I was originally inspired to do this by the dad who did VFX shots of his kids – the original was simply comping lightsabers on the kids and a photo of the remote from Ep. 4. moved in Premiere.
Then I discovered camera motion tracking in Blender.
It was rough, as this shot was very shaky, jerked around a lot and had no similar markers from the beginning to the end. I managed to bust it up into smaller clips and track those – but even then, they were atrocious to work with. I’m particularly happy with the pit and vaporators at the beginning of the 2nd clip, I like that Blender added in motion blur to match the shot – now if I could figure out how to make the shadows more intense…
Sometimes the best way to continue a project is to scrap it all and start over. I have been working sporadically on a animation set to the tune “UFO’s, Big Rigs, & BBQ” by Mojo Nixon, featuring a redneck truck driver, space alien and – of course, BBQ.
I was able to get decent results creating a humanoid figure using Sculptris (an amazing free program) and was delighted to import him into Blender, get him rigged and make him move. Problems arose when I discovered my mesh wasn’t optimal for animating, had some proportions too far out of whack and had limited ranges of motion.
It also didn’t help that my reference material (me, filming myself acting out what I wanted my character to do) was poorly acted, not thought out and too herky-jerky. It’s what I get for guzzling a ton of coffee and filming myself…
Anyway – back to the drawing board. I’m resculpting my character to better animate and instead of filming my mouth lip-syncing the song and projecting it onto my mesh, I’m adding a real mouth and will use shape keys to lip sync him to the song – more complicated, but closer to what real animators do.
Not certain if this one will pan out, but I recently came across someone looking to commission a portrait. Here is the thumbnail comp – if its a go, I need to have a final painting done and delivered by the 25th of January. Whew!
Ever since I learned that our main library branch has a ‘MakerSpace’ – that is: a 3D printer, 3D scanner, laser cutter, green screen and more – I’ve been dying to go try it out. I’ve been itching to scan a Santa doll that my mum made years ago, rig it in Blender and animate it.
Sadly – the beard and hair didn’t translate too well and there are a lot of gaping holes. It also didn’t help that the doll is over 24″ tall and the scanning platform was too small to allow the doll to stand. I did get some decent sections of the face and may use that to sculpt out the rest. My other option is to use photogrammetry (taking a ton of photos and having the computer stitch them together into a 3D model)
So – after a many year hiatus, I’ve gotten back into sharing the journey of my wildly divergent, often hackneyed, sometimes rushed forays into making Art. It looks like my new environs aren’t as film intensive as NYC, but I’ve been encouraging the missus to work on her video editing as much as possible – perhaps soon she’ll need some VFX of kids wielding lightsabers or 50 gallons of fake blood…
As for me – it looks like gamedev is the direction I’m heading in. I find that the combination of 3D modelling and animation, combined with interactivity to be the most engaging thing I’ve done for a while. I also like adding in hand-painted elements such as texture maps, and I’m sure some of my ‘gritty urban landscapes’ will be featured in my game levels – or possibly become some game levels. I recently purchased an Oculus Rift Dev kit – and after playing around with it, I’m convinced VR is going to be huge, and I want in at the beginning.
I still am painting – I just wrapped up a painting for my (now) sister-in-law, who hired me to paint a landscape for a wedding present. Other people have made mention of wanting a painting or six, so my fine sable brushes aren’t being retired just yet.
It feels good to be getting back into creativity mode – glad you could join me for the ride.