Friday, February 27, 2009
Almost there - almost ready to make some actual shots. Been dicking around with various After Effects tricks - simulated camera movement, motion blur, parallax movement, etc. I'd like to be pretty well versed with that stuff before we start. Everytime you discover a new technique, there seems to be a brief 'honeymoon' period with it, where you want to really emphasize it and use it on everything. Then later on, you calm down and use it more objectively. That's where we want to be when we're actually shooting.
Thursday, February 26, 2009
Wednesday, February 25, 2009
We think we're going to be able to do HDR tracks (high dynamic range). That is to say, we'll be able to move the camera itself incrementally (taking a frame each time) to create the illusion of camera movement. This would let us make much more interesting shots. As well, the HDR shots have a graphic, 'storybook' look to them. When you see them with a still shot, they don't look real. But when the camera starts to move, something interesting happens - the objects register as 'real', but strange (good) looking.
The problem has been an extreme flicker that shows up when we do the HDR processing on a camera track. We thought it was just inherent with HDR, but maybe not. What it seems to do is emphasize any flicker dramatically. We also think that our lights are flickering in very subtle ways that don't show up until we process them in HDR.
So, the answer seems to be very long exposures, that average out the flicker. As well, we'll most likely be getting one of them 'power supply' boxes that give you an even, regulated supply.
Tuesday, February 24, 2009
Monday, February 23, 2009
Here's a quick track test with the current set, after strong HDR processing. This ain't supposed to be a good shot, or good HDR, or good lighting, but it tells us what we need to know. The original flics have a tiny bit of flicker, but the HDR processed shots flicker like a bastard. Dave thinks it's due to the basic nature of HDR. There's been other tests before and since; Dave thinks the problem might be solvable, somehow. I'll try to include technical details if we do solve the problem, for the benefit of others. If it's not fixable, that means no tracking with the sets. we can do imitations of pans via wide stiches and AE, which will let me do what needs to be done. But it'll be a bummer if we can't track.
Tuesday, February 17, 2009
We've been doing tests with tracking shots with the set. Multiple exposure HDR shots. It ain't working - the HDR processing is erratic, and flickers. It's looking like we're not going to be able to do camera movements with the set. Oh well. We're going to do some AE parallax shit instead with layers.
Thursday, February 12, 2009





We gots a new camera and software. We're doing some HDR tests; HDR batch processing, in particular. Or, whether or not it's possible to take multiple HDR frames, same shot or otherwise, and make them all look the same without any weird HDR rendering glitches or flickering. Seems to be working so far.
Tuesday, January 27, 2009
Friday, January 23, 2009
Here's a quick little test using the aforementioned pin system. Not too shabby - this was done with only 3 holes. Should be smoother with double that at least. The whole skin of the face moves to an excessive degree, but that'll be corrected. Pretty sure this is gonna be my official wire-pulling system.

Here's the solution - i'm a little unsure about it. It seems a bit too simple, almost goofy. It's just a belaying pin. Tie the string to a pin, and stick it in a little hole. To pull the string more, take it out and stick it in the next hole. It seems crude, but it has its advantages - it's easy to tie the string at the appropriate tension, and the holes can be exactly located after tieing the string to the pin. No accidental looseness or leeway with the line.
The disadvantages - i'm a little worried that reaching in and relocating the pin will be hard to do without moving the puppet's head unintentionally. Secondly, even with carefully located tiny holes, i'm only going to have about 7 frames maximum to execute a facial movement.
But who gives a shit - it works and it's easy. I'd like to be more robotic and less nautical, but hey. What can you do.
Well, my plan of winding up the facial control lines with bolts (threaded through nuts in the top) didn't work at all. Not sure what the hell I was thinking. Of course, when you wind the string on the bolts, there's no tension to keep them wound. They just unwind. As well, the mess of hardware and strings and the trouble of tieing strings among a mess of hardware makes it unworkable.I solved the 'attaching lines to the latex' problem. I tied the line to a tiny little washer, glues that to a little piece of latex, and then glued that on. It stays good enough, but they can be torn off (making them repositionable and test-able). Once established in their final spots, i'm going to coat them in latex to really bond them on there.
I did find a solution to the first problem though. Sort of.
The above picture is the top of the head with a pool of resin, to fill all the unneeded test holes.
Tuesday, January 20, 2009
Monday, January 19, 2009


Sunday, January 18, 2009
Did a little test for Cornelisz; hair, beard, hat, etc. I made his face dark to hide the eyes. They need a bit more work. It's really hard to cut and trim liquid latex. I'm going to try woodcarving tools.I think he looks pretty ominous. He's not going to be so goth looking though; my aesthetic is going to be dark, greasy leather that blends with the studio.
I've found that the neck has to elongate to allow it to incline foward and back properly. This gets pretty complicated; it means another joint at the base of the neck, that I have access to when animating. And the head has to be able to move up and down on a rod of some sort. And, I have to be able to tighten the head to the rod very firmly. This makes things a little awkward for animation; I can hardly tighten and loosen the joint for every frame while animating. It will need to be tight, as the rubber mask/neck will be attached to the shoulders, which will create alot of stretchy tension when I extend the head along the theoretical rod.There's one simple thing i'm going to try; there's a type of electrical wire covering you can buy at hardware stores that is pretty stiff, and bends like vertabrae. I'm going to go look at the stuff before I try to get too complicated.


Today was turning out pretty productive, but it turned into alot of head scratching and photoshopping.
Saturday, January 17, 2009
Then I get to install a beard.
Tuesday, January 13, 2009

After ruining my test mask, I got to do something i've wanted to try for a while; pouring a coat of lightly tinted liquid latex over the whole thing. Worked pretty good - it's nice and smooth now, and it fixed some of the little glitches from the casting process. Just needs to be buffed to remove the sheen.I'm still making another mask, though. As a backup in case this one gets wrecked.
Not terribly thrilled with the job I did on the eyes. Liked him better when he had squinty Spaghetti Western eyeballs. As well, the rubber mask has been getting quite dirty and stained. I therefore decided to make another one (a pretty quick process) and use this one to play around on. I tried painting it with acrylics and liquid latex. Didn't work at all - the skin has to be be very smooth - any surface texture shows up to a great degree with high-angle lighting.
Friday, January 09, 2009


He talks! The mouth opens more than this, but you get the idea. Eyes are coming out okay. Need to recut the shape of them - they look a little gimpy. The basics are going to be moving eyes and up & down mouth. After I have those finished, i'm gonna work a little more on some other facial expressions. If possible. The resin shell looks pretty beat up, but it works. There was quite a bit of breaking and fixing going on.
Monday, January 05, 2009
I've got an animatable mouth now (used armature wire on the jaw). Also cut out the eye holes. Looks allright. Not fantastic, but allright. I'm expecting the head to look alot better when I paint it. I've been doind research on how it's done; think i'm going to try something different. I'm going to try either pastels (the powdery kind) or actual make up. Should be fun buying that. Then i'm going to spray it with drawing fixative. Should work good.
I'm almost done fiddling around with this head. After that, things should get alot easier - no more really tough technical problems. I'm feeling like this stage is the top of the roller coaster; after I get past this hard part, things should happen really fast. Hopefully.
Friday, December 19, 2008
Tuesday, December 16, 2008
I'm going for an opening and closing mouth, at least, and moving eyeballs. I'm attempting to make animatable eyebrows, but I might have to go back to plan B, which is adhesive backed eyebrows that I can move around on the forehead. I'm also going to feel out the possibility of more movements around the mouth area, but not sure how successful that's going to be.
Saturday, December 13, 2008


Mask turned out okay. No catastrophic suckage going on. The mask looks rough; partly due to the original sculpting job. It's also quite glossy, which shows up all the suckiness. Should look better when it's matte, and painted. This is also going to be an expirement to see how fixable it is. We'll see if i'll be able to fill in lines, trim off bits, etc.
Friday, December 12, 2008
Monday, December 08, 2008
I figgered it. After trying two different mold relsease materials (2 parts methyl hydrate to 1 part dish soap and 'mold lube') which failed completely, I finally figured out a way to make liquid latex not stick to itself; I sprayed the latex mold with lacquer. In my test sample, it didn't stick at all, not even the teeniest bit. The above picture shows the mold with lacquer, and with the first 'latex pour' after brushing the first coat. Just like it says; pour the latex in, brush out the edges, then drain the excess. Makes it nice and even-like.If anyone reading this attempts the same thing, I recommend gloss lacquer, so it's easier to tell where you have and haven't lacqered, and thin-ass coats. If it drips, it's all over.
Sunday, December 07, 2008
The fiberglass resin is good; very strong and hard, and it doesn't stick to cured latex.
Friday, December 05, 2008



Well, the rubber impression worked. It's nice and thick and holds its shape well. And it's good that it's flexible. Wouldn't have been able to peel it off the clay head otherwise. Which is why I did it with rubber.

A couple test casts. Lots of bubbles; it was an indifferent casting job. Just for fun. The one on the left is from my first failed rubber impression of the face. Not strong enough to hold its shape, and full of creases. I filled it with plaster and turned it upside down. Which is why its so squished. The one on the right is from back in the alginate days.
Wednesday, December 03, 2008
Which is to say that I need to stop thinking in terms of just putting in hours. Like 'I had a good day because I worked for 10 hours'. Instead of finishing things and getting the ball rolling.
I keep putting coats of latex on the clay bust, but I swear it ain't getting any thicker. At least not to the point where it's going to be adequately rigid.
Monday, December 01, 2008



I did a couple photoshop tests to see how big I would like the head to be, ideally. Not much bigger than what I have, actually. I've found that i'd like a tiny bit more bulk on the sides, and another 1/8" on the chin. These things can be fudged with the hair and beard. And the hat. So that means that i'm using the one I have. Which is nice, as I really wasn't looking forward to going back to square one.
Here's that failed mask I was talking about. Top right is the mask in the alginate impression. Note white appearance of drying alginate. You can also see the mask wrinkling from the shrinkage. The mask looks pretty good, aside from the blotchy colour. Bottom picture is the mask next to the original clay head. It's too small.
Wednesday, November 26, 2008
So, i'm going to do liquid latex impression in two separate halves, and then try to marry the two resulting latex halves together by painting the seams with more liquid latex. Should work.
I'm also going to make the impression super-ass thick. I'm going to buy a big enough container of the stuff that I can just dip it in everytime I want to put a new coat on. Should be really fast to do.
I'm also fairly sure i'm going to redo the clay head. It's just not quite big enough, and it's bugging me. Should be fairly easy the third time around though. It's not too discouraging; it's always better once you've had a practice run. And I would have been bummed if the key piece of sculpure for the film, that's going to get the most screen time, wasn't as good as it could have been. After all, it's only about 10-16 hours of work in a project involving hundreds and hundreds of hours of work.
Tuesday, November 25, 2008
I've also solved another problem; up to now, i've been endeavoring to cast the heads in two separate halves - that means that i'll end up with a prominent line where the two halves meet on the finished thing. Not a problem for this head, as the beard covers it. But none of the other characters have beards.
I've found that I can cover the entire head with liquid latex (thereby taking the impression with one piece only), and then peel the whole thing off inside out.
The stuff has different working properties than I thought; I applied very thick poured-on coats, and dried them partially with a hair dryer. Then I put more on. That is to say, I was able to build up a very thick layer in one evening. When I was making the rubber mask for my previous failed attempt, I was putting on very thin coats and letting it dry for half a day. You can really go hard with the stuff, and it will still cure & dry evenly.
So now i've got a complete rubber mould of the head. I'm going to take a test cast of the face area with alginate to make sure the details transferred correctly. Then i'm going to make the rubber mask, by pouring latex inside the other one, swishing it around, and draining out the excess.
Boy, i'm getting pretty sick of this crap. I'd like to begin making a film already.
Monday, November 24, 2008
Tuesday, November 18, 2008
Doing the actual shooting doesn't seem intimidating at all by comparison. I feel like i'll be able to knock off shots very quickly.
I put the first coat of liquid latex on my alginate impression. The alginate is still sweating a bit. I hope it doesn't interfere with the drying of the latex. I did a test already to see if it would work, and it did. But these hunks of alginate contain alot more water than my test peices.
I bought a couple different brands of liquid latex - turns out they vary quite a bit. One is thick, one is very watery. They both have their uses.
Monday, November 17, 2008




Top picture is the head after the last pour. I found that using alginate on bare clay causes lifting of the clay, and can damage fine edges. Two very thin coats of lacquer fixed that.













