Thursday, 24 November 2011

Day 57

Today was presentation, and we spent the morning doing that. It turned out okay.

We spent time after that to do some documentation and handover files to Mr Douglas.

Till next time, this is Mohamed Ziyaad, signing off.

Day 56


I've finished shot 2 compositing today, well to the best I could. I did not manage to include May's energy blasts into the comp as keyframing them in compositing will take time for it to look nice, but I did manage to get her weapon energy trails in.

I've spent the whole day preparing for presentation tomorrow. I've prepared various videos showing my sims, and my powerpoint presentation.

Wednesday, 23 November 2011

Day 55

The flying characters look really weird.

Mr Pang came in today and commented on my composition for shot 2. He said that a contrast in between the two armies would be good, as in a dark aura for the demons and a holy aura for the angels. The light rays were could also use a little editing.

I've been preparing videos for my presentation today.


Monday, 21 November 2011

Day 54

Came back to see that my renders finished, but I couldn't see how long it took for some reason. The renders came out okay. The people are fighting at a good speed,its not too slow and not too fast. I comped in what I had, the people in the middle fighting,its AO and motion vector passes too. I tried adding depth of field in Nuke, but there wasn't any clear way to get it done nicely. I just tested rotoscoping away the foreground after adding a Defocus node but it doesn't look that great. I added a sky background for now, but it doesnt fit well. I guess a gradient at the back would be better.




I found that most of the flying angel and demons Wei Jie had rigged up had certain issues that needed to be corrected. I had fixed a few problems with my previous particle system for the flying characters. I'm tested out using one flying angel to see how the geometry reacts to the flying particles. It looks really weird. Some of the characters look okay, flying as what you'd expect to see when a humanoid flies, but the others are just weird. They don't fly headfirst, they fly belly first and stuff like that. I expected that to happen actually, since I had to rotate the ones charging in a fitting direction. However, the ones that are flying are flying in random directions, like a chaotic dogfight in the air. I'm not really sure how to control the rotations for them.

I sequenced out Wei Jie's new rigged actions, and rendering them overnight.




Friday, 18 November 2011

Day 53.5

The render for the two armies charging at each other took longer than expected, it's nearing 20 hours. I might have left something on, it took only 16 hours before.

I did a comp of the frames I had anyways, also added in Wei Jie's god rays. I tried out the motion vector blur and AO on the angels that are charging too.


I'm going to render the people fighting in the middle as a sequence. The now go on at full 240 frames, no loops. Even though May hasn't added in the trails yet for my sequences,i'll still render them to see the actions. I'll render the AO and motion vector passes on Wei Jie's computer.

Mr Douglas told me that the angel wings I had on my character yesterday was upside down. I turned it around,but it still goes through the geometry. He said that it isn't an important element right now.

I did some comping on shot 5. Cleaned up my roto for the sea to make it brighter,initially the roto wasn't that accurate, now it is. The file kept on crashing though, so I just did whatever I could.

Day 53

I did 5 sequences of angels and demons fighting each other today. I did test renders. I found that they were fighting too fast, as they have only 50 frames and loops the same actions. I then figured that they don't have to loop since the motion captures are pretty long. So I re-rendered  them going full on 240 frames.  I gave May the sequences so that she can add her weapon trails on it.

Showed Mr Douglas the comp of shot 2, well, what we currently have to comp. Added in the new glass shader render into the comp. I asked Mr Douglas about the proportions of armies charging and people in the middle fighting. I was worried that when I put in the people fighting in the middle, it'll just cover up the whole terrain, without any prior space given before the two charging armies connect. Mr Douglas said that I can gauge myself where would be good position for them.

                                                 The crowd in the middle fighting

                                                             Comp of shot 2 (so far)


Mr Douglas passed me the angel wings he had so I can put them on the flying angels. Wei Jie helped me rig up the flying angels. I tried palcing the wings on the angels but I found that the wing flapping action translates too much or is too big, to the point that the geometry goes through the character's geometry. I attached it to the spine joint of the character. It still follows the spine joint perfectly, when the character turns and stuff, but the flapping movement is probably too big. I might be doing something wrong.

                                                                   The angel wings

                                                           Angel wings on the character

                                                           The flapping movement is too big

                                                           Goes through the character

Coming back tomorrow to check out my render and test out the motion blur and AO in Nuke. I have 3 sets of crowds to render for shot 2. The charging armies, the crowd in the middle fighting and the ones at the top flying and fighting. I can render the demons and angels charging together, but the other two I have to render seperately. The angels and demons charging together will take about 16 hours to render. The other two will probably take 8 hours each. The AO and motion vector passes render significantly faster, so I don't have to worry much about them.

Thursday, 17 November 2011

Day 52

The movement of the charging characters are not really smooth, you can see them jerking. I tried fixing them using the animate controls for the joints ,but I can't fix them with that ultimately. Mr Ron suggested that I could try adding motion blur to them and see if that will ease the jerkiness. Also, with all the things that will be happening in the scene, it might not be too noticeable.

Mr Ron showed me how to add motion blur to the characters without having to render the motion blur right on the beauty pass. He used a motion vector method whereby it'll render the motion vector pass separately from the color pass and I cant control the motion blur in comp.

We also discussed about shadows in the scene. Since there's a lot of light and its a glass shader they are standing on, there won't be much shadows. I still thought that it might look weird without shadows. So Mr Ron showed me how to add an ambient occlusion pass. The motion vector and AO pass both render really fast. The AO can be used for the shadows on my character, so I don't have to switch on shadows on the lights and make my colour pass for the characters render as fast as possible. The AO will add more depth to the characters too.

I rigged up more angels charging today too.
                                                                       More Angels

 More Demons

                                                                  Ambient Occlusion