Monday, January 12, 2009

i just couldn't let it go...


i couldnt go to bed tonight without filling out that bar and those tables. i promised myself not to spend too much time on it, so i made a quick hot chicken plate complete with celery and some simple octagon glasses and beer bottles to spread throughout the room. i don't think i'll need any more garnishment for either the tables or bar, and my mind is now at ease. o_O



here is a high res render of the club scene to see the food and drink placement as well as a test of my disco ball lighting.

winter 09 quarter update

well it looks like i'm just going to continue my work as scheduled. plan is to be completed with the club scene by the end of next week so i can spend the rest of the time with overlay graphics and final touches. i've spent most of the winter break relaxing and haven't done much with the project. that said, i think i will still be able to complete the project within the given time frame.

as far as specifics go, all i need for completion of the club scene is an array of "atmosphere" lighting that can blink randomly enough to work while looped. modeling is more or less done other than the center section and minor details. if i want to get fancy, i'll try to make a fog or mist along the floor, but it would have to be done in multiple layers so it can be both in front and behind the dancers. it would look REALLY cool if i could pull it off, but only if i have the time.

i'm going to re-work the layering that i use in the .psd file for the overlay graphics just to make it easier for me to use in Premiere. like, i really don't need four separate layers for four static image elements for both players. i can consolidate them to a single layer.

Sunday, November 30, 2008

jumping cameras and tropical settings

Got some neat stuff accomplished recently. I finally got all the camera movements taken care of and rendered out the entire first scene. I have a video clip of that available here:





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

I ran into headache after headache trying to manage all the syncing for the spinning fan in my camera loops. I wanted to use segments I could jump between easilly but ran into continuity problems left and right when dolly shots came into play. There would need to be the center loop, a shot dollying to the right, and then a loop on the right. Getting all that to sync up to the music while also keeping the spinning fan in proper motion illusion drove me absolutely nuts. After consulting with Professor Moore yesterday, I came to grips with my over-calculating OCD and decided to drop the fan entirely. I also took up the advice again today when trying to think of an alternative. After about an hour of not getting the cloud particles to properly look or animate like steam, I cut it entirely and just used a metal grate over the opening (to save time and effort, its the same transparent chain link fence texture used on the floor).

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

Got the footage all shot yesterday after a good hour and a half of setup. As expected, it took quite a bit longer than I had planned, and I ran into more than a few hiccups here and there. First issue was the lighting. I have two light kits, but I was using the outside light from the garage door as a third source. As the day went on, the earth apparently turned and the light was encroaching on the screen. So throughout the afternoon, I had to lower and lower the door while upping the exposure to compensate. It worked out well in the end, and we got all the shots we needed though.




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!

First of all, my work had scheduled me to close on Wednsday, thus nullifying my ability to shoot that night. But it doesn't seem to matter much anyway, because when I went in today to change my reservation from tomorrow to Friday (when I am scheduled to open, and will be free in the afternoon), I arrive to see this:


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

I finally got a date nailed down for shooting. First of all, the green screen setup at the middle school was only temporary, so that's out. But as for the room on campus, after finding out that Thursdays were no bueno, I reserved the overnight block on a Wednsday (Nov. 5th). We'll be getting in there around 6pm and will have pretty much the whole night to film. With the shot list I posted last time, and the availability of multiple cameras, I can't imagine shooting would take more than an hour or two. But should some issues arise, at least we'll have plenty of time to work them out. I already plan to bring my own lights, extension cord, and power strip just in case. I also plan to direct-feed record onto my laptop for at least one of the cameras, just so I can make sure the footage is workable. I wouldn't want to get home with a bunch of footage that turned out to be unusable for one reason or another (too many shadows in bluescreen, angle cut off, cropped wrong, etc).

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.