For some reason when posted into the Research File this link broke, but here it is as promised.
https://docs.google.com/document/d/1O9hHU-i-Nff42aYFt5wplMTPt44LbiHoDKH995zhivY/edit?usp=sharing
Enjoy browsing!
Wheeler Media
This is the development blog for Wheeler Media, a digital media creator currently studying Media Production at the University of Lincoln.
Thursday, 7 May 2015
Wednesday, 15 April 2015
Scene 1 Even Closer to Completion!
Scene 1 has now been completed, minus a couple of minor tweaks to areas that need tightening. One or two of the motion tracked wall hangings wobble occasionally, and therefore just need some small readjustments in the after effects project. Unfortunately this means another render is needed, however this is necessary to ensure that the finished product is as high a quality finish as possible.
View the render as it stands at the moment below, subject to changes.
View the render as it stands at the moment below, subject to changes.
Monday, 13 April 2015
Scene 1 Almost Done!
Things have been a little slow in production cycle recently, due to the pressing dissertation deadline, however scene 1 is almost complete, with only a few extra effects to added, and then final polishing.
As you can see, there are a few areas where tighter tracking and masking needs to be applied to certain elements in the video. For instance, the blue frame on the right of the apartment has some inaccurate masking in a couple of shots, but this is easily rectified.
The next update will see this scene finished, within the next of couple of days.
Elsewhere, I've been working closely with the production team to create suggestions for where we are able to collaborate in a creative manner. The outdoor scene has potential for a wide range of effects and tracking objects to be placed into the environment, and now I have the files for this, the work can begin in earnest.
As you can see, there are a few areas where tighter tracking and masking needs to be applied to certain elements in the video. For instance, the blue frame on the right of the apartment has some inaccurate masking in a couple of shots, but this is easily rectified.
The next update will see this scene finished, within the next of couple of days.
Elsewhere, I've been working closely with the production team to create suggestions for where we are able to collaborate in a creative manner. The outdoor scene has potential for a wide range of effects and tracking objects to be placed into the environment, and now I have the files for this, the work can begin in earnest.
Friday, 10 April 2015
Post-Easter Update
Been a while since the last update, but I've been working away.
Spent some time with the production time looking at ways to make some of the effects that we need for the show.
One example is the fingers crossed symbol that needed rotating, but giving some depth so it's not obviously a 2d image. Since there's no simple way to add depth in After Effects, I instead opted to curve the 2d object with the ray-traced 3d settings in the program.
After some time fiddling with the segments and curvature percentages, I made this really rough draft.
The white in the background didn't cover the whole background, which didn't become apparent until the render was finished, as well as the text positioning in the foreground. The production team and myself agreed that the rotations were too fast and the curvature settings weren't quite good enough to give the impression of some depth.
A little more tweaking and some polishing left us with this:
Spent some time with the production time looking at ways to make some of the effects that we need for the show.
One example is the fingers crossed symbol that needed rotating, but giving some depth so it's not obviously a 2d image. Since there's no simple way to add depth in After Effects, I instead opted to curve the 2d object with the ray-traced 3d settings in the program.
The white in the background didn't cover the whole background, which didn't become apparent until the render was finished, as well as the text positioning in the foreground. The production team and myself agreed that the rotations were too fast and the curvature settings weren't quite good enough to give the impression of some depth.
A little more tweaking and some polishing left us with this:
Since Ray-Traced 3D needs nvidia graphics cards, the rendering and processing was done on CPU, meaning this 10 second render would have taken hours. Instead, I rendered one rotation of the hand and looped the resulting .mov file instead, rendering the video you see above in a matter of seconds.
The next step now is to apply this piece, and all the other final images into the apartment scenes, as well as inserting adverts into the outdoor scene I have received. I've also been working on display screens that the characters will interact with, and you'll see those soon too!
Monday, 23 March 2015
Mirrors!
Since the visit to the studio I've been working on how the mirror will interact with its users in the scene. At the moment, the adverts slide into view when a character approaches the mirror, which can then de rescaled and navigated with gesture controls.
To achieve this effect I've created a separate composition with all the content lined up, then masked it all into a circular shape that will fit the mirror. The adverts have a small animation upon entry, just to add some visual dynamics.
Once that was done, I took the composition into the apartment scene, tracked the camera movement to a null object, parented the adverts to the null, adjusted the position so that the adverts fitted the mirror and then rendered a short preview.
Later in the scene the character interacts with the mirror, and this is something that will take some fine tuning to ensure that the interaction matches the animation that I will be providing.
To achieve this effect I've created a separate composition with all the content lined up, then masked it all into a circular shape that will fit the mirror. The adverts have a small animation upon entry, just to add some visual dynamics.
Here you can see before and after the mask 'add' effect was used.
Once that was done, I took the composition into the apartment scene, tracked the camera movement to a null object, parented the adverts to the null, adjusted the position so that the adverts fitted the mirror and then rendered a short preview.
Later in the scene the character interacts with the mirror, and this is something that will take some fine tuning to ensure that the interaction matches the animation that I will be providing.
These shots show the animation entering the mirror.
Watch a short example of the mirror in action below:
The next step is to apply this effect, and the frames I currently have to all appropriate scenes.
Saturday, 21 March 2015
21/03 Update - Studio Visit and Collaboration
Yesterday I visited the studio whilst the production team were filming some scenes, to have a look around at their production styles and techniques, and to also talk through some of the work that we're completing together.
The images you can see below are from one of the scenes being shot for 2021. The green placeholder frames are where images will be placed into the environment, given the show the possibility of having animated and alive settings.
The images you can see below are from one of the scenes being shot for 2021. The green placeholder frames are where images will be placed into the environment, given the show the possibility of having animated and alive settings.
After touring the studio, we sat down to discuss some of the scenes I've been working on, as well as the rest of scenes to come.
One suggestion I made was to add markers to the green placeholders in the sets, enabling me to track the motion of the camera with much more ease. This should reduce the time it will take to establish suitable and realistic tracks within the shots.
For the apartment scene, the mirror in the room will have interactive adverts on the peripheral. I suggested perhaps fitting the adverts to the circular shape of the mirror, and giving them an intro animation, rather than being on the mirror for the duration of the scene. For example, when a character approaches the mirror the adverts will drop into the mirror, perhaps with a welcome message. This reduces the need to animate the mirror for the entire scene, but also gives an extra level of flourish and visual dynamics.
There is also a reverse shot of the mirror, which I suggested could do with having a frame around the shot, to infer more clearly to the audience that we are looking back through the mirror. This combined with inverted and limited opacity adverts from the mirror will make it explicitly clear that we are looking through the mirror directly at the character.
The adverts for the mirror are currently being edited and shot, and should be ready to introduced to the scene in the next few days.
Another area we discussed was the picture frames in the scene, which the writer desired to have a circulating slideshow where pictures moved from one frame to the next. I suggested making 4 compositions of equal length with the pictures changing at regular intervals, the only difference being that the pictures were in a different sequential order in each composition. This means that all 4 frames will have different images at all times, and the images will cycle around the room. This saves playing around with composition timings by simply having 4 separate compositions that achieve the same effect with much less fiddly work.
In the mean time, some of the final material for the picture frames and eyes has started coming in, meaning the placeholder tracks can be replaced, and the graphic edits can start looking closer to the finished product.
Here's a sneak peek at the number of tracks that the scenes are starting to accrue.
I anticipate that each scene will have a huge number of tracking nulls, each with their own challenge and problems to overcome, whether it's being obscured or out of focus.
Back to After Effects...
Monday, 16 March 2015
Apartment Scenes - Motion Tracking
For the apartment scenes of 2021, the picture frames need to be animated and alive, containing adverts and other information within the environment.
Whilst the basis of those are being made by the production team, I have taken the time to create the tracking paths for where the footage will go.
The original shoot used green paper in the frames to mark where the footage will be placed in post-production. By tracking the points on the green paper I've been able to create some good initial placeholder tracking paths, and have used a placeholder video to demonstrate where the footage will go, as well as how masks will interact if and when the footage becomes obscured from view.
Whilst the basis of those are being made by the production team, I have taken the time to create the tracking paths for where the footage will go.
The original shoot used green paper in the frames to mark where the footage will be placed in post-production. By tracking the points on the green paper I've been able to create some good initial placeholder tracking paths, and have used a placeholder video to demonstrate where the footage will go, as well as how masks will interact if and when the footage becomes obscured from view.
You can see in the image above where the placeholder green has been used, and this gives you an idea for how active the scene will be once the frames are animated. Some of the tracking is slightly inaccurate, however it makes sense to rectify this when the final images come through from the production team, given the possible difference in source material display ratios.
I've uploaded the test footage with my placeholder footage in the place of the adverts that will be coming very soon! For this placeholder I've simply used the 'Making Of' video from the establishing shot, as it was the nearest .mov I could find.
Up next is the rest of the scene, as well as the additional visual effects that need to be added to characters and so on.
I've organised a meeting with the production team to look through the footage to ensure that both parties are happy with the creative direction. Once that meeting's taken place and more footage comes through the first edit stages, then more animating can take place.
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