Showing posts with label Motion graphics. Show all posts
Showing posts with label Motion graphics. Show all posts

Sunday, March 15, 2015

Animatic Workflow (After Effects vs Fusion 7 vs Blender)

Shiny Shiny New Toy! Software!


Recently Blackmagic software made Fusion 7 free with only a few restrictions. This excited me as a free motion graphic alternative to After Effects (AE). I have been trying to stay focused on Ebil, I have been avoiding new software so as not to take away from my production time with Ebil. I figured I would use Fusion to build my animatic as a learning project and get my animatic done. It took me a lot of hair pulling to get the swing of things. I could have done this in about 30 mins or less in AE. I've never used a node based compositor before. The user community on Fusion seems tight lipped. I guess all the pros using it are busy being pros. Whatever the reason (a hot topic on the forums) there is a huge lack of free Fusion tutorials online. You can easily find the basics if you want to do VFX compositing or 3D importing. But I failed to find any tutorials I could follow to give me the skills to load a sequence of images (storyboards) and time them out to an audio file. After many hours of struggle I did manage to load the files into nodes and chain them together. However Fusion 7 lacks the ability to display the audio clip alongside my visual clips in realtime (or I could not find it).
Animatic Fusion 7 comp

After a week of struggle I decided to pass on Fusion 7 for the time being.













Back to Blender (Bender 3D 2.73a)

So it hit me. Blender has a sequence editor already built in. So I took my frames into blender, and I was able to create a sequence in a matter of minutes. Granted I do have years of experience with Blender, but I have never used the sequence before. I did need to watch a few tutorials on the ins and outs. These were very easy to find, and there were dozens more available if I need them. 
Animatic Blender comp


It was a very simple matter to import my audio file and sync it with my storyboard renders.
So for now I will continue to work within Blender.

Project notes:

Making progress on Fart Demon using volumetric texture. Decided to avoid physics sims for this short. I will cheat and use censor bars to comically melt my crowd. This should take a huge amount of time off production (R&D, simulation, Render overhead...)







Wednesday, February 25, 2015

Conflict with Layer Manager and Rigify Possible BUG

Not sure if this is a bug.
When I use the layer manager and rigify together my feet and hand bones vanish.


1. generate a rigify rig
2. in layer manager set the "all objects on layer to draw wire" beachball button on.
3. toggle draw wire off
4. select rig, enter pose mode. Feet, hands, and finger bones vanish.

The missing bones are still there. You can select them in edit mode or in wireframe view.

Click to enlarge
Click to enlarge


Click to enlarge














WORKAROUND

I have found that in pose mode with the missing bone selected (wireframe display) turn on wireframe on the display option under the bone tab, where you assign the custom shape.
Click to enlarge

Friday, February 20, 2015

Storyboards or Animatic

MOVING ON

I have been finalizing the rigs and I think I have most of what I need for Bus Stop working. So I'm blocking out the shots. I have gone about this backwards in a way. I have a dozen rough storyboards that have been reworked a bit over the years. I was creating a polished storyboard to make my animatic from. But...

old storyboard image
I can see this in my head for the most part (I think). I have most of my assets completed. I started staging my assets and rendering shots to place in the polished storyboard to build and animatic from... Redundant? I rendered shot1, 12 frames. Then I layed them out in Photoshop, but I think I should just go ahead skip the polished storyboard and just create the animatic. I am learning Fusion 7 which is free now. It will be a great learning project. Could do it much faster in AE since I already know that program....

Anyway here is my shinny page 2 storyboard I am unlikely to ever print.
New Redundant storyboard







NOTES:
setup storyboard set using linked assets
blocked out shots for shot 1 and shot 2 rendered for storyboard,
figured it would be redundant to make the storyboard from renders since I'm not likely to print them. layout animatic Fusion/AE if fusion is too much to figure out.

Sunday, June 29, 2014

Ebil Fitness Camp Day 008

And more walking

yet another walk cycle. 24 frames, 24 Frames per second. Stride, strike, pass, stride.
I do like the timing of this one better. Less popping and jerking. I think the other one was using fewer frames. This is still rough, but I need to understand these basic poses better before I start breaking it down more. Made more sense today.




Saturday, June 28, 2014

Friday, June 27, 2014

Ebil Fitness Camp Day 006


Walk Revisited

I looked at a few walk cycle tuts and redid a walk from a clean rig. Again only 3 poses here: Stride, Pass, Stride. Not much to say about this. I did play a bit with tweaking the pass pose with interesting results, but I did not keep any of that.


 Push Ups

Ebil was not sweaty enough from his was, so I made him do some pushups to round out the day.



Wednesday, June 25, 2014

Ebil Fitness Camp Day 005

Walking

Quick and dirty walk cycle. I have looked at break downs of walk cycles for years. Done a lot of different tuts and exercises. I still can't seem to get it right. This is one of the basic animation skills, a walk cycle. One of the main goals I hope to get out of this whole fitness camp is a decent walk cycle. Again it takes time, and repetition. Starting from a blank rig (no keyframes) The cycle I have here is rough. about 30 mins of work. Just a few keyframes positions. Stride, strike, pass, stride. It is still very twitchy, has no soul. Need set up my camera and do a motion study.





  


Ebil Fitness Camp Day 004

Ok, this is not really a day to day thing. I have issues with keeping focused on personal projects. The fitness camp is an exercise for me to get to know my rig (blender rigify plus a simple face rig). I'm not worried about accurate motion or timing yet. I'm still getting a better understanding of the rig and making Ebil move. Seeing where the model breaks.  The only guideline I have set for myself with this is I start with a clean rig each time. I have a base file I start each session with. I then save as day00x_funoftheday. All of the animation is from scratch each session. I believe the only way to improve is to repeat it, A LOT.


Day 004 Situps

Made several model and skinning changes and reanimated the the situps.


Fixed most of the tearing along the waist. Still need to tweek.

Tuesday, July 16, 2013

Timmy

Timmy is constantly causing Ebil trouble. Where did this kid come from? Why is he always in the way?


EBIL

Mythology and legend through out history is filled with the vile deeds of the mighty off spring of  the Mother of All Evil.  There are countless tales that speak of the havoc cause by her spawn. Such as the: Kracken, Hydra, Chimera, Harpies, Giants,  Dragons, and various demons. But little is said about her youngest, not so mighty, child: Ebil.