|M dot is back to weRK|
|Bye bye Str8nimE|
|NOT that exciting|
NOW there are a few limitations I had to keep in mind when using this "cel render" effect... there are no textures...no lights... and you always see the geometry so if your mesh is a mess of n-gons or tri's thats all you'll see SO you have to keep the geometry SUPER LOW and clean...
|OMG so HIGH END juS like AVATAR!|
|Yeh this looks like NUTHIN|
|Click for full sizE (sorry I took photo after starting work and crossing shots off)|
|Yeh some puking in there Click for Bigger|
After storyboarding I knew exactly what was needed to be modeled for the video so I started drawing some lil concept art... I drew the main character...
And this sinistar like head and some other things...
|Beware ummm..I'm a HEAD RARRRR|
|My fancy BG concept art ^_^|
So I jumped into c4d and started modeling the main character using only primitive spheres, cubes, and platonics... I couldn't use the knife much as it would create weird lines in the mesh so I tried to use solid objects as much as possible...ALSO I found that ONLY parametric spheres did not show they vertices only they outlines..this came in handy for the eyes...
|Lookin pretty deviouS|
So after an hour I had this little guy...
|Bizarro 16 bit Jimmy Urine maybe?|
I made a few mouth/face morphs and a slider to make his eyes bulge for some added fx..
|Simple morph on the mouth/head, simple scale expression on the eyes tied to a slider|
Initially I was going to do lip sync so I made some crappy phonome morphs... but later I decided it worked better without lip sync...
|He's gotta be able to do this too of course...|
|Geometry hierarchy with Constraint expressions on them|
|The FAST and SIMPLE rig I used for my new feature film AND on this project|
|YES that is various JOYSTICK JUNK! and a GUN ^ ^|
|A ghetto little SinistariSH head serves as narratoR|
|Add compositing tag to object set buffer # and render with your multipasses...I do RGBA, Buffers and Depth|
|This is what a buffer pass looks like...this one is for stars...use this matte in||AE|
|Click for higher reS|
It looked good so then it was on to animation... (NOTE: I had just replaced my ATI 4870 with an Nvidia Gtx460 so I could use the mercury playback engine in Premiere Pro Cs5...it worked great speeding up After Effects and Premiere Pro BUT when I started animating in C4d with it...it made the viewport SO glitchy I had too uninstall it and pop the 4870 back in which works perfectly with C4d)
|Raw "Cel renderer" render|
So after replacing the gfx card it was on to animation again! I'm a firm believer in procedural animation and I use it whenever I can... the formula deformer, wind deformer and vibrate tag are very powerful in this sense... I use them all the time...
I decided I wanted his tie to undulate like it was moving in the wind... i FIRST tried to use a cloth sim BUT I always find cloth troublesome for moving characters and its slow and I just find that the workflow doesn't match up with the way I like to work so instead I used two wind deformers rotated 90' from each other... BUT if you just add them as is they undulate the whole tie... the base doesn't stay in place as it should... NEVER fear!!!...
|Yeh thats a tiE|
simply add a restriction tag to the wind deformers and paint a vertex map on the tie defining what parts you want to move or not... and use that vertex map in the restriction tag... now it moves as it should...
|Deformers affecting tie- vertex map on tie- restriction tag on deformer using vertex map|
|Select the vertex map here to control the deformation|
I'll add part 2 of this post when I'm done with the video...
(Tech note: The video was made with Cinema 4d 11.5 (w/Cactus Dan Bundle), After Effects Cs5 and Premiere Pro Cs5 on an i7 920 rig with 8gb ram and an ATI 4870 running Windows 7 64)