Sunday, November 30, 2008
jumping cameras and tropical settings
Also, while building the second new scene (tropical), I stumbled upon the paint effects tools and found out two things that I did not know before: 1) it's rediculously easy to use and 2) you can apparently convert paint effect meshes into polygons. When I saw they had palm tree meshes as one of the paint effect brushes, I proceeded to paint and convert a nice little island of trees that looks really, really nice:
I will likely run into some small looping problems with the trees, as the tree meshes sway naturally with some kind of artificial wind. I have no idea how to control it, so I will either just deal with it as is and have it jump every 4 seconds, or I found out that if you duplicate the objects, they lose their animating properties and remain entirely still. Which route I take depends on how badly the jumping is between clips... Also, I wanted something thrown on the right side, so I made and textured a little flag sign thing that says 踊り, which is Japanese for "Dance." I don't have the little fire tiki things holding up the stage yet, but it's getting late, and I don't think I'll be able to work on it at all tomorrow, so I'll post what I have so far.
Wednesday, November 26, 2008
Looping woes and fixes
With that in place, it was just a matter of rendering out the camera movements. I wanted to set up a particular framework so that the other two scenes could be done much more smoothly. Essentially, I am going to leave all the camera and aim animations the same, as well as the position of the floor and replace everything around those elements to re-save into a new file. That way there is perfect continuity between location changes. I got out some old fashion paper and wrote down where I had the cameras place in terms of timeline frames:
1-40: Drop down intro
67-79: Dolly shot from center to right
79-91: Dolly shot from right to center
91-103: Dolly shot from center to left
103-115: Dolly shot from left to center
116-235: Center loop (4 seconds)
236-356: Right loop (4 seconds)
357-477: Left loop (4 seconds)
About halfway through notating frames, I realized that the start and end frames were in identical locations to the loops. So I cut one frame off each end of each of the dolly shots (68-78, 80-90, 92-102, 104-114, respectively) so that they would fit nicely into the loops and there wouldn't be any potential stutter when switching between clips.
So with this in place, I can delete all external items (besides camera/aim and floor) and replace them with the other setting(s) and re-save them under the appropriate names and such.
WHEW... deep breaths...... OCD OCD OCD OCD.......
Wednesday, November 12, 2008
Footage shot, test composite made
As for the content, I had originally planned on using a multi-camera setup to record the front, and either side about 30º off center. But I didn't have enough horizontal green screen space to do so. Luckily, I can just simulate the change in direction in Premiere. It will look similar to the flat characters in Parappa The Rapper; the first big mainstream music game available for PlayStation.
Anyway, I had been working on one of the 3D stages, and wanted to test the footage out, so I threw together a quick little keyed composite. Its still a bit crude and missing most of the graphics (as well as needing tweaking on camera angles and looping problems with the render clip), but I wanted to make sure the footage all worked so I wouldn't need to re-shoot anything. I uploaded that short clip to youtube:
Youtube doesn't seem to make good sense of the widescreen render, but it will work for the final medium on DVD.
For comparison, here is a video taken straight from the actual game that I am trying to pay homage to.
Tuesday, November 4, 2008
At my wit's end!
So what this means is not only did something happen to my reservation for room 140 (the blue screen room), someone else seems to have reserved all time slots for the following three days; including Friday. I am sick and tired of dealing with this facility and I will no longer be using it. After my final class today, I am stopping by a fabric store to pick up some chroma green screen fabric and will shoot it in my garage. I have a lighting kit and I am using my friend's professional camera anyway, so I don't think it will be that bad.
I have been putting off building the 3D models for the scenes, as I was assuming to have my shooting done and would be working on that instead. I did spend a small amount of time preparing the 2D graphics and animating them to the music. I have a simple beat blink that is synced pretty well with the music, but nothing noteworthy enough to render out and upload to youtube.
As far as the 3D models are concerned, I have some rough preliminary sketches of the three different scenes, and I designed them as such so it would be simple for me to build in 3D. I will begin modeling the scenes probably tonight after watching election results. I should be able to get at least one of the scenes done by tomorrow morning before work.
Friday, October 31, 2008
Blue Screen Room Booked
Now, if for some crazy reason the blue screen room doesn't work out, I do have a backup plan of using my own personal lighting kit on some chroma green fabric that I have. It's not as much, so it would be harder to work with, but at least I'm not up a creek without a paddle should the blue screen room somehow fall through.
Tuesday, October 28, 2008
new possible shooting arrangements
Planned shot list for green screen shooting
Monday, October 27, 2008
frustrations
I managed to get a simple workaround for the mismatch in rendering resolutions using widescreen. It's a trick I picked up from a project I did on my own some time ago using just a black and white rectangle the size of the screen. Anyway, long story short, if I render scenes out of Maya in 854x480, for some reason, it will perfectly fit with the standard NTSC widescreen DVD settings and not need stretching once inside premiere.
I'm also working on a timechart to organize what shots I want for different segments of the song. This will help both in the shooting phase and the editing phase for organizing and keeping track of shots. I'll get that posted up as soon as I complete it.
Tuesday, October 21, 2008
Green Screen/3D environment Composite Test Video
This is a test video I compiled using a basic 3D room I built in Maya and some test footage I shot of a small figure in front of a green screen. I seemed to have worked out the kinks of getting those two forms of media together, so it's on to the next set of things now while I wait for my dancer to get ready to be filmed.
Saturday, October 18, 2008
testing phase update (2)
testing phase update
I want to have something to show for my progress by next Tuesday, and my work schedule is proving difficult with 40 hours this week. So worst case scenario, I will just continue with my testing using a still image until I can find a solution to my movie rendering problem.
Monday, October 13, 2008
Song picked
Saturday, October 11, 2008
Project Description
Project Description
For more than ten years, I have avidly followed the genre of videogames known as music and rhythm games. Today, games like Guitar Hero and Rock Band are staples in American pop culture, but there are many important and pivotal games that preceded these. The one that I will be focusing on for this project is a personal choice as the one which really stood out to me; the first title to really grab me into the genre. It was released in America under the name of Bust A Groove (known in Japan as Bust A Move).
The premise of the game is to pick a character, and through rhythmic button presses and timing, get that character to dance against opponents to a variety of songs. There were “attacks” and “dodges” thrown in, but they were not substantial parts. At the end of the song, whichever player performed best was considered to have won that round and move on.
My project seeks to re-create this gaming experience using a live actor and digital environments. After a brief intro sequence, the video will transition straight into the “game” mode, where all on-screen graphics of the game should be pretty successfully represented.
This project aims to pay homage to the early console music and rhythm game genre as well as test my personal technical skills in 3D graphics rendering, video compositing, green screen keying, and 2D animation in Premiere. I have the tools at hand, and more-or-less, the know-how, but I’ve never done such a comprehensive project before. I am excited for it and hope I can complete it to my personal satisfaction.
There will be a full timeline posted soon. So far, I have a tentative timeline optimistically running up through Week 7:
Projected Timeline
Week 1
- Passed
Week 2
- Scrap over-ambitious project and begin planning on backup project
- Work on song selection
- Find out procedures for booking green screen rooms on campus
- Discuss song choice with dancer, send song to dancer, dancer begins choreography
Week 3
- Begin video graphics tests pre-shooting (test all premiere effects and make templates for later use)
- Book green screen room for week 4 (perhaps 5, depending on dancer’s availability and choreography completion)
- Write and Storyboard opening scene
- Contact friends to play roles for opening scene
Week 4
- Shoot opening scene
- Begin editing opening scene
- Possibly start shooting green screen dancer
- Continue video graphics tests/template making
Week 5
- Complete editing opening scene
- Complete shooting of green screen dancer
- Continue graphics templates and begin syncing them to music
- Begin 3D modeling for stage
Week 6
- Edit footage of dancer into project
- Continue 2D graphics
- Continue 3D modeling
- Run 3D test renders into Premiere
Week 7
- Complete 3D modeling and begin full rendering
- Begin compiling renders into premiere
- Continue 2D graphics syncing