Research Project:  Object Metamorphosis and Transformations

Fani Vassiadi

MA Digital Effects

NCCA, Bournemouth University

 

Introduction The theory The practice My approach Conclusion References

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As Citroen "Transformation" is a very successful commercial I contact one of the compositors of The Embassy Visual Effects, Jon Anastasiades. I was again lucky to have an immediate reply to my email with all the information I needed and with a few more comments on the Nike "Evolution" advertisement.   In order to see both videos you can enter http://theembassyvfx.com/main.html > Portfolio

 

 

Citroen “Transformation”

Click here to see the video

 

 

Pictures of the well-known commercial

 

 

Hello Fani,

 

I'll try to give you the info you are looking for...

A
transformation and a morph are different things when it comes to vfx. A morph is a type of transformation. When something is morphed, it fluidly changes it's shape from object A to object B Remember the end of Michael Jackson's Black and White video with the faces changing into one another? That's morphing. Morphing is done with software like Elastic Reality or is included in several compositing packages like Shake, and Combustion.

here's a  Morphing link with examples. Just click on the images;
http://www.cs.utah.edu/~dejohnso/morph.html

Anyway, with that clarified, I'll try your rather large first question. (Sorry if some of this is stuff you already know.) We start out with detailed storyboards. These are basically a comic book drawn to show the order of the shots in time, basic camera positioning, framing and composition. From there an animatic is made. This is a very crude computer generated version of the commercial. It is lo-res and 3d models are untextured so they just appear as grey. Each shot in the storyboard is made into an animatic shot and cut together by an editor. The animatic is shown to the ad agency and the director and they make changes to shot timing, duration, camera positions; basically every problem is addressed at this level as it is much easier to work with lo-res 3d than with final full size renders. After all notes are addressed you have a locked cut. This means any editorial changes from now on will be very minor-everyone's committed to how the spot will look. So now the 3d artists can model final full res elements.

To build the car, a real c4 had to be scanned. In France an actual c4 was put under a camera that converts the shape of the car into a digital 3d mesh which is an exact replica of the real car. (here's a link to the company who scanned for us http://www.gentlegiantstudios.com/ ) Then the real car was taken apart and scanned piece by piece to get 3d meshes of all of the interior bits. Also any detailed work had to be built in 3d by 3d artists. Eventually we had a complete model of the car.

Next the car had to be broken up and engineered to "transform" so that all of the pieces fall into place and make sense spacially. This was done in Lightwave as well and took much research to get it to work right!

The dancing animation is done with a technique called Motion Capture or MoCap for short. we place reflectors on a dancer's body and while they move, a camera picks up the reflectors positions in 3d space and translates those coordinates into data that our 3d software can read. Then this data "skeleton" containing the dancer's movement is placed within the robot and the robot will follow the movement exactly.

Here are some MoCap links...
http://en.wikipedia.org/wiki/Motion_capture
http://www.vicon.com/

So now you have a dancing robot. To make the environment, which is the Vancouver skyline where we live, very large digital photos were taken from the rooftop where the robot does his thing. All of the photos are stitched together to form a massive panorama for the furthest background - the sky and mountains. The midground buildings are also hi-res photos taken from the location, but these are mapped onto simple geometry so when the camera moves you perceive parallax.  This way we had complete control of the movement of the camera in the commercial, as the robot and the entire environment were digital.

Next we composited the robot's many passes into the environment. A "pass" is a layer rendered by the 3d software containing a specific piece of the image. For example, we might get a "Specular Light Pass" which would have only the brightest highlights in the image in it. Then the compositors can use a pass like that to control the spec-how bright it is, if it blooms or causes a flare, etc. There were several passes (spec, shadow, alpha, reflection, etc...) allowing compositing to have a very high degree of control of how the robot ended up looking. ( Compositing is the stage where you take all the layers and put them over each other to create the illusion of something being in an environment when it wasn't actually there. here's a link that explains more... http://en.wikipedia.org/wiki/Compositing )

Of course all of these steps contain many many more iterations within that I just don't have time to go into, but that's the general overview.

I realize your focus is "transformation" but there actually isn't too much more to say about that actual process - we used a lot of reference and made sure the parts of the car logically and realistically would fit together without colliding through one another without the appearance of disobeying too many laws of physics when it comes to different bodies matter occupying the same space. we used lots of reference and did a ton of R & D until it worked.

As far as software, we used

Lightwave - 3d animation, lighting, texturing
http://www.newtek.com/products/lightwave/product/description.html

Modo - Modeling
http://www.luxology.com/modo/

Final Cut Pro - Editing
http://www.apple.com/finalcutstudio/finalcutpro/

Apple Shake - Compositing
http://www.apple.com/shake/

(that's me in the shake promo video - ha!)

Discreet Logic Combustion - Compositing
http://www4.discreet.com/combustion/

Anyway, i hope I've answered your questions!

Good Luck,

Jon Anastasiades

 

 

Nike “Evolution”

Click here to see the video

 

Pictures from Nike "Evolution" advertisement

 

 

The animation for the evolution of the shoes was done in Lightwave. Again, the blooming effect isn't actually a "morph" technically - it's actually a hand-animated effect. Every shoe had to be scanned into data. Then this data mesh / pointcloud had to be cut up in a way to accommodate the shoes splitting apart or growing new parts, etc. Pretty much everything that's moving had to be had animated which is very time consuming and took a team of 4 animators to achieve. Another technical difficulty that arises in almost all organic looking cg work is collisions, or pass-throughs. Cg isn't matter, so it doesn't obey any of the laws of physics when it comes to how matter acts. Most software has some built-in physics, but none have any way of preventing one area of a cg model being in the same place at the same time as another area. Check out the attachment with the ultra-craptastic cg character - in the red circle is an example of pass through or crashing - I wouldn't actually use that image, by the way, it's just too BAD...at any rate, because these models were so complicated, there were many times where passing through couldn't be avoided, so the areas that were showing through other surfaces had to be digitally painted out in Shake.

Another challenge was the sheer volume of rendering. As you notice, there are several times-of-day flashing by showing time-lapse. The 3d department had to render the *entire* commercial in each time period, so we have the whole spot in morning lighting, midday lighting, etc. This was done so the ad agency, editor and director could pick and choose what shots they wanted at what time in the day. Also, usually you have a scene that you only really need to light for one time period, but the lighting artist had to re-light the scene for every time period as well! I guess what I'm trying to say is that there was a TON of behind the scenes work and research done that will probably never see the light of day.
Other than that, I'm not sure what more I can tell you!


Jon Anastasiades

 

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