This week I animated the robot arm, made it match the video and rendered it out.
I started by creating a new camera and keyframing it in the timeline so that the camera would not shake during the move and so that the arm would always be aligned with the reference video.
I then animated each key action,This is how the robot arm animation was created. To cover up the arm part, I made minor improvements to the shape of the robot arm before setting up the animation.
First process the video through AE, roto brush to select the object to be removed. The purple part is boxed successfully. The excess is removed by holding down the ctrl key.
Then click on the inverse selection so that you select the rest except the arm, then freeze the video and it will show the video with the arm already removed in a transparent layer.
When the arm is selected the roto brush will automatically track the other frames, When the arm is selected the roto brush will automatically track the other frames.
After choosing to use the roto good arm here I froze the video.
This is the effect after removing the hands, the black areas are transparent.
Using the png image sequence export keeps the arm part transparent so I can see the video reference in Maya.
We have completed the modelling mapping of the robotic arm. This week we recorded the video of the robotic arm, followed by Nick demonstrating how the green arm was removed. And how to import the finished video into Maya. The first step is to put the green gloves on the arm and then find a small scene to start the show and record the video.
Cut out the arm in the video editing software by chroma keying. This way the robot arm can be better integrated into the scene in the 3D software.
I tried wearing black gloves for the video and did a series of grabs with my arms. I will remove the arms in post by editing.
Video editing software
The professor used the software “DaVinci” to remove the parts of the video that needed to be cut out. Or used After Effects to remove the objects I wanted to remove by using chroma key or roto brushes.
I briefly tried to light the robot arm, but the flat type of light did not quite work for the robot arm. To integrate the arm better into the scene and make it look more natural, I will next try other light sources such as spherical ambient light.
This week we concentrated on adding more detail to the arms and doing the finger rigging. We learnt how to make the finger change direction by means of the actuators and changing the controller values 0-10 to adjust the movement of the finger.
This can be used in many ways, for example to make a deformable robot arm, or to enrich the details of mechanical devices such as the hatch of a spaceship or a control lever.
I improved the wiring of the arms and chamfered the bends, then named the large arms, small arms and palms in groups. Finally the whole thing was imported into Substance Painter to create the mapping. I wanted to create a new flexible arm that looked light, I focused on creating a metallic texture and I tried some highly reflective, low roughness materials in sp.
I’m making a texture at sp, choosing different materials to put in the layer. One is a single layer material, I will use a copper texture and change its colour in the layer to make it look like silvery metal.
Refining last week’s preview video, here’s the final version.
This semester’s course has given me an understanding of the principles of split-screen and a lot of techniques for making short animated films, including character design, shot design, set design and construction, character movement design, how to use the camera in a 3D scene and much more.
George guided us through step-by-step improvements to the preview subplot, explaining how to make the story look more logical and engaging, and how to make the characters act in a more natural way.
Summary
George’s one-on-one corrections were very attentive and patient and made a huge improvement to the animation I was working on. I learnt a lot of techniques from one mistake to another and this knowledge has allowed me to make better animations in the future.
This week has continued to change the footage for the final project, changing some details, movements etc. The professor has made very helpful comments such as changing the position of the characters, and the little girl being afraid acting details etc. Some shots have also been removed, all of which have made the short film better.
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Shot of the monster appearances
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The girl finds the lamp and focuses on it not realising the monster is next to her, the camera pulls away to allow the monster to come out. The original shot here only showed the monster’s huge hands, and the torso. At the suggestion of the professor I changed the shot to show the head and shoulders of the monster so that the audience could immediately see what the other main character looked like and know what kind of danger the girl was facing.
Shot of the girl scared
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A few more details have been added here than in the original where the girl spots the monster and just ducks away.
The girl turned her head out of fear when the monster reached out for the lamp. Girl covering her head with her arms,
Shot of monster repairing lamp
In the previous version of the shot, the monster fixing something with its back to the girl was a close up to the waist and was in a still frame. With the professor’s guidance, I brought the shot closer and animated the monster’s arms so that he moved from side to side to look like he was fixing something. This made the plot that the shot was trying to convey much clearer and more vivid.
I had some difficulties with the movement design and it was difficult for me to create vivid movements for the characters just by imagining them.
For this reason, I had to find some reference videos. George suggested a film that I could use as a reference, “Monster Inc”. I was inspired by the interaction between the little girl and the giant monster in the film, for example, the scene where the monster scares the little girl and she falls to the ground, turning her head and tilting her body away from the monster, which I used as a reference for my short film when the lantern is taken by the monster. The body language and expressions of the characters in the film helped me a lot
This is the movement after the adjustment, where the protagonist covers his hands with his hands, turns his face away from the monster, shifts his weight down and leans in the same direction.
Continue to refine the lens this week. The video can be seen changing some details based on George’s suggestions and making some adjustments to some of the shots.
This week’s video has the following footage that could be further adjusted:
1.Last week I added a shot of a girl walking into a cave, and this week I’m going to flesh out the details of that shot. Firstly to bring the shot in closer and highlight the character more. Then there are changes to the movement, with the girl first holding one hand on the wall and her body leaning forward like a still to look ahead. Then she walks forward again, stopping when she reaches the centre of the shot and looking to the left and right.
Should have changed the size of the figure in the shot to the red lineThe original shot1The original shot2The original shot3
2.The close-up of the girl looking left and right was deleted because the girl was already doing so in the added shot of the walking cave.
3.Make the shot of the protagonist seeing the building inside the cave last an extra second. And add an action. The protagonist is struck by the scene and then discovers that the lantern she is looking for is on the ground not far away. To segue into the next shot of the protagonist picking up the lantern, add an action at the end of this shot of the protagonist running out of shot to the right to pick up the lantern.
This week has been a further tweak from last week’s preview video. This week I have reset some of the camera positions, changed the movement of the character movement, changed the speed of the camera movement etc. It made the shots more fluid.
The process
I changed the character movements in Maya and set keyframes at different points in the timeline.
When I adjust the action before, I have to turn on the controller that shows the character, and then turn it off after I have adjusted it so that the controller is not shown when the video is exported.
The camera position is then changed according to the set character movements.
Finally export the video via preview,Right click on the timeline to export the preview video.The inside of the viewfinder is the final export, I was more concerned with the composition inside the viewfinder
There are a few things that could be improved in this week’s video and I have ranked them below.
1. This series of shots is about a young girl who finds a broken lantern and starts to chase it.
The first shot shows the girl with a worried expression, the third shot shows the girl chasing the lantern as fast as she can. The third shot shows the girl chasing the lantern. The middle shot of the girl chasing the lantern has been removed to make the plot more concise and clear.This way the action of the first shot can be linked more coherently to the third action, where the girl is surprised and then immediately runs.
2.The girl follows the lantern into the hole, this shot lingers for an extra two seconds.
3.The girl walks straight into the cave and instead the girl first peeks out from the right side of the camera, looks around carefully and then walks towards the camera and stands in place looking around.
4.Zoom in on this shot and change it to a close up.
5.Change from flat to elevated view
6.This set of shots shows the monster picking up the lantern and turning around ready to place it on the workbench for repair.This shot has been removed here and replaced with a close up of the monster above the waist and then the monster turning around
7.Change the position of the two main characters to be closer to the centre of the picture overall. And turn the front of the characters slightly towards the viewer. Move the girl slightly to the left to pull the two protagonists apart.
Double Worlds has encountered difficulties at each stage over the past few weeks, but we have helped each other overcome them. During the pre-research we worked together to consolidate various materials, conceptualise the story together and divide the work on the scenes together. It also made me appreciate that hands-on practice, independent exploration and collaborative communication are one of the important ways of learning, and the interdisciplinary collaboration allowed me to understand the workflow of visual effects and meet many friends from different disciplines, which was a very valuable experience for me.
My role in the group was mainly character design and the production of lab scenes. The design and production of science fiction scenes was a challenging and interesting process for me. The scenes are designed to show colours or textures depending on the universe, the setting of the story, like in Inception or Star Trek where humans have gone beyond the limits of current technology to go into dreams, or travel through time, or interstellar travel.
And most science fiction films have extreme spatial expression effects, with spatial sharpness, dark expressions, metallic textures, transparent glass textures and many other textures. There were some difficulties in the production of the scenes, which were eventually solved after a lot of fumbling and experimentation. I am very grateful for the support and help of my teammates as we worked together to find solutions to our difficulties. I really enjoyed this collaboration and I look forward to more opportunities for interdisciplinary exchanges in the future!
FINAL VIDEO
THE PORFILIO VIDEO
Team members
Visual Effects:
Yafang Zheng :
Cinematographer
Compositor
FX
Artist
Editor
3D Computer Animation:
Yuhan Lin :
Character design
The green screen and play the role
Model: Science lab
UV and texture
set up lights
cameras
scene integration
video editing: stream of consciousness clip
Jiaruo Zhang :
Storyboard
Shoot
the green screen and play the role
Model: house
UV and materials
Light
camera
FX: water&snow effects
Animation:cat
Zhuolin Feng :
Story script
Character design
Shoot the green screen and play the role
Modeling the street scene