WEEK7 EMERGENT TECHNOLOGIES-Motion capture

na zdjęciu mężczyzna w kombinezonie do Motion capture

Motion capture is a technique for recording and processing the movements of people or other objects.

Traditional three-dimensional animation mainly with the help of MAYA and other three-dimensional software, such as the production of animation effects, its animation character action also through the animator in the late use of K frame adjustment. This approach requires a lot of human, financial and material resources and is not very efficient. And some of the movements are too complex, and the effect after the k-frame is often unsatisfactory. The most obvious advantage of motion capture technology is that it can significantly improve the effectiveness of animation production. This is because since all movements are performed by a human being. This allows even very complex movements to be made. The computer can also simulate them, so that the best results can be achieved.

Thanks to the creation of motion capture technology, more science fiction films have been brought into our world. For example, the princess of the Nami tribe in the earliest Avatar, the fierce Gollum in The Hobbit, the gangly stuffed bear in Teddy Bear and many other classic characters. They were all brought to life by motion capture technology. And it’s not just in films that motion capture technology excels. It is also used in games and other areas. EA’s NBA2K and Fifa, for example, use motion capture technology to record the movements of athletes in their games. This gives players the most realistic experience in the game.

In summary, motion capture technology currently has outstanding advantages in all areas of creation. And it has influenced the whole environment of special effects. It will also have even better developments in the future.

Nuke WEEK 7

nuke, this week was spent learning the node of colour grading, and the different modes of colour grading, and rendering different effects, and finally compositing and exporting after the colour grading was done.

The nodes merging and reformat are mainly described here. Here the two screens are mainly merged. The final output is performed.

This is where the node premulty is introduced; the main function of premult is to multiply the input rgb channel by its alpha.

The main focus here is on the several colour modes and the main features of each one.

The final assignment was to make the two scenes more natural by toning them. I changed the colours of the planes and the contrast of the background to give the whole scene a more natural look.

Nuek homework

This week’s assignment was to replace the screen on the phone.

First I trace the phone screen and then bake the path. The replacement phone screen is then replaced onto the path.

Afterwards I rota the hand due to its obstruction. with the roto, the roto and the video are copied together. This way the hand is not under the replaced object when it touches it.

Finally, make the adjustments to the replaced object. Finally the entire screen of the phone is replaced.

Nuke week 8

Nuek has been learning mostly about track and replace this week.

First we start by keeping track of the items that need replacing. For example, this one needs to be replaced by a TV. First we track the four corners of the TV.

Once tracked we can bake paths to make our objects follow the tracked path. This allows us to replace items. We can also edit the replacement items by using properties such as deformation.

Maya week 8

This week Maya focused on learning how to layer renders for import into Nuke and to make the whole face mapping more realistic.

First we found texture maps online that resembled flesh and then used photoshop to blend the textures with the face material. This gave the figure a flesh like texture on the face. After that I added a few more scars to the face. This also made me feel very happy with the result.

Afterwards, using layered rendering in Maya, six different layers are added to the model. Batch rendering was then performed. Import the sequence frames into Nuke for colour grading.

Light in Maya is also very important. I have created two point lights and one side ambient light. This makes the whole model more realistic.

MAYA WEEK 7

This week we focus on using the shape editor to create human facial expressions. We made people have various expressions. For example, smile, angry, etc.

Before starting to make it, the teacher asked us to bind the bones on the head. After building the bones for skinning. Finally assign the weights to each place.

Afterwards, the facial expressions are created through the shape Editor.

I mainly make 8 expressions. The most difficult one is the kissing action. Because the kissing action is not only the raising of the corners of the mouth, but also the influence of the muscles on the side. So the adjustment of the whole movement needs hen’z

And the shape editor can be used to constrain the timing of facial movements to create a combination of facial expressions. For example, the rise of the corners of the mouth and the rise of the eyebrows are synchronized during anger. This can make the expression more realistic.

Similarities between Citizen Kane and Rashomon in terms of narrative structure

Rashomon is a 1950 film by Japanese director Akira Kurosawa, based on a novel by Japanese author Ryunosuke Akutagawa. Citizen Kane, on the other hand, is a film by Orson Welles made in 1940. Although they are 10 years apart and on two continents. But the two films have many similarities in their narrative structure. And they have inspired endless films since.

Both films use non-linear narrative in their narrative approach. Citizen Kane tells the story of the life of newspaper king Kane, opening with his death and using the unsolved mystery of the rosebud as a thread throughout the film. In the search for the truth, the journalists interview five people close to Kane, in turn, recounting his near-legendary life from his childhood through to his death. Through his life experiences and the rise and fall of his career, the audience is presented with the complex facts and truths behind a capitalist myth.

Rashomon tells the story of the murder of a samurai in the Heian-kyo era. The woodcutter, the robber, the wife of the deceased and the witch are all called as witnesses for questioning, but surprisingly, they give very different and contradictory testimonies, and the case is full of doubts.

Both films use a multi-perspective narrative approach to an event. Again, the whole story of the film is made more confusing by the unconventional chronology. The advantage of a non-linear narrative is that it adds a sense of suspense to the story. It makes a simple story even simpler. It allows for more reflection and immersion. It is this kind of narrative that appears several times in Quentin’s subsequent darkly humorous films. It has become a common approach to suspense films of later generations.

Nuke week 6

This week’s Nuke was mostly about learning Roto and tracking.

First we start by intercepting the head of the figure using roto. This will give us a separate Alpha layer

We then track the surrounding columns in turn via the tracker node. In this way each pillar has its own corresponding Alpha layer. This also lays the groundwork for the replacement later on

After that I traced the whole person’s arms as well as the legs. Through this lesson I became familiar with the use of Nuke’s roto and tracker nodes. All in all it was a very productive session!

Maya week 6 (2)

This lesson focuses on creating a series of simple movements with a skeleton-bound miniature. This lesson focused on creating a ball pick-up action.

First I’ll start by k-framing a few of the main moves. The main ones are the bending motion and the reaching for the ball.

The main thing after the big motion as a whole is to get the ball off the ground and out of the restraint of the ground. Afterwards the restraint is attached to the hand. Here the main thing is to k-frame the ground ball restraint before the villain picks up the ball. After the next move the hand is lifted from the ground to remove the restraint of the ball from the ground. The restraint is then transferred to the hand of the little man and k-framed. This completes the entire ball movement.

Afterwards, to make the action more fluid. I added a few more details, such as adding some limb wiggles and little head-turning animations. It makes the movements look more realistic.

Finally the action curve is tweaked a little. Make the rhythm of the movements smoother. This is the end of the animation.

Maya week 6

This week’s Maya focuses on teaching us how to build a skeleton and how to create character animations and movements.

In Monday’s lesson we started by building a simple robot model using square polygons. Then we used the rigging system to create six bones to build the bones of the figure’s legs. When the bones on one side are built, use special copy to copy one side of the bones to the other leg. And add a joint to the figure’s hip bone as well. Make a parent set relationship between the bones of both legs and the joint on the hip bone. That’s how the leg bones are created.

Once the bones are created, the next step is to create the IK. First, create an IK in rigging to connect the joint of the thigh to the joint of the heel. Then create an IK to connect the heel to the IK of the foot. Finally, create an Ik to connect the joint of the ball of the foot to the joint of the toe. This way the IK of the leg is created. Similarly, the other leg will also be Ik production. ik production is complete after the foot ik all set to sticky so that when you move the character when his feet will be bound to the ground.

After the skeleton of the entire leg has been built up. To facilitate movement we bind the key joints to the curves in a parent set relationship. This makes it easier to manipulate when adjusting the animation.

Afterwards learn the laws of motion of a small ball. Start by making a small ball with no bounce to roll down a staircase. First use two curves Loft to create a staircase. After that a spherical polygon is created. Then the state of the ball is keyframed in the first frame.

Afterwards move the cursor to frame 100 to move the ball from the top to the bottom of the stairs. Afterwards the xy axis is adjusted to the right position according to the position of the ball on each flight of stairs. This completes the whole movement of the ball down the stairs. At this point open the animation curve tool and adjust each curve. Adjust for a natural way of descending the stairs. The ball rolling down the stairs is now animated.

After that a bouncy little ball is created. The steps are the same overall just in the adjusting the curves section. In order to make the little ball bounce. The slope of the curve needs to be adjusted to be more inclined.