Categories
Collaborative

Week 3: Scripting and Art Styles.

This week we had two meetings to discuss the project, build the storyline and assign our roles. 

First meeting content:

For the performance, we all thought it was better if we combine virtual and realistic forms.

We came to the conclusion that the theme of our performance should be Hospice Care.

We selected the structure of the script and the general story content. The structure is divided into three parts:

  • Part one: inside the hospital, these will be realistic forms.
  • Part two: goes into the virtual world (which has 3 acts)
  • Part three: back to the real world (realistic forms)

We agreed to use Trello to stay updated on our work and the deadlines.

Trello
Meeting 1

The meeting was conducted online.

Content:

We spoke about art styles and act one would be fairly real. 

Continued building and refining the story.

We also discussed means of interaction, for example, what objects can be used for interacting with the actor 

We allocated roles and jobs for each team member.

The roles

Xiaoyan Dong
MA VR
Roles:  Screenwriter, Director, Costume and Stage Designer, Character Modeler, Unity Developer.

Jiageng Potter
MA VR
Roles: Unity Developer, Programmer, Interaction Designer, Sound Designer.

Waikar Saurabh
MA VFX
3D Modeler, VFX Designer.

Yitong Jiang
External collaborator
Costume Assistant.

Zhongge Sui
External collaborator
Actor.

Wanwei Zhong
External collaborator
Actress.

Vitus Lasrado
MA VFX
3D Modeler, VFX Designer.

Meeting 2

In these meetings, I understood the technical part of the story and I feel the story is really cool. I was also told that this was not done by anyone before and I am excited to see the final outcome. I can’t describe the technical part any further until we are done with our project. I had asked for a mood board so that I can understand the kind of tone we are going for and this will help me with the modelling.

These are a few links which I am attaching below, where they managed to combined VR and live-action together and our project will take inspiration from these works.

Story Structure

Muse (2021),Muse – Enter The Simulation (with Stageverse) [Online Video]. Available from: https://www.youtube.com/watch?v=wo8C7b_c_VE&ab_channel=Muse [ 8th February 2023].

Royal Shakespeare Company (2017), The Tempest | Cinema Trailer | Royal Shakespeare Company [Online Video]. Available from: https://www.youtube.com/watch?v=BZKtQAIE4ew&ab_channel=RoyalShakespeareCompany [ 8th February 2023].

Categories
Collaborative

Week 2: Meet and Discuss.

All the students from the MIDA programme gathered in the canteen for a meet and discuss. We had our group selections today. So we all were broken up into groups according to the topic we chose from the Padit and my topic was “From an everyday object to a fantastical object”. By the end of the station I met Jaime, Xiaoyan and Jiageng and we formed a group and discussed the storyline and came up with a plan for our project.

The MR Performance Group

When a man thinks he is dying and enters a period of hospice care, what happens to the real world around him and the virtual world in his mind? This project will explore this topic in the form of an MR performance.

Categories
Collaborative

Week 1: Meet and Greet.

Christos had asked us to choose a topic on Padlet before we attend this station so I picked: “From an everyday object to a fantastical object”. We all take inspiration from day-to-day things to create something extraordinary, similar to how Isaac Newton thought about gravity after an apple fell on his head. Many creative minds have taken inspiration from everyday things, and this is me joining them. 

This week was a meet and greet station, so all the students from the MIDA programme were gathered in the LTB room. First, there was a brief about the unit, they spoke about how we will be graded, and when the submission is due. After that, we had a meet and greet station in the canteen, so we played a small game of stone, paper, and scissors everyone got 5 lives and if you lose a game you would have to give your heart to the winner. 

Heart

It’s mostly a game of luck, and as you see, I got very lucky! I met a lot of new people and it was fun, we all exchanged our Instagram handles so we could keep in touch. 

Categories
Nuke Term II

Week 4: CG

This week’s class was about CG. We saw different channels. For now, we get to use RGB which is red green and blue but when you render in 3d software we can add more passes. This help to get better control over the highlights, mid-tones and shadows. A rule of thumb is whenever you’re following to rebuild the CG asset always use “plus” in your merge for lights and always use “multiple” in your merge for shadows.

Different Passes

There are different types of AOVs (Arbitrary Output Variable)

Material AOVs these used to adjust the material attributes or shader of objects in the scene like using the passes so you have control over highlights, mid-tones and shadows. 

With LightGroups, we can adjust the Individual lights from a 3d scene.

Data Passes also known as Utilities, in combination with these tools can be used to achieve various effects like defocus, motion blur, re-lighting, and many more.

IDs help to select an area

The layer Contact Sheet node lets you view different passes on one screen. 

Different renders from different software will be having different passes so when changing any highlights, mid-tones and shadows you needed to back it up by using a shuffle node.

AOVs.
AOVs.

We can add UV texture in Nuke with the UV passes, by rendering the geometry. You start with your geometry then add whatever texture you want directly to the scanline render. The other way is to add UV geometry scanline, render it and then to STMap to stamp channel and add the render src for the texture 

UV texture

Change only one chanal node

The position pass represents the 3d scene in colour values. Red is the x coordinate, green is y, and blue is z. You can use a PositionToPoints node to visualize it in the 3d space. A depth channel stores the distance from a point in 3d to the position of the camera (and will be moving with the camera).

PP Mask hub is a gizmo in which you can select a part of the plate and with the help of a position pass and relight an area, it is a simple way to do it and this also can be done using a normal pass.

For our homework, we had to add a car to a background of our choice and match it to the background.

Categories
Maya Term II

Week 4: Rube Goldberg Machine.

This week was the last day of the Rube Goldberg Machine and we had to render and texture the machine. We didn’t do anything much in learning, Nick was helping everyone with their projects because many students had problems with the bullet.

No one could fix the problem I had with my gear and even though Nick tried, we couldn’t fix it. I just made the ball go into the basket in the end. I am not happy with the ending but this is where we’re at, at the moment.

Texturing was fun, I used adobe substance 3d painter. Daniel showed me how to use it and it was easy. On the top, the helix, ball, beanbag, and then plinko board were textured in Maya and others in substance.

Doing this Rube Goldberg Machine, was fun and painful at the same time. I am not that happy with the outcome as there is no real ‘wow’ factor. The bullet was a pain it didn’t work the way I wanted it to. The positives were that I likedtexturing it and I got to learn new software.

Categories
Nuke Term II

Week 3: Advance Projection.

This week we saw an advance projection.

We saw simple way of using roto paint, first we needed to find a reference frame, then add a frame hold node, then do your roto paint and under the paint add one more frame holder. Under that, added a premult, after which the 3D project node for the projection’s camera, added a one frame hold on the same frame, then pass the camera from it. Added the Scanline render add a camera without the frame hold, at last merger it with the plate.

Gonzalo showed us the importance of taking the right reference frame. Without the right reference frame, the projection comes out blurry and pixelated. If you see the small door we can see the differences between taking the wrong and right reference frames.

The next thing we were taught was how to project twice in the same areas.

We also learnt about different types of Projection Artefacts

Smearing: The image looks fine from one angle but the image smearing or streaks across the object.

Doubling: This is when the projection multiplies in the geometry.

Resolution: Not enough resolution in the painting because the camera gets too close.

We learnt how to change a scene from day to night, but the important thing was how to zoom in or out with the parallax (the motion of things close to you moving faster than those far away). 

Model builder potion
Catering card
Card potions
Mode potions

As our homework assignment, we had to roto the wall and remove the tracking points in the Garage video and add some stickers or drawings on the Greece street video.

Roto node for the Garage video.
Clean up node for the Garage video.
Categories
Maya Term II

Week 3: Rube Goldberg Machine.

This week, Nick couldn’t come in because he was sick, but he sent us a video of how to make the animation. I couldn’t do any of this because I needed help with my machine, I had asked a lot of people for help and tried to fix the bullet many times but still, it didn’t work. So, I started focusing more on building an environment for the Machine. As I mentioned before, I want the machine to have a kid’s toys theme, an environment inspired by a child’s mind.

The stage is made out of a pen as the pole and the book as the platform. I made the books by referring to a video on YouTube.

Platform
Books
Close book
Open book

I also added a tv and a beanbag to create the ambience of a kid’s room.

TV
Beanbag

On the other storey, I have added and few cards and a box of cards with dominoes.

Next week I needed to fix the machine and added textures to it. I hope Nick feels better and comes in next week and helps me with my problem :’D. 

Categories
Nuke Term II

Week 2: 3D Tracking and Projection.

This week’s class was about 3D tracking and Projection, the project3D node projects an input image through a camera onto the 3D object. Firstly, we saw how to project texts on a video by using a card node, scene node, camera 3D node and scanline render node.

For the 3d patch – project on mm geo, first we need to find a mind point of the video and add a frame hold node then use the roto paint to do the cleanup, add a roto and use it on the cleanup areas so there won’t be any problem in QC We then have to give it a bluer on the edge to blend it in and add a premult, following which we add one more frame hold on the same frame. So now to project the clean-up in the moving camera, we needed to add a project node, card noes where the projection is taking place in the scene then a camera and scanline render, so in the project node add a frame hold on the same frame as before then attach a camera to that then to the project where you needed to attach the camera attach the 3D project to the card, card to the scene then scene to scanline render also added the camera to the scene and scanline render.

3d patch for project roto, from the plate, plug it into project3D then add a card at the area where you want to do the roto, plug the project3D at the cared img input, under that scanline render then roto after that project3D to revise it then copy past the same card from the top, one more scanline render, for the first scanline render just add a frame hold then for the project3D later gives the same frame hold for that last scanline render just add the camera without frame hold.

Project UV was fairly easy to understand than others, from that plate you needed to need to add project 3D then a card for which area you want then added the scanline render for that reader on the background. Add a square for changing the layout added your roto pant to do your clean up then change the settings to lifetime then premult it and add a reformat then copy paste the card from the top then scanline render and merge it with the plate add a camera to the project 3D and the last scanline render

Point cloud helps to visualise the video in 3D space so that adding an object or a card will be easy and you will know exactly if the object is teaching the floor or the safaris.

Poisson Mesh helps to visualise the video in 3D space and converts the point cloud to geometry.

Baked Mesh from pint cloud, to create this you need to change the select node to vertex and then select all the points from the point cloud then go to groups in the point cloud then create a group after that select the group then bake select groups to mesh this helps in geometry also. The other one is Bake select group this helps to understand where is your card placed in the 3d wold.

select node

To work with the Model Builder geometry node, we need to add the camera and sounds to the node following which we go in the node and then create a card to match the corner with the object you want to cover and treat it as it is a corner point then play the video if you feel that it is going off the place move it to match it again.

For homework, we had to prep the room and then place the trackers and the grind.

Home work nodes
Categories
Maya Term II

Week 2: Rube Goldberg Machine.

This week’s class was different, we had to work on our Rube Goldberg Machine. I sketched out a rough outline of what my machine should look like. 

Sketch
Sketch
Sketch

I started off by making a spiral path for a ball to start from. To mark this I had to use a helix and make the inner one small. Getting the right speed and weight of the ball was very important so that the ball didn’t fly off the path. It took me a couple of attempts to get it right. The only issue with this is it takes a long time to go around the spiral path.

Spiral Path.

Making the seesaw was fairly easy, but making it move was very hard. I had to give it a rigid body constraint. When we give an object a rigid body constraint it is important to make sure that the object is not touching any other object We must make sure that the constraint is on the right axis.

Seesaw

The Plinko board was not a part of my original sketch, but I added it later. To make this board I took a box and removed the faces and added cylinders. I wanted the ball to fall in one hole but that did not work out and I ended up making a slide.

Plinko board.
Reference.

Making the dominoes was fun. I just needed a box and I gave it an Active Rigid Body and lined them up such that they all fall down in a row, one after the other.

Dominoes.

I remember playing with gear-based toys, which, if I recall correctly used to be given for free along with some Nestle products. I thought of adding them to the machine and tried to give it a Rigid Body Constraint but it was not working out. I tried to delete it and added it again but I was still unable to make it work. So now I am going to wait till Monday so Nick can help me with it.

Gear.
Reference.

I like how my Rube Goldberg Machine is coming together but it is not going quite as exactly as I had planned in my sketch. I am happy that it’s starting to look good but I need to to add more elements to make it look better.

Rube Goldberg Machine
Categories
Maya

Week 1: Bullet

First, we saw the bases of the bonus rule, so Nick wanted us to use the graph editor to get the rule of bonus. 

We created a staircase and kept a ball on the topmost stair, changed the timeline setting FPS to 30, end the timeline at 120 and right-clicked on the play, selected playback speed and selected Play Every Frame, Max Real-time. In frame 120 move to the right view then take the ball and moved the ball in Z translate and gave it a keyframe by right-clicking on the Z translate clicking on the key selected, set one keyframe on the top of the stairs at frame 1. Did the same thing in Y Translate.

Keyframe
Selected playback speed
Moving the ball in Y translate

In the workspace on the right-hand side selectvanimation, and a graph editor will open, select Y Translate, we started the keyframe where the ball should hit the stairs and moved the tangents, to only move one tangent we need to click on break tangents, this way give the ball a fell of bonus. ( it’s not easy as it sounds 🙂 )

Insert key in the graph editor and in red is break tangents.

From poly haven, we download an ERX file to light up the scene and gave metals to the ball and to the stairs added a plane as a floor and give it Ai shadow matte. Now we had to do one ball with every less bonus, it was the same way how we created the other ball, but in the graph editor, it would be more state and not curves like the other ball, then we render it.

Rendered Ball Bouncing.

Later Nick introduced us to Bullet in Maya, Bullet is a physics engine that lets us create large-scale, highly-realistic dynamic and kinematic simulations which will help us build our Rube Goldberg machine. 

Bullet

There are 3 prominent opinions, first is the Active Rigid Body which is when the object has to move with the dynamics, second  Passive Rigid Body which is when you don’t want the object to move with the dynamics and stay kinematic, third is Rigid Body Constraint, this will help with getting an anchor point in the centre of the object and make it move like a seesaw. Using these tools we have to make a Rube Goldberg machine within 4 weeks.