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VFX

Ivaylo Yanev

How was

created

?

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Next, I had to model the chicken legs basing it on reference of real chicken legs and adding to it by taking into account factors like physics (how they should be placed and what their size should be so they can support such a 'creature') and aesthetics (what proportions looked most appealing and created a 'cool' silhouette).

Then, the legs and the house had to be rigged. This process involves the placement of virtual bones into the legs so they are turned from a static digital 'sculpture' to a dynamic and posable digital 'puppet'. Special curve controllers were added that the animator useed to create an appealing animation after that.

The next step was the animation itself. I sent the puppet to my colleague Lewis Reynolds who is a specialized 3D Animator and he did a so called 'blockout' which is a succession of key poses that are not blended into a continuous animation, but it is a great way to get across the overall idea of what is going to happen and it is a good place in the process for big changes (for example, whether the house will head towards the left-hand or the right-hand side of the screen). After the blockout has been approved by the director, Lewis moved on to polishing the movement. 

Along with the animation there are elements of the shot that couldn't be hand animated but they had to simulated.

Everything connected with real life physics (e.g. breaking a vase, setting fire, a running water spring) in the world of computer graphics is recreated using the computing power of these machines, which is referred to as simulation or FX. In this case I wanted to simulate 2 things: 1. the things around the house (like benches) interacting with the house movement 2. Mud bits falling from under the house. I had to set physics parameters and constraints are set to perform these specific simulation as the would happen in real life. 

Having completed these steps, the scene was rendered, bringing the animated and simulated models, textures and lighting into a sequence of flat 2D images through a virtual camera that accurately replicates the real camera the shot was shot with (position in world, lens, sensor size).

These rendered moving images are composited on top of the footage. This is not just sticking an image over another image but it involves matching the colour values, lens effects, rotoscoping (masking) certain element, which are all things to make the CG house to sit naturally in a footage - as if it is there for real.

House Photogrammetry and clean 3D model

Legs 3D model

Rigged house with legs

Rough animation blockout

Polished Animation

Simulations

layout.png

Layout of the scene with the virtual camera

Compositing

Compositing

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