the internal anatomy like the bones and muscles, and how it is possible to function if it exists in the real world. Alan then pointed out from one of my references that the shoulder of the middle leg overlaps a bit at the top shoulder of the front leg.

One of my references from Avatar film
Second iteration (Wireframe)
Second iteration (Shaded)

After getting the feedbacks, I proceed to fix the middle legs in class. I forgot to bring my mouse to the class and struggled with my laptop’s trackpad to navigate inside Blender. Alan let me borrow his mouse (thanks Alan!) so I spent the time until the end of the class modifying the horse. Before I went back home, I showed the second iteration of the character to Alan again and he said it was much better but more adjustment needed to make it looks natural.

Second Character Design

Week: 11 – 17 October

I didn’t do much for my FMP this week as I’m busy focusing on the thesis to balance the progress on both works. However, I managed to find some time to do a minor update to the crab character model and did some sketches for the second character.

I planned to make the second character to have totally different anatomy, and contrast to the first crab character. The crab character was based on the insect anatomy with exoskeleton (external bone) and segmented body parts. So for the second character, I want the character to have seamless body parts or skin, and probably to have hair like a quadruped animal.

I quickly referred to the creatures from the Avatar (2009) film by James Cameron, which I also refer as a case study for my thesis. The film featured many six-legged creatures which were designed based on a real quadruped animals such as Direhorse (based on a horse), Thanator (based on tiger or panther) and Hammerhead Titanothere (based on a rhinoceros).

Direhorse
Thanator
Hammerhead Titanothere

Although I’m referring to the creatures from Avatar, I wanted my characters to have more cartoony or stylised look than the realistic appearance of the film. I’m interested with the animal character designs from several Disney films. I think a horse named Maximus from Tangle (2010) and a dog named Bolt from Bolt (2008) are really suitable for my animation. So I made several sketches based on those characters but with six legs.

Maximus from Tangle (2010)
Bolt character from Bolt (2008)
Sketch of six-legged horse character
Sketch of six-legged dog character

I showed the crab model update and the final character sketches to Alan when I came to the class this week to get his opinion. He was okay with the designs but a bit concerned because they are very similar to the references even though they have six legs. I explained that it was my intention to make a parody of those characters, but I want people can still recognise where the characters came from. So Alan suggested me to make small adjustments to the design and to have something that become identical for the character, like the Bolt character that has a lightning symbol on his body or Maximus that has a star symbol on his neck.

Regarding the story idea, I told Alan after thinking several days about the idea he gave last week, I planned to abandon the idea of lip-sync for my animation as I think it will consume too much time before the final deadline to design the dialogues, recording voice and making detail facial rigging and animation, where I should actually focus on the body animation as it is more in-line with my research. My new idea is to make a commercial-like animation titled ‘Six-legged Olympic’ that focus on body animation only with different characters doing practices like walking, running and jumping as preparation for the upcoming sport events. The animation will still featuring the original idea to have 3d characters on a real footage. I was thinking to have the characters practicing at several landmarks around London such as the Tower Bridge, Hyde Park and Oxford Street.

Term 4

Week: 4 – 10 October

After a long summer break, the term 4 begun this week. The university and classes have been opened, so some of my classmates and I went to the class physically instead of online like the previous term. This is also the first time I met with my classmates face to face.

There are 2 classes in the term 4, which are FMP and Thesis Development with new professors; Alan Postings and Nigel Mairs. During the first class with Alan, we were having some discussions regarding the FMP and then each of us shared the progresses of our project so far.

I showed the six-legged ‘crab’ character that I modelled several weeks ago to Alan. I also told him that I still don’t have a concrete idea for the story. Initially, I planned to make a short animation with 2 or 3 different six-legged characters doing something together or having a conversation while walking and running to demonstrate the animation studies of six-legged creatures that I’m currently doing in my thesis. The short would be some kind of comedy sketch with a cartoony animation style.

Alan gave a suggestion for me to make an animation about the characters being interviewed by a TV reporter, similar to the concept of the famous stop-motion animation by Nick Park from Aardman. I used to watched this animation since I was still in school, so I really like the idea! I probably can make the characters being interviewed while they working out in a gym with some of the characters doing the jumping exercise, walking and running. I will think about this and finalise the story as soon as possible.

‘Creature Comforts’ by Nick Park (1989)

On Friday, we have the first class with Nigel. Everyone gave a brief introduction of our topic for the thesis and projects to him. During my turn, Nigel told me that I have a lot to research as my topic probably don’t have many resources. He also shared that he once animated a multi-legged creature (crab) and mentioned that it was tricky.

First session with Nigel

Project Progress and Works During Summer Break

Week: 1 July – 3 October

During the summer break, I accompanied myself with 3 major works; FMP & thesis related, working with my friend from Malaysia to update our PC and mobile game, and continue involving with the Indie Film project that I blogged in the previous entries.

Indie Film Project

When the term 3 came to an end, the Indie Film project was still in the post-production phase. I’ve completed all my tasks for this project (camera tracking and animation) and not involve in the post (lighting and compositing), but Luke messaged me if I could continue helping with the project to take over the lighting tasks from Mariana as she is very sick. I quickly agreed to help since I can learn new things especially to improve my lighting skills, which could be useful for my final major project, plus the lighting and compositing part was led by the external tutor, KK Yeung from MPC.

Long story short, the works took about a month to finish which involved several lighting retakes, car model reference replacements, rendering problem on the farm and compositing. I’m not doing the lighting from scratch but by using and modifying the templates created by KK, and re-setup the layers and render passes for the animation files. I learned several new things especially in the technical aspects when using Maya for extensive model reference with different object categories, lighting, materials, layers and passes. I also learned and understand more on how to use Nuke to composite all the layers even though I’m not doing the final compositing from scratch.

During the final week of the works, Giulia, Diana (from VFX course), Luke and I pushing to complete the rendering as quickly as possible after Luke mentioned that all the computers that we currently working on at the university will be wiped out as a preparation for the upcoming term and student intakes.

FMP & Thesis

I don’t have much progress for my FMP and thesis during the break since I was very busy with the Indie Film and the game project.

But from time to time, I still continue collecting materials for my thesis paper and has found quite a handful of previous researches that can be related to my topic. One thing that I found interesting was that there is a very limited number of research for six-legged animation that come from the animation industry itself, but I found many references from multiple robotic researches that studied the anatomy and movement patterns of six-legged creatures such as insects to be applied to the robots.

Regarding the FMP, I managed to finish the initial model for one of the characters for my short animation which is a crab-like character. I made a simple sketch of the character as a guide before I begin the modelling in Blender. The crab character were based on the design of Chet and Waternoose from Monster University and Monster Inc.

Chet Alexander from Monster University (2013)
Henry J. Waternoose from Monster Inc (2001)
Crab character sketch

The modelling process was almost similar to ‘The BatteriX’ characters I did during the Term 3. Most of the body parts were built from a modified sphere objects. Several modifiers like Mirror and Solidify were used to assist the modelling process, and Subdivision Surface were added to smoothen the low-poly version of the character which set to only visible in render. I didn’t texture and rig the character yet as I want to have all the character models finished first. Below are some of the modeling progress that I captured.

The model is not finished yet especially for the antennae and mouth area.

Thesis & FMP – Early Preparation

After I sent the proposal of my thesis and final major project (FMP) on the 14th June (https://kamil.myblog.arts.ac.uk/2021/06/14/thesis-fmp-proposal/), Luke messaged me for his feedback on my topic.

My original topic for the thesis was ‘A Study of 6-Legged Creatures Animation‘, and Luke suggested me to change the topic to be a bit less specific which is to study the animation & movement of non-quadrupedal creature. I agreed with Luke’s suggestion.

As an early preparation before I go further into the topic, I made a quick list of things that I thought I need to find and prepare.

Thesis:

Video references to study the movement:
a) Record real-life creature; ant, crab, spider (if I can)
b) Slow motion video from online
c) Creature from existing movie and animation

Writing:
a) Draft points
b) Note down finding from videos & references

FMP:

Design:
Creature characters with different legs design and movement mechanism. Probably 3 characters for the short animation:
a) 6 legged creature with ant or crab style legs
b) 6 legged creature with horse style legs
c) Squid or octopus style character

– I need to make design sketches for the characters
– 3D modeling for the 3 characters
– Rigging
– Storyboard
– Record background plates

Term 3 Showreel & Reflection

Conclusion & Reflection

I’ve learned many good things throughout the Advanced and Experimental Unit for these two terms. From learning different new software, tools and techniques, making more involvement with friends and team, and to finally discover what I really want to pursue. I’ve discussed about my thinking on future path that was still unclear at that time in my old entry (https://kamil.myblog.arts.ac.uk/2021/02/01/self-reflection-and-future-path/).

By the end of this term, it has become more clear that I want to focus my career on animation especially character animation. I also discovered that I somehow able to perform camera tracking works quite nicely, although not at expert level. I managed to track footages from my personal project as well as 6 out of 8 challenging footages from the Indie Film project, which I originally didn’t signed up as matchmover but as animator only. Before this, I always assumed that I’m very weak with tracking and don’t have much interest in it. But thanks to Luke, he was the one who encouraged me to keep the idea of doing camera tracking in my personal project, which lead me to try doing the same with the Indie Film project.

It’s completely different now that I even proposed to include camera tracking as part of my final major project (FMP) with a combination of 3D character animation.

During this term, I’m more active and engaged in conversations with others when compared to the previous terms. I also tried my best to assist friends who asking for help in the class and group Discord server when they have problems with technical and software. Probably because of this, several classmates started messaging me personally when they need help. I believe by helping others, I can also learn something new when I try to solve the problems.

Speaking of learning new things, in terms of techniques, I’m now more knowledgeable with tracking tools in Blender and 3DEqualizer, discovered few tricks of how to solve a challenging camera track, learned and understand more tools in several 3d software that I used in this term. I also learned how to use Houdini and quite amazed with the software capability, although I didn’t plan to use it as my primary animation tool at this moment.

With all that I have learned now and in the future, I hope that they are not only for my own benefit but to keep developing it further to contribute and give benefits to other people as well. This is something that I want to achieve with my future works and thesis. To me, that is the most important.

Personal Project – Final Animation

Week: 14 – 18 June

With 5 more days until dateline, I decided to give priority on finalising all the shots that I’ve managed to block last week. And if I had more time left, I would then work on the remaining shots. I actually planned to finalise the animation right after doing the blocking last week, but I was very busy with the Indie Film project in preparing the Maya files with road geo and final camera scaling, so that I could send the files to the team members as soon as possible for them to be able to carry out their tasks.

Finalising Character Animation

Back to the personal project, I started with Shot11 again this time as this shot has all the effects in it, so I can reuse all the effect settings that I setup in this shot for another shots.

During the previous blocking process, I intentionally used the constant interpolation so I can focus on the blocking poses and not distracted by the in-between motions. But to finalise the animation, I need to change it to another interpolation first.

Constant interpolation

I selected all the keyframes in the Graph Editor and changed the interpolation to ‘Bezier’.

Bezier interpolation with ‘Automatic’ handle

But with the current ‘Bezier’ interpolation, an ‘Automatic’ handle type was assigned to it which caused the character’s motion to look a bit weird and it keep moving even the character has the same poses in 2 adjacent keyframes because Blender will try to smoothen the curves by averaging its shapes based on the location of the keyframes. It’s like when we add a ‘Subdivision Surface’ modifier to smoothen an object shape, and it use the location of edge loops and topology of the object to average the smooth shape.

Bezier interpolation with ‘Auto Clamped’ handle

To fix this, I changed the handle type to ‘Auto Clamped’ instead of ‘Automatic’. The animation looked better now but a bit more works need to be done. With the new interpolation, I’m now have more controls to change the timing and offset the animation for which parts should move slower or faster by adjusting the keyframes and curves.

I paid attention to each movement in the sequence including the subtle changes to character’s facial expression and animating small details such as the follow through motion of the pistol bag. And since this scene has a slow motion part, I animated the character’s finger pulling the trigger and also the movement for the top part of the gun.

During this proses, I constantly switched between the low-poly and subdivision mode to make sure the final shape doesn’t overlap with other parts or objects

The final curve with some offset animation
Shot11 – Final character animation (no effect)

I then proceeded to finalise the animation for other 4 shots. The process was almost similar with Shot11.

Shot10 (no effect)
Shot09 (no effect)
Shot08 (no effect)
Shot07 (no effect)

Render Properties

Before I proceeded with making the effects, I want to make sure that the render settings are correct first so I can get proper render results especially when I want to test and see how the effects will look in render.

I changed several parameter in the ‘Render Properties’ rollout. I decided to use ‘Cycles’ render engine instead of ‘Eevee’ because I want to have a better glass reflection for the bullet trail effects. I also turned on the ‘Transparent’ and ‘Transparent Glass’ so that the 3D character can be rendered on the footage and I will be able to achieve the glass effect that I want.

Since ‘Cycle’ generally take much longer time to render, I want to optimise it to get faster render but at the same time not sacrificing the quality too much. I reduced the render sampling from the default; 64 to 8 and tried to render a frame. The render was quite fast, about 20 second per frame with 1920 x 1080 resolution, but the result was too grainy and bad.

I countered the grainy image by activating the ‘Denoising’ with ‘OpenImageDenoise’. There are several other denoiser options such as NLM & OptiX, but ‘OpenImageDenoise’ is the fastest to calculate. I tried to render again with 8 sampling and Denoising turned on, and this time the render quality was a bit better but the duration increased to about double.

I didn’t quite satisfied yet so I increased the sampling to 16 and tried to render again. The render took about a minute now but the quality was nice with very minimal grain. I think it matched the background footage which also has a bit of noise.

I then experimented with higher sampling to see if I can still increase the quality with acceptable render time. The render quality was getting better but it took around 2 to 5 minute per frame to render. I also tried higher sampling rate without denoising turned on, but none of the results and time fit with what I want to achieve. So I reduced the sampling back to 16 which I think the soft spot for good quality and acceptable render time.

Early Compositing Setup

Normally, compositing would be done in the last phase. But as I want to make the effects, I need to configure this first, so all assets in the foreground and background layers including the effects can appear on the background footage as I intended.

Foreground and Background Layers

In this project, since Blender has the compositing capability, I decided to do this process directly in Blender instead of using another compositing software such as Adobe After Effects and Nuke. I never done this in Blender before, so I always wanted to try it. The Blender’s compositing is a node-base and after several tries and playing around, I think its very straight forward and easy to understand.

Below was the early version of compositing nodes that I did for the shot to combine the character layer with the background plate.

Compositing nodes to make the character appear on the background plate

I made sure that the ‘Convert Premultiplied’ in Alpha Over nodes were turned on to make the edges of any object in the layer blend smoothly with the background. The compositing nodes will be updated again later as I’m making the effects.

Spark Effect

With all the render settings and basic compositing ready, I proceeded to make the spark, muzzle and bullet effects. I decided to use manual method for all the effects instead of using particle simulation.

For the spark, I used several low-poly spheres that have been modified to an oval shape. I arranged them in several variations of sizes and positions so that they looked a bit random. The spark group was then parented to a dummy object (aka ‘Empty’ in Blender) called ‘Plain Axes’ so I can change its location to anywhere I want, even when the objects in the group have animation.

I then animated the oval shaped spheres to begin from a very small size to big and then small again until they disappear while moving in outward directions. The duration of the spark animation was very short, which is 8 frames only.

I created a new material for the spark with ‘Emission’ node connected to it so it will glow by itself even without lighting. I set the strength to 10.

I updated the previous composition node with 2 ‘Glare’ nodes and attached them to the ‘Composite’ and ‘Viewer’ output to make the emission effect appears in render and also in the viewport preview. I set the quality to ‘High’ and size to maximum 9.

In Shot11, the character will dodge the enemy’s bullets for 3 times and 2 of them required the spark effect. So I duplicated the spark into 2 and placed them at the right place and changed the animation timing as both of them will appear at different time in the scene.

Spark #1 in viewport preview
Spark #1 in render test
Spark #2 in viewport preview
Spark #2 in render test

Bullet Trail Effect

The bullet trail was created from a low-poly cylinder. I modified the object to imitate shape of the trail effects from the Killer Bean and The Matrix.

Low-poly cylinder
Now it’s a bullet trail!

Next I created a bullet model and a new ‘Plain Axes’. I parented the trail model to the bullet, and then parented the bullet to the ‘Plain Axes’ object. This is the same method as I used for the previous spark effect.

Bullet and it’s trail with Array and Subdivision modifier

I applied the ‘Array’ modifier with 10 count to make the trail longer and added the ‘Subdivision’ modifier to the model with level 2 of detail for both viewport and render to smoothen the shape.

I then animated the bullet from off camera towards the character. And since this shot has a slow motion part, I modified the bullet’s animation curve in the Graph Editor to go from fast at the beginning to suddenly moving really slow during the second half of the scene.

Taper modifier

I inserted the ‘Taper’ modifier to the trail model to add a very subtle inflate and deflate motion to the effect. I then modified the curve in the Graph Editor.

For the trail’s final look, I insert a new material and tested various combination of different values of Metallic, Specular, Roughness etc to get the result I wanted. After numerous try an error, I ended up with 0.0 value for almost everything except 0.6 value for IOR and 1.0 for Transmission and Alpha.

Below are some of the render test I did when experimenting with different parameter values.

And here is the final look for the bullet trail effect.

Bullet trail final look in render

Muzzle Flash

Similar to the 2 previous effects, I created the muzzle flash from a primitive object – a low-poly sphere to be exact. I modified the sphere into the shape below and applied a ‘Subdivision’ modifier to smoothen the shape.

I animated the muzzle by manipulating its size and adjusted the animation curve in the Graph Editor for smooth transition from fast to slow motion movement.

Muzzle flash animation curve
Material with high emission in viewport preview

I then applied the same material as the spark effect which has emission on its own.

Muzzle flash final look in render

Final Compositing

Next, I imported the muzzle flash into another shots and noticed there were some visual errors on the muzzle effect when rendered. It’s like the effect was clipped or masked on the character shape.

Muzzle visual error in render

After checking several places, I found the problem came from the layers and the ‘Convert Premultiplied’ in Alpha Over node when compositing the background and foreground layer. So, some tweaks need to be done. The ‘Convert Premultiplied’ don’t work well with object that has glowing effect or soft transparency like the muzzle.

The previous compositing nodes

I can disable the ‘Convert Premultiplied’ to fix the problem with the muzzle, but that would then caused a problem with the character. I need to keep that option active in order to get a smooth alpha blend for the character with the background footage. So I created another scene collection and layer just for the muzzle to separate it in compositing and render.

New collection and layer for the muzzle

In the compositing window, I created a new ‘Render Layer’ node for the Muzzle layer and another ‘Alpha Over’ node without the ‘Convert Premultiplied’. I then combined the old ‘Alpha Over’ node and the Muzzle’s ‘Render Layers’ that I just created to the new ‘Alpha Over’.

This way, all objects and character in the foreground layer will be blended properly with the background using ‘Convert Premultiplied’, while the muzzle will be rendered separately without ‘Convert Premultiplied’.

And below is the result

Fixed!

As a final adjustment to the compositing, I added the ‘Bright/Contrast’ node to the Foreground Render Layers to change the brightness and contrast of the character so that it match with the background footage. I also added ‘Blur’ node to the Background Render Layers with animated Gaussian values to add focus and depth illusion when the character is closer to the camera.

Final compositing nodes

Final Render

I applied the same process and steps to all shots and below are the final render.

Shot07 final render
Shot08 final render
Shot09 final render
Shot10 final render
Shot11 final render

Thesis & FMP Proposal

A Study of 6-Legged Creatures Animation

Video presentation

_____________________________

THESIS

Problem & Why?

As we already know, there have been many proven formulas and guides on how to animate biped, quadruped and even flying creatures which are used by many animators around the world. Even though there are many movies and games that featured 6-legged creatures, there are not many extensive studies and formal documented guides for this type of creature basic’s movements especially with different leg designs, timings, directions and movement patterns.

Creature with multiple legs like this can become complicated to animate, so this is the area that I want to study, and perhaps come out with the standard basic formula that can be useful to others. My thesis will basically a study on the basic movements of 6-legged creatures while my FMP will be a short animation with these types of creature characters that demonstrates the findings from the thesis.

Scopes

  • Focus on 6-legged creatures for their 5 basic movements to understand the timings and patterns which are walk & run cycle, jumping & landing and turning direction animation. To note, that some 6-legged creatures are moving sideways instead of forward.
  • Study around the 3 types of creatures with different leg designs.
    • Insect Type Legs: segmented and usually spread around the creature body such as ant, crab, scorpion and spider. Spider has 8 legs by the way, but I will probably use it as well since it can be useful to understand more on how multi-legged creature moves.
    • Horse Type Legs: front legs are usually bending backward such as horse, cow and sheep.
    • Tiger Type Legs: front legs are usually bending forward such as cat, tiger and lion. 

The creatures that will be studied for the last 2 types are alien and fantasy creatures from movies and game since this type of 6-legged creature don’t exist in the real world.

References

I will do observation on the real creatures such as ant, cockroach and crab either from live or videos as well as existing animation, movies and games for the alien and fantasy creatures.

And I will also refer the previous studies on biped and quadruped as they will still has some relations to this topic.

Aim & Benefits

My aim for this thesis is I hope to discover and develop the basic keys, pattern and timing for 6-legged animation that can be applied to any real, alien and fantasy creature. And as I mentioned previously, perhaps this research can be useful and become a reference for other animators to animate this type of creature. My research probably can be continued for hybrid creature with wings, more multi-legged creature like centipede or creature with hands that doubled as legs.

_____________________________

FINAL MAJOR PROJECT

I’m actually very interested in character animation especially towards a stylise animation. So without moving far from my interest and my thesis, I’m planning to do a stylised character animation that combined with the knowledge from my thesis of the 6-legged creature. 

Concept

A short animation story or clips with stylised 6-legged creatures as characters with real video footages as background since I’ve studied and explored more on this technique in my personal project in term 3.

Software

3d software: Blender
Camera Tracking: 3D Equalizer and Blender
Editing & Compositing: DaVinci Resolve and Final Cut Pro

Objective & Goal

I hope I can further strengthen the skills that I want to focus for my career which are character animation, rigging and matchmove while at the same time demonstrates the formulas that have been studied in my thesis.

Personal Project – Animation Phase

Week: 7 – 13 June

With less than 2 weeks before dateline, I was very eager to start with the character animations phase that I targeted to animate at least 2 or 3 shots this week even though there were still some shots that have yet to be tracked. I want to do something different than tracking this week after the ‘Camera Tracking Mayhem’ last week. So doing animation could help me to refresh my mind a bit. Since I had about half of the shots tracked, I can slip to animation and see if I discover any problems quicker so I still have time to make any changes.

I decided to begin with Shot11 first. In this scene the character (Zeo) will dodge bullets several times and jump while spin his body slightly in slow motion towards the end of the shot. I don’t actually recorded the video in slow motion, but with the visual and camera movements on second half of the video, I think I can just animate the character with fake slow motion without looking weird when combined with the non-slow-mo video.

First thing I did was to match the size of the character with the environment by scaling the camera group with its tracking markers. The markers position on the floor was already correct, so to scale the camera properly without making the markers going below the floor, I cannot simply change the camera size using its own pivot but from the center grid. A bit different than Maya & 3dsmax, Blender has something called 3D Cursor that we can place anywhere and use as a temporary pivot. So I used the cursor by changing the ‘Transform Pivot Point’ to ‘3D Cursor’ which located at the center and scale from there.

Auto Keying button (in blue color)

Then I began making the key poses for the character. I used ‘Auto Keying’ to automatically key any changes I made to the controllers and bones.

During this process, I referred the actions and poses that I’ve chose from the Killer Bean animation.

After I got every single pose I want, I locked the full-body pose by selecting all the bones and controllers and keyed them by pressing ‘I > Location & Rotation’. This method was to prevent it from changing when I alter any next or previous key poses. I also changed the F-Curve interpolation to ‘Constrant’ (step) so I can focus on the blocking poses and not distracted by the in-between motion.

Constant interpolation

I continued making all the key poses and below are some of them.

I exaggerated some poses to make the action more visible during fast movement.

And of course the exaggeration was not pretty on different angle.

During the blocking process, I’m not really focus on the timing yet so it may off a bit. I will adjust the timing more during the splining phase. Below is the first blocking of Shot11.

Shot11 blocking

Next, I proceeded with Shot10 and then Shot09, Shot08 and Shot07. It seem now that my animation flow was animating from back to the front. But I think that’s okay since it is the last few shots that have a lot of elements that I want to highlight in my showreel. So in a worse case scenario if I didn’t manage to finish all the shots, I would have the last few shots that I wanted ready before the dateline.

For all those 4 shots, the animation process was almost the same as what I did with the Shot11 before and below are the blocking videos:

Shot10 Blocking
Shot09 Blocking
Shot08 Blocking
Shot07 Blocking

While doing the blocking, I did go back and forth to some of the shots to match the continuity of the first and last poses.

Personal Project – Camera Tracking Week

Week: 31 May – 6 Jun

This week I worked on the camera tracking for the shots that were confirmed last week. I did the tracking in Blender using the knowledges that I learned in the Week: 26 Apr – 2 May.

At this moment, I also volunteered to do camera tracking tasks for the collaborative indie film project to help the team since they were struggled to track the blurry footages. So the timing was quite right as my mind was only about camera tracking this week although both projects are using 2 different tracking software which are Blender and 3D Equalizer.

I have 12 shots for personal project and 8 shots for the indie film project to track. So I called this week as ‘CAMERA TRACKING MAYHEM WEEK!’

I managed to track several shots of that project and currently I’m trying to solve several remaining shots. I can feel that I’ve starting to grow interest in camera tracking. It is something that I didn’t expect as I don’t really like it before. I also considered camera tracking was my lowest capability.

For the tracking process, I began with the shot that I thought was the easiest first to warm up and then I jumped to shot11 which I considered as the hardest. And, it turned out to be true. I spent almost a day to solve the camera that has a shift of position, level and perspective. I can tracked the first half of the video quite nicely but the second half still has several vibrations toward the end.

Shot 11, not perfect

After numerous tries, I decided to not wasting more time and moved on to the other shots since the character will actually jump in the air and not touching the ground anyway during the second half of the shot11. I may try to fix the camera again when animating the shot.

Below are the footages that I managed to track this week. Some of them were quite straightforward to track and I managed to solve them within first or second try.

Shot 05
Shot 10
Shot 08
Shot 06
Shot 09
Shot 07

After using both software in the personal and indie film project, I can say that tracking in Blender is quite easy to do compared to 3D Equalizer since Blender is also a full fledge 3d software so I can quickly jump into 3d layout, adding, modify object and animation on the fly.

Blender tracking is quite limited in functions and settings, but it still able to track quite nicely. 3D Equalizer on the other hand feel a bit clunky to use with its rather odd interface. It can only perform ‘undo’ function for certain functions of the software, but still, 3D Equalizer is very powerful with more robust parameters and settings to accomplish high quality tracking, which making it one of the industry standards for tracking and matchmove.