Thomas Doukinitsas
Showing posts with label Year 1. Show all posts
DANCE VIDEO: Post Production

DANCE VIDEO: Post Production

ROUGH EDIT:
After finishing the shoot and all the footage was backed up Lucy started the rough edit in Adobe Premiere Pro, as she felt she would be more comfortable with it. After a bit of initial research i reassured her that it would be possible to convert the project file to Avid Media Composer, our software of choice for Color Grading and Finishing since we had booked the Avid Suite.

CONFORMING TO AVID:
Lucy's Premiere Pro Timeline
Since the rough edit was done by Lucy in Premiere Pro, and the final color grade would be done in Avid Media Composer, we needed a way to get the timeline transferred from one application to the other.

Since Premiere and Avid aren't very compatible when sharing EDL files, we came up with a way to make the premiere pro export as generic as possible, stripping it from custom master clip names that confused Avid.

We did this by exporing an XML file from premiere pro containing all the cuts. We imported that in to DaVinci Resolve, a software package used traditionally for color correction, and is compatible with both Premiere and Avid. We then exported an AAF file from DaVinci, that could be imported smoothly in to Avid.

The Premiere Pro timeline conformed to DaVinci Resolve
The resulting Avid Timeline retained all of the basic cuts and fades. We also exported a video render of the premiere project to verify and fix any errors that occured with the transfer.

VISUAL EFFECTS:
The film required a number of simple and complicated effects. Some of the most complicated shots were the glidecam shots as they involved tracking the movement of both shots, stabilizing them in 3d space and then re-applying one of the camera moves to both shots in order to get a shots with both Amelias and a moving camera.

Also allot of the greenscreen shots required extra hand drawn mattes as due to our quick shoot we didn't have time to cover the floor in a greenscreen.

The way i went about garbage matting the shots was instead of adding the masks after keying the footage, i precomposed the footage and then added green solids to cover up the floor and the light stands. This meant that the keyer would be able to pull a more natural key from the image and other effects such as light wrap would work properly. My keyer of choice was a combination of Keylight and Primatte. Keylight works well with chroma differences, where Primatte can be extremely selective as it also considers the foreground object's colors.

For some of the shots i also tried quite a different way of masking, as allot of shots needed to be done extremely fast. Instead of drawing masks and keyframing them by hand, i used the "Roto Brush" tool that was introduced in the recent versions of After Effects. This allowed a semi automatic masking process that only required some of my intervention to fix errors. I also added some adjustments to the edges of the matte such as softening and light wrapping to hide some of the imperfections of the matte.

Also, towards the last few days a new edit was cut, therefore more shots had to be added. These shots were being created at the same time as the edit, so as a shot would be completed i would hand it straight to shahid to replace in to the timeline.

Here are some shot breakdowns to further show my contribution to the project as an effects artist:


COLOR GRADING / ASSISTING THE EDIT:
To assist shahid in the complicated color grade for allot of the complex visual effects shots, since i was already creating keys and mattes to seperate both sides i created grayscale mattes as separate exports. (You can see these in the breakdown video above)

These mattes were then used in Avid as a Matte Key to isolate specific areas of the image in order to color grade them seperately.

Seperating the two colors in Avid
I also assisted shahid in the tricky job of transferring shots back and forth between the edit, visual effects and the final conformed timeline. Both me and Shahid tried our best to mach lucy's edit, keep everything organised in bins and fix any problems that occurred during the transfer of projects.

With the colors both me and shahid were trying to keep everything consistent, therefore we saved both colors as presets to re-apply on to footage. We also added a filler on top of the main timeline to adjust the contrast globally, and to add a color safe limiter. Lastly we also played around with some external controllers for avid's color correction tools.

Color Correcting in Avid


SOUND MIX / FINAL TOUCHES:
To finish the project as soon as lucy had the sound edit ready she exported each track individualy and gave them to me to do the final mix and mastering.

The tracks were mastered in Logic Pro X, and the adjustments made were equalizing all the tracks to avoid frequency clashes, but to also bring out the best of each sound (for example, lift the "kick" of the heartbeat, give some high end dynamics to the clicks), compress some sounds that were not balancing correctly, adjust the levels using professional monitor speakers and add some further effects such as a slight reverb on the breathing.

The final mix was balanced to -10db peak and -14db average with a -18db test tone, as highlighted by Simon Allmark.
The final sound mixing desk
I also designed a simplistic end titles sequence that literally "reflect" the mirror in the piece.

DANCE VIDEO: Project Proposal

DANCE VIDEO: Project Proposal

PRESENTATION:
 

PROJECT PROPOSAL SHEET:
 

3D MODELING: Ufo and Animation

3D MODELING: Ufo and Animation

To start off our last session we created a spaceship out of a cylinder using the extrude tool and the insert edge loop tool. I also used the soften edge tool to smooth the more spherical surfaces.


I also added some further detail for some possible lights at the outer rim of the spaceship

The next step was to UV map the model. Using a combination of Planar and Cylindrical Mapping i managed to efficiently map the faces

After exporting the uv snapshot i painted the textures in photoshop
and then applied them using a blinn material in maya
We also added a specular map to control how the object shines.

Also to add detail to our model we created a higher poly mesh with some extra details, and then transfered it to the lower poly mesh as a normal map

This is what the final model looks like:

To finish our lesson, we learned how to do basic keyframing, and how to use the graph editor to make a looping animation of our ship spinning


INTERACTIVITY: Audio and Score Text

INTERACTIVITY: Audio and Score Text

To start off we created a quick script to destroy our explosion prefabs after they've exploded


Next it's time to add some audio to our game. This is done with an audio source component since we have a 2D game


We added these to our explosions, and chose "play on awake" to play the sounds as soon as the explosions are spawned in

Now for our bolts it's a bit different as we have to trigger them using a script. This is done using a simple "audio.Play ();" line after the bolts are instantiated

Also we added some background music to the GameControler gameobject.

Another thing that we did was to add some score text. We did this using a GUIText component on an empty gameObject.


We added some further lines of code to the GameController and DestroyByContact to refrence the text and set up the first bit of the score code.



then we just had to trigger the event in the DestroyByContact code

Lastly we duplicated the GUIText layers twice for the restart and game over text


also we finished up the code with triggers and custom functions



PROFESSIONAL TOOLKIT: Editing the Studio Shoot in Avid

PROFESSIONAL TOOLKIT: Editing the Studio Shoot in Avid

MEDIA INGEST:

To start off the post production phase, me and Rob started to import our media and organize our bins.

The media was directly imported as opposed to AMA linking it as we wanted optimum performance during our edit sessions, and compatibility in case we needed to switch between platforms.


At this point some basic separation was done in to a main and a pickups bin.

Also i gave Rob some notes on each shot to help him out with the edit.

PROBLEMS:

At this stage however Rob encountered some major technical difficulties with his copy of Media Composer resulting in his project file and backup files being damaged, and due to some other personal matters he had to be relieved of his position as an editor.

Due to these events i had to use an old copy of the project file that only had the notes saved, in order to start again and try and complete the edit myself.

Also i learned that i had to become editor the day before we had to show a progress update to Anne. This meant that i had to try and do a rough assembly edit during our lunch break.

Thankfully as we had transcoded all the media and correctly backed up this version of the project, opening it on my own computer was not a problem.

Also, due to the fact that Rob had already marked In and Out points on most of the shots, it was pretty easy to select shots from the bin and splice them in using the V key on the keyboard.


This was the resulting timeline from that rough assembly edit


Even though this edit roughly gave an overview of the order of the shots, the pace and timing were completely off. However Anne said we were on a good track and gave some very good feedback.

She said that the shots in the beginning may need trimming down, just keeping the shots of the phone frames would be ok, and also overall trimming and pacing.

Out of our group meeting another great idea was to extend the opening shot with a long tracking from the distance to show all of the phones that the man previously had.

TRIMMING THE EDIT:

Now came time to fix the timing issues and try to get an overall good trimmed edit that ran at roughly 1-2 minutes.

I started by marking bits of clips with the in and out points, and then using the Extract tool to cut bits out. I also used the trim tool on some cuts to do slight frame cuts.

After a bit of tinkering around this is what i got:


Even though it still isn't completely refined, i have to lock it mostly now to export this edit for other things such as Visual Effects, Color Grading and Sound Editing and Mixing. The good thing is that if i need to trim down something i can still do that after everything else.

COLOR GRADING AND EFFECTS:

Before going to color grade, just to test if the green screen worked i tried using the specramatte effect on some of the clips, and saw that the greenscreen even though it wasn't perfect, it was ok to pull a decent key.

For the color grading Shahid offered to help out, therefore we went to the Avid Symphony room to continue the edit.

Now at this stage no visual effects were ready, so the grade was done using the original footage. However as it's easy to transfer effects over from clips, that didn't worry me as all i had to do later on is open up the effects editor, and drag the color corrector icon over to a new clip.

The direction i gave to shahid is that i wanted it slightly cooler, but i wanted to preserve the vibrance and warmth of the skin tones and the floor.

Overall i enjoyed seeing the results, and i thought that i would give him loose directions and correct slightly as we were going along as i wanted my colourist to have freedom in adding his own touch.

VISUAL EFFECTS:

The Visual Effects were quite an interesting challenge, as they required a number of different techniques, such as chroma keying, 3D tracking, image based modeling, and more.

One thing that was quite useful and saved me lots of rendering time was a tip i learned in the 3D workshops.

As rendering a single shot could take up to 2 days, i needed to find a way to speed up this time dramatically

I did this by "baking", a technique that allows me to pre-calculate the lighting and materials, and "bake" them in to an image that gets used as a texture on low-poly mesh.

This also meant that i could use the GPU to render the shots, since they didn't require complicated calculations any more.

This made the 2 day shot render in about 5 minutes.

SOUND:

For the sound after i got a clean ambient track and a narration recording of the ad from Ulysses i spliced them in on extra mono tracks i created.



After setting my reference tone to -18db using the Audio Tool and adjusting the levels using the Audio Mixer, to make the narration sound like it was coming from the TV i used an equalizer to cut off the highs and lows, and a reverb to give it some space.




To make the Apple inspired ad sound right, i purchased some royalty free music from audionetwork.com that resembled the apple tech demo music.

I decided that during the closeup of him realizing his mistake i wanted the audio to become non-diegetic, as if we're going in to his thought process and we can feel his intensity somehow. To do this i simply increased the volume over time using the track handles, and adding keyframes with the ' key.

Also to further balance my sound levels i added a compressor/limiter to the master track, limiting everything to -12db and keeping normal sounds roughly at -18db.

TITLES AND CLOCKS:

To create the ending credits i made a new title using the Avid Title Tool, and chose to use some simple rolling credits.

After all of the text was created and positioned, i rendered the title to my media drive, and spliced it in at the end of my project

To add the bars and tone at the beginning i imported the bars from the supporting files foler, found the clock from an earlier production and created some more titles with the information. To create a start filler with the right timecode i used the "Add filler at start command" to add 40 seconds of filler (10 for bars and 30 for the clock). Therefore the film starts at exactly 01:00:00:00.

EXPORTING:


Final Timeline

After finishing the edit fully, copying all of the color effects to the new vfx shots, and double checking everything i decided to export.

To export i used the Avid DnXHD 185 codec. I used 8 bit as the camera was not shooting 10 bit files, so that would be unnecessary.

REFLECTIONS:



Overall even though the editing process was a bit last minute, i enjoyed it and for the amount of time given i am happy with the result. If i could change something however, i would choose to communicate more with my team to avoid some of the confusion that made this project so last minute. Lastly i'm also going to attempt to continue my edit of the Silent Woods project to further gain experience in editing using avid, thankfully though i've started using avid for personal projects and so far it seems to fit in with my pipeline. Let's see how this goes...

Using avid for personal projects seems to be a good way to train myself

3D MODELLING: Sculpting and Applying Normal Maps

3D MODELLING: Sculpting and Applying Normal Maps

During this session we are learning to sculpt in sculptris, and to add detail to a low poly model using normal maps.

We started by using the software's paint tools to sculpt an asteroid.

After this was done, we exported it into an obj model to bring in to maya

For a proxy low poly mesh we added a sphere and roughly matched the position and scale of our high poly model

Now it's time to transfer the detail over.


Using the transfer maps dialogue we chose our source and target meshes, and selected that we wanted the detail to be transferred using a Normal Map.

An important thing to notice is that both mesh's existing normals have to be smoothed for the transfer to work correctly

Also the resolution was bumped up to 1024x1024 to preserve the detail better

The result is honestly quite impressive as the low poly model looks very detailed, even though it only consists of 160 polygons compared to the quarter of a million it was before.

We also tried baking the Ambient Occlusion map as a texture (although we had to make sure that the Mayatomr plug in was loaded). Here are the results:


To fix some of the edge issues in the Ambient Occlusion map i opened it up in photoshop, selected the black areas and used the Content Aware Fill to fix the edges.

Next i painted a texture based on the ambient occlusion map
This helped as in sculptris i had made some scratches that inspired part of the texture map

Also we did this process by updating the meteor we did last week. We exported the low poly mesh, sculpted it, re imported it and transfered the maps over


DANCE VIDEO: Visual References and Describing the Project

DANCE VIDEO: Visual References and Describing the Project

After our tutorial with Rachel we had the following checklist to deal with before our pitch:
  • Storyboard
  • Synopsis
  • Technical tests
  • Description of dancers
  • Learning agreements – who’s doing what
  • Time Tabling
  • Test Shots
As shahid will be working on storyboards, and Lucy will be working on Synopsis, the main things i will be doing is the time tabling and the technical things. I will also be helping out with finding visual references

From what we've seen in class two videos come to mind:
i like this one due to its minimalistic style, something that we discussed with Rachel. I'm not too sure about the black clothes over the black background but i think it's something to discuss with the group.

Also i liked this video:
This is kinda how i'd like the sound to be designed, inspired from the dance itself and consisting of natural sounds. Also the movement in this video is interesting and fits part of the performance we want.

About timetabling, i've created a google doc that will contain our timetable, contact information and anything else we need. For sharing ideas we've also created a closed facebook group, which has proven to be really handy as we are constantly sending each other videos.



INTERACTIVITY: Rotating the Ship and making it Shoot

INTERACTIVITY: Rotating the Ship and making it Shoot

Today's lesson started with a refresher exercise to see if we remembered C# coding. We were asked to create a script with a variable that counts up every time a boolean is true, and when the variable reaches 5 a force is added to the cube's rigidbody component. The final script looks like this:


After that short exercise we started to continue our game project

We added a line of code to the PlayerController script to stop the player ship from moving out of the game screen

We then created a new class and moved four variables in to that. We then slightly updated the code to find the variables

After this we started working on getting the ship to rotate when it moves. to do this we created a tilt variable, and then linked it to the ship's rotation.

To actually make it work this line was changes

The ship now rotates when it moves left or right!

Now it's time to make the ship shoot. We created a quad and added it to an empty game object that will store the code. Then we created a new material and added a texture to it.

To remove the black edge we changed the shader to a Additive Particle. We also added a rigidbody component to the "Bolt" empty gameobject to run the code

Also we added a cylindrical colider and shaped it to roughly fit the texture