I
would like to share my experience about making of short movie, only
by yourself. Well almost. This movie was created for CGSociety's
competition "Strange Behavior",
2007. In fact,
it was
very hard
task, because strange behavior
can be
interpreted by different persons in different ways.
And so it was, during the competition. For someone, entry
made by someone else
was not at all connected to strange
behavior, or vice
versa. And why other's
opinion
should
matter? Well,
this competition was of open type - you show your work in progress in
your Forum thread, and your rivals/other competitors can give you
comments, observations, useful advices, critiques etc. Very
interesting concept.
I personally think that this concept should expand also on judging,
and make it
more open to public!
Anyway,
my will to make something considered as strange
behavior was so strong (in my opinion) that it became very weird...
so weird that I even received
this comment:
:"damn buddy this is
moving from
strange to psychotic. i
mean sorry to say
this but I'm a bit
disturbed by this story
of ours. first I thought
it was just a
funny story abut a hen
who cooks her eggs
but now its turning into this serious thing where (if u c it from a
human perspective) a mother kills her child... mmmm I guess its a
good idea to think abet
this thing a bit
more...".
Well,
it is in fact true, and then again maybe not. Depending onyour point
of view, and how
deep you are going to think about something, and in
which way. At least, it depends on strength
of one's nervous system. "npantic I have read your storyboard. This
story has a Medea style. Three years ago I see an oil
picture of
a woman that was cooking her baby. Her face was the face of a mad
woman. She had
a very interesting face. I don't remember the author. I think that
one of the most important thing of this animation is the facial
expression of hen. I am interested to see the animation of the hen's
face
when frying
the egg. " . That was reply of another person, which approves
that we are all different... someone like scary movies, someone do
not!...
"I've
read you storyboard, and no matter what you end up with,(deep
or shallow
meaning) the story should be simple. Personally I really loved the
idea, a hen cooking
her own eggs! And thats all I need, I laughed!"
"lolling
all over this... Can't wait to see the cookup!"
Anyway,
I admit that my storyboard had some changes from simple to more
complex. When
competition
started
I had simpler
idea and I
wanted to
create shorter animation with not so much meshes and complexity. But
greed devoured me. As i advanced i started to "hallucinate"
about more and more weird
story elements,
and following that I started to plan and create more and more props
for the surroundings. and
I
in my head I imagined
longer and more
complex animation... that
at last reached the limit of 2 minutes. That epic development of the
story
and raise of
its dramaturgy gave me more strength
to
work on the project.
Also it seamed to me that if
I create something bigger and heavier, somehow it will be better and
more valuable....
First
steps-modeling
After
initial sketches I rushed
for Lucy and modeled her
quickly
in Wings3d. Wings3d? Wow,
it is a great modeler.
Very spartan one,
very minimalistic. A little, Grey
gem. You
can model great things
with this open source
masterwork
if you have nerve to give it a try!
Well...
you probably noticed that I did
not create
detailed plan of my work. Such competitions,
a nonprofit project that was in fact a great learning project for me,
give
me that freedom, to taste quick little successes, to taste fruits of
2-3 hours work sessions materialized
in
Forum replies. That of course gave me the strength
to proceed further, because the strength
was what I needed - most of my working hours was "tired"
evening/night hours, as I work full
timeat
a
design company and
have family to care for.
"Great
start, Nenad. That's some very nice modeling
with Wings, too. I started using Wings myself about a year ago; it's
really quite a nice program, and it can compete very well with some
of the commercial modelers.
I never really
got into Blender myself, though it looks like you really know how to
push it to its limits." - yes, such comments
can give you a moral boost!. And yes, my main application was
Blender. Blender, the king of Open
source
art applications - name that in
the eyes
of many
people materializes the
picture of
impossible interface
and a dangerous path
where you can do nothing but tremble in fear that something does not
go wrong!
Meditation
about Applications
There
is a vast number of 3d applications
around us, and
2d applications too...
and they have their
power, and price. I test
(installing and trailing)
any software I
hear of, as much
as
time allows me.First
important thing is to see if the software package has
all the
tools it needs to have, second,
how hard it
is to use that tools(including
speed of
execution), third,
what is it's
price. Yet, with some knowledge about the
matter,
you cannotalways judge about
the first
and the
second.
Because of
the factor
number 3 I
haven't
created anything useful in highly professional and high cost
software. House adaptation was the
thing
of their
rather higher importance. After all, the
most
important
thing
is to create.
Even
with poor tools
you can do something great if your will is strong. Though, with
better tools and the same will the result would
be even better. I think I found good tools for myself, with some
downsides, yet very powerful.
At last, the
most
powerful and the
most
deadly weapon is
one which you can handle. Elf is bad at Hammer and Dwarf
at Bow. What you are trained at is the
most
efficient.
Efficiency can give
birth to a quality, because you can do more operations in less time.
Yet,
it can be disaster if you are building on wrong roots. And from
disaster one
can learn,
too. Call me Nenad the Wise . ...
Further
from modeling to armature
and rig
Anyhow,
i focused on main character and box-modeled her in Wings in about 3
hours... after that I proceeded with rigging. Firstly I imported my
model from Wings to Blender (I export it as .3ds or .obj because
i am convinced that way i
receive best import.), and created an Armature (thats the skeleton in
Blender)
inside the hen's mesh... then cautiously named bones (very good thing
if you have great number of bones to manipulate, and blender has a
great feature that it can flip pose if you have properly named bones
wit .l and .r extensions
(left, right)
which is helpful in repetitive
sequences as a walking is.).
Next
task was to assign vertex groups to the bones, and then to paint
weights - a stressful task, because you can accidentally
paint apart of the mesh that you do not want,
what results in improper
mesh deforming, or
even greater sin, to have some parts of the mesh to squeeze itself
in unpredictable direction as a chewing gum. Therefore - all of this
took me 2 times longer than modeling
- but
i can allow that this is price of inexperience. But don't
think that there is an easy way, as I foolishly thought.
Also,
in spite I had great will
I have not
created an advanced rig. There was not special bones like IK solvers,
not constraints, nor limiters. Not that i did not try, but it was not
accurate, so i decided
that i will "use
my feelings" (as old good ObiVanKenobi would say) and try to
animate without those great features. Though, I used the power of
Blender's AutoIK button
which moves the
whole chain of bones.
Tons
of Props - modeling is
fun!
I
proceeded further: "I started to model some props, directly
drawing what I imagine in Wings. Here is the part of a baking
arsenal. The fryer will
have narrow cable
falling from the
table, connected to a
power panel. the chair and the table will remain simple. whole
ambient should be combination of the simple style, and some art
nouveau ornamented details. More and more props to come, yet must try
not to overload the scene, because i will spent too much time on
texturing, while main thing should
be the
chicken. I worked more on its rig, added eyes, but now I will develop
props and try to assemble
whole scenery."
"Your
lowpoly meshes look very clean and efficient! Those are signs of a
good modeler! Waiting to see more of your scene, because all pieces
are coming together nicely! Keep up!"
Yikes
- great comment again, and I there I had opportunity to go back into
the past, and remember
that those who
seemed wrong were, in fact, right...
"If
there is any quality in my modeling, I need to say thanks to my
highscool teachers (that was in about 1986, when computer modeling
was unknown to masses, except
maybe Kraftwerk television spot with their animated heads), when
they, as the heritage of the older Zagrabian fine painting school
(connected with Munich) forced us to understand thing around us as
the surfaces. They insisted that we create our drawings, and render
them (with pencil, usingdifferent
shades of gray) as a simple low poly models! Then we were allowed to
go in details, after we created relative good plain sketch, looking
lots as an low poly wireframe.
Some
of us, pupils, were enraged
by this rigid
teaching, and rebelled,
but I embraced the
technique after I comprehended that I can "subsurf" my
models by shading and "subdividing" more and more parts,
and achieve high realism!
Our
teacher motto (which we
mocked) was
"Cleaner, cleaner surfaces!" ! Of course he was unaware of
the modern digital era which is prospering by that theory
Later,
on Belgrade art academy (which was closer to the poetry in art than
to accuracy) i was introduced to the different technique, the Line,
which is free and flowing. (maybe something like nurbs modeling?? I
am not fond to it, so far). But it helped me to soften the accurate
polygon style, and to add some "spirit"."
There
was a very interesting reply, which strengthened
discussion about power of surface against the power of curve:
"Recently,
I've been more and more attracted to, as you also mentioned, lines,
instead of solid forms! Personality and dynamic of a line, or curves,
to be more precise! The silhouette
of an
object and how it can appeal to our senses, how it can divide the 2d
space and it's relation
with nearby
silhouettes, the
negative space! Unlike
you I was so fond of curves, I started to learn them and play with
them, starting with Rhinoceros
and then
Maya! Now, I can't afford not to using them on a regular basis and
block out my sketches and pre-vis routines! I would sincerely
recommend exploring their power, as nothing else, even subD modeling
can replace them and offer the same flexibility and softness as
nurbs! Although the newer
workflow
methods suggest more and more use of polygon and SubD caging,
I still believe nurbs/spline modeling will always be a part of any
highend 3d package!"
and
a reply: "As an designer I use curves very much, also
transparencies and gradients. Curves can twist observers brain, and
can hypnotize the
customer to buy a product . Curves have natural and attractive look,
and when combined wit gradient and glass effects - there is a winning
combination of a
modern era . I like curvy approach in my classical illustration work
(can be seen on my 2d classic work
web
page, i think link is here in my cgprofile), as I am fond to organic
and natural objects (ZBrush would be good to me, I will not hide
that I am watching some video tutorials about it from time to time).
For now I will stick to box modeling
and
receiving them from smoothing the cubes...but I know what you are
saying and am not afraid of pulling knots,
just I am leaving that for later."
"About
the negative space: I learned much of its practical power doing the
classical watercolors:
often modeling in
watercolors is based
of painting something
by painting its surroundings.
Especially
because there is no white color
in pure watercolor, the
white is white of the
paper. So you are
painting light by
avoiding it!"
Back
on ground - smooth edges, sharp edges
Well
after these few days of philosophicalecstasy, there same
the cruel reality: "the
cage appears a bit too soft and smoothed, (unless that's your
intention?) are u going to define the edges a bit more?"
Well
oh. Until that moment
I did not bother. But then i really started to ask
myself a question: How will I force my models to have dynamically
rich soft and hard edges ? Smooth button in blender helps allot,
and subdivide modifier too (on a cost of speed) but does not solve a
problem... This was very important
in
furniture design. Furniture of this type have great may of flat,
solid surfaces with hard angles, but also some curvy
delicate angles. How I am going to receive this in Blender?
I
was going toward solutions
to make my
models as finished as they can be in Wings3d, even have textured them
almost all in wings 3d, to avoid interpreter problems while
export/import.
Wings
have great feature that with shortcut you can turn on smoothed
preview; and you can define which edges will be hard, and which soft.
And it works very well inside Wings3d! You get really great results.
But when we talk about importing this state into Blender.
well it is a little bit more difficult. I have not yet found out
perfect solution, at least not in that time versions of Blender/Wings
3d. One solution goes like this: You define soft/hard edges in Wings,
and then when you are over with modeling,
select all of your hard edges, and create a sharp bevel of them which
will prevent smoothing of those edges. Export result in blender and
smooth/subdivide it - and not bad at all! Other way is to import only
hard edgemesh into Blender, then there manually define smooth
groups by multiselecting smooth edges by hand. I have not yet/then
found way to export smooth /hard groups correctly...
Making
life more complicated
"Stimulated
by the increasing number of props i started to create, I decided it
is time (lol) to define the
whole room more
precisely. So this is it, i guess, without little details, of course.
I guess this will be the battleground for furniture of all kind, the fly market :), but here it goes. I
succeeded again to make my life more complicated...
Good
thing is that I came to new ideas for filling starter simply scenario
with small funny situations. I must create detailed storyboard very
soon.
How
many days we have... about 50? Less? Well God help me finish this..."
Storyboard
improvement - what one person finds funny another thinks is demented
Huh,
time is leaking even in far-deadlined contests, contract-free. At
last, when you put so much
energy, you want
to see the project finished! That forced me to think more about
milestones, create detailed storyboard, because time to animate stuff
was very near... So i came up with the detailed storyboard.
Well oh there were some "negative comments" and I
"defended" myself like this, and in the same time I
pondered too much into bizarre
aspects....
"Yea
I pulled much of association
on the family
and emotions there... but I think it was unavoidable (for my thinking
process), and I admit that it have much psychedelic
elements, in very dark meaning.
In
fact it tells a "hidden" story of a woman who is in prison
of her sins, and her captor is devil. She can break through, and free
her self, but she choose to follow the path of gluttony and to
continue being hedonistic, thinking of herself and her enjoyment,
committing kind of
abortus. She struggles
with herself a little, willing to change from evil to picture of
family... but then she decided to enjoy the meal instead.
Strange
behavior in this
should be that: she
haven't chosen
natural and logical path of
saving her future children. As the story ends in madness, it does not
approve what she is doing. (I am personally greatlyagainst abortus)."
quote
of the contest introduction: "They (Strange Behaviours) also
stimulate discussion – what one person finds funny another thinks
is demented. "
Fixing
"Can't-undo"
things
"the
wing which points backward is strange, I think it's because of the
elbow, it points forward, try a more human-like elbow pointing
backwards. Now it looks kind of inverse.
The
hen model is cool, I like her.
Mapped
feathers on the body will be alright, but I would put real feathers
on the tail."
Ah
- yeah. I tried to create simple main model... and I make it relative
simple. But then I created pretty advanced props, too "realistic"
for the actor. It seemed to hard for me to remodel the hen in this
stage, though suggestion was very good. I proceeded as-is, hoping
that some goodly mapped
feathers and some
correction of her back side will improve her looks.
"Hey
Anya, thanx for comment! About her wings, well I followed Bird-like
anatomy rig, but i
admit maybe it looks
strange because i will use wings as a hands, what suggests human
anatomy. In fact, I
have planned to show
the hen as an ordinary "realistic" hen in the start, with
chicken movements, and to use cartoonish humanoid
movements after she lay eggs. That is still a plan, but I guess i
will need her more for cartoonish animation. I will see what to do,
and can I set up the rig that it can be used by both animation
setups...
About
the feathers - yes, that was my idea too in one moment (the tail
looks to flat), but somehow it escaped me in my last thoughts- thanks
for reminding me!"
Deus
Ex Machina
Meantime,
as the animation time was at the door, and I still haven't
made up my mind about movie ending, I remembered old school trick
from the hundreds years ago. Well, in old theater, when
director/scenarist came to impossible relationships/situation on the
stage/script, he added "Deus ex Machina". That was
unexpected supernatural element that solved situation in a moment.
For example, goddess
appears and helps the
Hero; or the ground opens and devour the bad guy. I decided to use
this trick, remembering old good Monty Python.
"I
added 5tons heavy metal piece falling on the chicken after her
ultimate madness... in the Monty
Pyton
Flying Circus style ! :)Also
continued to
work on environment, and did some cleanup to the chicken mesh,
reading it for shape keys and UV mapping."
"Hey
Nenad! The hen looks awesome, I like the expression in her face, but
honestly, 5 tons of weight? Man, you are brutal!Hehe,
that would
make a great ending to the animation, with a nice VFX sound effect
andmaybe
a camera vibration!"
The
power of light and AO
There
was one important step, even if i succeeded to put all meshes on the
stage and design the room. Ambience. Atmosphere. Materials. I ad to
create many materials and lightnings, to achieve what i wanted, a
kind of a very small rented flat, very poor, Balkans-movies style.
"nice
work, just the lighting looks a bit old-school, are you rendering
with internal? maybe try to turn on AO. the
eggs are great."
O
I have turned on AO (Ambient Occlusion), and lot more. but render
time was increased dramatically. But there
was not turning back...
"With
this I am satisfied: it is Blender internal render with ambient
occlusion, ray tracing,
aerial lamp and one
spot lamp only for halo effect - little amount
of "spice" with volumetric light."
Shape
keys
Oh
yes - there was one more important step to finish before
animating - shape keys. It is a Blender feature - you can define
vertex positions as a key, in edit mode, and save it. Practically
that means you can define facial expressions like smile, anger, dull
face, despair, joy... etc. and blend those shapes in time regardless
of bone animation.
"AN
update with (mainly) finished Hen. I unwrapped
the hen in Blender, lots of UV node editing, then painted texture in
PS. There is also UV normal map for some sense of texture. I also
remodeled some parts of the hen mildly. It is far from realistic,
but I love this hybrid between realism and cartoonish, I think it
will fit well in story. Some seams are visible and some minor tweaks
to do... I will correct that on the go... it is time to start
animating!"
Texturing
and UV mapping
I
did all texturing work in Photoshop. I have used freeware texture
website Imageshack, but also had photographed some textures for
myself. Some parts I have drawn by hand in Photoshop with bushes and
effect. Some mending, blending, color leveling, saturations, dust
and scratches, and you get pretty attractive atmosphere
which I needed - and Art-Noir-Balkans style!
Hard
work of UV mapping
and Unwrapping i did
with Wings 3d. Wings have a good tools for that, when you use to it,
very quick. Blender have even more powerful
tools, but I am faster with Wings, so I used it, because my time was
leaking swiftly. I did
Hen UV in Blender
thought, because there I wanted more control over details. Also I
created some Normal maps, which made feather texture
on hen less flat.
Eye
for details
"You
have an eye for detail, I love the atmosphere in the room! Maybe you
could introduce the scene
with a few flies
buzzing around?"
Oh
yes I have passion for details, that can be seen in my 2d work. Some
call it "Horror Vacui" - the fear from empty space!
So
I did listen and added some flies, and also some unplanned extra
meshes (Alcohol bottles, Playing cards all around, empty glasses, an
poster and picture on the wall (even 2d-painted it for myself!)...
About
animation - my current (technical) insights
I
dared to start to animate, and it went fair, when we take in account
my pretty poor animating experience. I followed the storyboard, also
tried to make some
dynamics with camera
movements (some claimed that it is too disturbing
and to basic, but I had not time to make it more advance, and also
in fact I liked that feeling of basic camera, like in old movies.
"the
animatic looks nice...but i think that is a little slow...we have to
wait to much to see some action...maybe changing a little faster the
cameras and cutting the shots, so we can get more fun watching the
animation "
And
another opinion:
"A
little slow? Do you really think so? I don't know. One of my biggest
complaints with a lot of computer animation is that the action is too
frantic. I kind of like it when someone slows things down to
establish mood."
With
he hen I had bone animation, moving bones around and defining key
positions. Tricky business in Blender is to remember before hit key
for Inserting key pose to select all bones... you can lost a complex
setup if you do not do that... there is no undo for that!. And
replay, and replay, and replay in preview mode. Of course, that was
not truly real - preview
mode is not shown
in 25 fps., so I rendered parts in lower resolution-setting to see
how i am advancing... nasty, but rewarding job. Beside bones
animation, i also had to take care of shape keys animation for her
face, and a little problem is that this is in different timeline so
you have to sync that good. Also there is a great
problem when you need an object to be bound to another in action -
like i had with the situation when Hen is carrying the eggs, or a
spoon, or a hat. It was done with mechanism of constraints - copy
location and rotation, and empties - empty objects which you bind
with parenting to some meshes. Controlling the influence of those
constraints, you can tell the handled object is he attached to the
hen's hand or is it set
on the table. A
pretty hard to make it really real, because sooner or later it will
happen that some mesh will go through some other and produce
unnatural effect... so it needs lots of work and concentration for
beginner.
Easiest
way to animate is those which i used on solid non deformable objects.
For example, when chicken is dragging the cup with eggs, cup is just
dragged from from location A to location B! Harder part is to synckeyframed animation
with that kind of
solid animation, because Blender automatically softens (make ease)
between keyframes, so you have to create some in-between keyframes to
define a motion
(which makes possible
late corrections harder) or to play with IPO curves, which i will
not discuss here (though it is very powerful tool of dancing
ellipsoids.
Very
interesting moment was also that when she is breaking eggs and
pouring them into a frying pan. Well i have
not
done that greatly, because real breaking simulation would be too
exhausting to me at that time. I have rather created some smashing
effects, cut, and show broken egg with the yolk falling down. That
was hard enough too- I
had to make Yolk
look yummy and dense, but
also slippery, so
i used shape keys again. Also I used some material animation, to have
some small effect of on-going process of egg frying, which changes
the color and structure
of egg material.
Rendering
- How many Days?
"Ok,
i hit *final* render button. Each frame will be rendered
approx 2-6 mins. t means average 6 mins ;( - thats about 12 days of
24hours rendering. Well. Will render it in sequences of lets say 250
frames, will render everywhere I find decent
machine to use... and hope ill have final render till end of this
week!
Reason
for slowing down render time is relatively strong Ambient occlusion
ad Aerial light. Both of my processor cores are used fully!"
I
rendered the movie till the last moment, almost. Many frames, 640 x
480, strong and demanding lights, strong home computer but not enough
strong (Blender will take advantage if you have dual or more core
computer, you can define multi-thread rendering and speed up your
render. For example, if I turned on 2cores to render, 1 frame would
be finished i 4 instead in 6 minutes.... only then forget that you
will use that PC....
That
was not enough! I calculated that I have not enough power to finish
it on time. So I used all my PC-s in home, and few of PC-s at my work
overnight. I studied way to have network render but I abandoned that
- too much technical complication. Rather I defined segments, and
gave every computer to render that segment. At the end I received
about 20 segments. I was very very careful
not to render one frame more or less that i need, or that will show
up in animation. I glued all that segments afterwards using a very
simple but OK Windows Movie Maker in Video Editing!. I noticed one
very useful thing - the Intel
processored
computer was more efficient against
AMD of
same MHz. even for and 1/3 and more!
Sound
and Music
I
had to solve Sound compositing,
so I
browsed while rendering was in process the interned, and found the
work of very good compositor Kevin Mac Loed, who have published his
work under Creative
Common license
- so I used his work for main thema. I gathered the sound effects
from Freesoundproject web page, and some I have recorded for myself
with DVD camera with very good 5.1 snorkel for high quality sound. I
mixed all in Kristal Engine Opensource program - I admit I am not
proffesionalist in Sounds,
so some parts
may be too loud or not to well synchronized. And oh yes, Syncing the
sound and movie! I used old primitive method of "pressing the
buttons in same time" to sync the sounds. And guess who was the
hen?...
I
had to record hens voice in the middle of the night, so anyone's
laughter could not disturb the recordings...
Conclusion
"This
is really great! You've done a great job modeling the interior!
I also like your textures, maybe you could have been a little more
dramatic with the light? The animation has both good and sometimes
weaker points, but you manage to tell the story well, and that's not
easy. I like the cartoony style of her running. Especially when she
runs for the chair!
This
is very strange behavior, and funny!
And
what an ending!! He he.
Roger"
"Hey
guys, Fruela, Trickz, Vikram and Alvin! Thanks for your exceedingly
kind comments!
Your
support was really precious thing during the creation process.
Somehow it is easier when you have a public who encourages you, as
well as you do to them. I guess we all came out with greater
experience from this competition.
I
am satisfied by establishing contacts here at CGSociety in such
manner. Also, it is a good way to learn about other people workflow.
I mean: all the stuff that motivate us to work and compete, all
things that prevent us to work as we might (work, obligations of
many kinds). Excitement, endurance,
sleepless hours in
the night ."
Also
I would like to thank: Ferx, Eveng, R1-381, DaddyMack, Maxy, Melkao,
Trickz, Medunecer, Ania, Overcontrast, Varma, Fruela, Versiden,
Kdawgjetz, Slangford for the comments and critique...!
And
happily I do not share the Lucy's fate... I had not been flattened by
the 5 tons...
Nenad
Pantic
info@nenadpantic.com
Credits:
All
models created in Wings 3d
Unwrapped
with Wings3d, except hen,
she is Unwrapped
in Blender
Texturized
with Photoshop 7
Animated
in Blender, about 2800 frames 25 frames per sec.
Rendered
in Blender, internal render with Raytracing, Aerial light and few
fake lights, Ambient occlusion.
Sound
compiled in Kristal Audio Engine
Additional
content source:
Music:
“Work is work" , “Unrelenting" by Kevin MacLoed