
Gave Corn some top-down lighting and chucked in some old photos. Curious about how he's going to look out of doors. Should be allright.
An ongoing documentation of our animated projects We are: Andrew Brown - Animation, sets, puppets, direction. Michael Addison - Post production, producer. David Sikma - Photography, image processing, lighting.
This scene is turning into a real monster. I originally thought it would be minute or so. Now it's apparent it's going to clock in at 2 1/2, minimum. These shots are almost all real hard; the one wherein the bird lunges took 5 hours of practice animation and prep work. But i'm knocking them down one after the other, in one take.
The one where he stands up and turns around with the bird real slow was a lesson; wasted alot of takes before I bore down and really figured out.
The animation ain't fabulous, but i'm okay with it. Looks like puppet animation.
I scrapped the shot (see previous video clip) where he swishes the bird around. Too odd, and the bird looked almost cute. Can't have that.



3 rough AE comps, (not necessarily the right background and lighting). With a little digital camera movement. Key is rough.
I was having a hard time with the arms; there's tension on them due to the rope. I remembered something I saw from the 'making of' of an old Japanese stop motion. I trick they were using to animate moving grass. Works real good. Just secured a thread spool with a nylon insert lock nut, tight enough that the tension don't unravel it.
We've been having problems with greenscreening. We thought we had a good result, but we really didn't look close enough. We're using an AE plugin; Keylight 1.2. Which is a great pice of software, that's been used for a zillion Hollywood films. Point being, it works just fine.Here it is. Our first animation element. He'll be one of three elements. The animation ain't very inspired or great, but in this shot, he'll be almost completely covered by Johannes in the foreground. A good shot for practice and out-bug-working.
The keying is rough. Just for see how it looks.








The lighting sure is finicky. The HDR processing makes it more so. It's pretty much done, though. We're getting reasonably consistent results, and keep going back to the same set-up. It's not as simple as making it look good; there's other considerations too. A great deal of the backgrounds that'l constitute most of the footage will be just the back wall, up close. I've found that too much contrast in the back wall is distracting when you stick a puppet image in there. For example. We're also not really sure exactly how warm or cool the thing is going to be overall. Probably pretty cool. It's more evil.
We've put some gels on our lights; tungsten to daylight conversion. Dave was finding that he had to push the raw exposures harder than they should be pushed to correct the colour. HDR does some pretty whacky stuff; one picture will come out great, and another nearly identical one, with the light moved slightly, will come out dark and murky. We're learning some stuff though.
We finally got us some real lighting now. 3 x 250watt heads on stands, barn doors, focus, scrims, etc.Every time I knock off some practice frames, I can't resist the urge to throw em' into a little shot.
The parallax movement ain't moving quite right; not enough ram on the laptop to check it quickly. But you get the idea.
Here's one of the practice runs from today. I'mma go back in there and do more a bit later. I'm going to use an actual video camera (that I can plug in to a power source) for the live feed through Dragon. Using the actual shooting camera for the live feed murders the batteries.
Animation ain't anywhere near where it needs to be, but there's hope.
The screenscreen behind the puppet looked terrible; I had no intention of keying it out, so therefore didn't attempt to light it. But good ol' Keylight 1.2 still dropped it out pretty good. Not good enough for a pass, but still suprisingly well.
The results from our second, successful, greenscreen test. There's not much going on in the way of lighting and animation - we just poked it around a bit.
But there's no green halo around the thing, and it keyed out the hair nicely.
Here's a bit from our reference footage session. Spent some hours in the studio today trying to use the stuff with Dragon (stop motion software). Not sure how useful it's going to be. Had about 5 half-hearted tries at various things. Just a pile o' suck so far. I'm just going to have to spend alot of hours in there, going through the shots and movements til I become very familiar with them, get better at animating, and become well-aquainted with the limitations of the puppets.
Same deal as the clip below. The pictures are from camera-location tests for scene 4, with the wee styrofoam figures as scale stand-ins. But you get the general idea. Also, the camera movement has nothing to do with what's going on. Namely, squat.
Here's some fake camera movement. Not the way we're actually going to do it; here I just moved two layers at different speeds, than slapped on a generic handy-cam motion track. The final shots are going to use the motion track movement to generate the parallax movement. Tricky!! Science!

The process is coming together pretty good. Started off by setting up out various camera angles with set-scale styrofoam mannequins. Here's some. We're going to shoot/cut this scene in a pretty traditional way; over the shoulder shots, simulated multi-camera setups, 'coverage', etc. We jut picked some angles that would get us what we need, and we'll cut between them.
Sometimes, when i'm feeling less than thrilled with the results of costume making, etc., i'll photoshop em' into an HDR set pic to see how things are going. With these two, I cranked the HDR settings - pretty over the top. On the top one, I then cranked the contrast. A bit silly maybe, but I think it's neat. Though, just looking 'neat' can be a bit of a trap. The aesthetic has to make sense in context with the story/approach to the story. Rather than slapping on an 'artsy' aesthetic without a second thought.
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