Advanced creature animation: cat

Finally we can do the advanced creature animation, I chose a cat model to do the animation. There are some reference video below:

I think it’s much more harder than the human animation, it has four legs and a lot of controller on its muscle. The important thing is the cat and human’s body structure and movement are completely, so we can only watch their law of motion to learn instead of use our body to feel the motion, so that will be much more harder to the people who first learn the creature animation.

After watching the video I kinda figure it out how the cat walking, left front leg–right hind leg–right front leg–left hind leg, then repeat.

Of course there are many muscles move together while the legs are moving. There are lots of controllers rig the muscles, I need to watch many reference videos to understand its movement.

Performance animation: acting

In this performance animation project, we need to choose three audios from film and animation, and pick one of them to do the acting and record ourselves.

The three audios I chose are form some Hongkong movies. My favorite one is a clip from the movie call As Tears Go by.

From 3:40 to 4:00:

旺角卡門-烏蠅與Tony竹館開片片段(720P高清繁體字幕版) – 張學友 食屎啦你 – YouTube

Basically the white shirt guy talks in this clip is just swearing and sneering the guy on the ground. It’s the famous scene in this movie, also it is one of the funniest scenes in Hongkong movie history. Because the face expression is brilliant and the way he talks is so funny, it’s a challenge to imitate his acting.

I choose a knife as my weapon, sit on the chair do the acting. Then I knee on the floor to act the other guy. Finally I set the camera far from the chair, showing the character leaving the scene.

Update:

In the first recording I focused too much on the face expression but ignored the body movement. Therefore I do the second acting, just to fix some body and camera movement.

The second take video:

Lighting 01

The role of lighting TD in VFXResponsibilities:

●Assemble all the CG Assets in the shot from the upstream departments

●Design and implement lighting setup in shot to meet supervisor’s art direction

●Create production quality CGI with optimal render settings in respect to resources available

●Provide compositing team with the CG render elements required to deliver the shot

Skill requirements:

1.Understanding real-world/ studio lighting and photography

2.Knowledge in Physically-Based Rendering

3.Problem-solving ( from the Pipeline point of view )

4.Scripting ability ( For example: Python )

Understanding real-world lighting and photography :

Help the artist to understand the motivation of the lighting design on-set and analyze the lighting methodically in order to replicate the look in CG.

1.1.Three-Point Lighting

1.2.Lighting Ratio

1.3.Quality of Light Source

1.4.Color Temperature

1.5.Creative Setup

Identifying those techniques from the plate / reference and re-create the CG lighting:

1.1.Three-Point Lighting —————> Position and the direction of different light sources

1.2.High-key and Low-key Lighting —> The contrast ratio of the Key and Fill on the subject.

1.3.Hard and Soft Lighting ————–> Transition from the Light area to the Shadow area

1.4.Colour Temperature —————–> Define the time and space of shot is taking place in the story

1.5.Creative Lighting ———————> Adding complexity to the lighting of the image

Houdini 02

Vex and VOP:

green is for vector, blue is for integer
playing around with the vop

DOP particle system:

dop net work and pop network are the same things.

pop object is create an object inside the dynamic, it’s goinng to be a container for the particles.

pop source

pop solve

use the flip book to see the result instead of real-time simulation

key nodes for this week:

timeshift, scatter, pack, unpack, popwind, popforce, popdrag, gravity, pointvelocity, copytopoint, bind, bindexport, fit, ramp parameter

found the stepping problem
solved it

Houdini 01

First day learning Houdini.

Note:

SOPs = Surface OPerators or geometry nodes that are inside an object folder. These are used to construct and modify geometry. Any kind of geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. Simulations read in geometry from SOPs and passes this data in to the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to apply to geometry. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more.

VEX = Vector Expression Language. The code language used to write shaders. VOPs are wrappers around VEX code snippets.

CVEX = Context agnostic Vector Expression Language. This has replaced all the VEX specific contexts throughout Houdini. It is a generalized language that uses the same environment and functions anywhere inside Houdini.

COPs = Composite OPerators in composite type folders. Used in image compositing operations.

ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.

CHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. Most users safely ignore the CHOP context, and so can you, for now. Put it on the “get to it later” list when learning Houdini. But definitely keep it on the list

modeling in procedural way:

Collaborative project week8

Finally we finished this animation, models are fine, riggings are good, the whole scene are designed well, sounds are very good, but the animation…Doesn’t seem connected after we linked each part together, probably everyone have different animating style. Evanna as our collaborator from VFX, she was not only creating the good effect but also build nice good looking scene. Our collaboration is very well-off.

I have done my job, I have learnt some basic hard surface modeling and rigging skills, very proud and happy to see my own character moves. At the same time I found some problems in the working process, for examples my model’s topology wasn’t normative enough, it cause so many problems on the weight painting and face rigging. There were also some issues on the arm rigging that delayed the starting date of animation process. But the good thing is our team have solved all those problems in time, I also learnt a lot from it. I will bring these experiences into my next project.

My character hasn’t finished yet, I will keep make it looks better, do the texture, mapping and try to make another solo animation for it, then do the rendering. I will keep posting this process on the blog. For the next term, I will continue to learn more about modeling, rigging and animation, these things are what I’m decided to do in my future industry life. I will keep learning some new things like Xgen, muscle system and advanced creature modeling and animation such as some animals, monster and dragon. But it doesn’t mean I will stop learning Houdini, I have very high interests in procedural modeling and visual effects, I sure these things will also be my direction in the future, even I will spend lots of time on it.

Final video link:

Collaborative project week7

Finally the animation stage. Each of us will be allocated with some layout to do the animation. We only have 11 days for it because we have spent so much time on the modeling and rigging. But 11days is good for me to do the previs animation, not sure about the others.

The layout that I working on is a action showing the girl dodging the bullet from the man’s shooting gun. For making it looks more attractive, I redesigned the action and the camera movement. I let the girl hits the bullet with the sword at the same time she dodges the bullet, then jumps to the air and spins the body to arrack the man. I personally really like this way of attack, fast movement, crazy body pose and coherent shot, I may have been effected by anime.

Switching the IK to FK is fun but quite annoying.

For making the shot looks more exaggerative, I scaled the bullet to make the crazy perspective.

what the bullet looks like in the shot.
what bullet looks like in perspective view, from big to small.