Friday, August 8, 2008

Screenshots shadow/lighting

Some cool screenshots from Antics v4. Showing off the new shadows and lighting features.




Friday, July 25, 2008

Monty Granito - Focus on


Welcome to my first "Focus On" article, this time I'd like to present the work of Monty Granito.
I first became aware of his work through the extra's portion of the Jumper dvd. The film itself is fantastic and the work involved in creating the previz for the film is really first rate. The best part of being part of the Antics community is that, in the field of previz for film, one can find plenty of research material to develop our own skill in the field. Antics is of course, just one of many tools available in this important story telling phase. I believe Antics is a revolutionary tool in aiding everyday filmmakers, plan and design thier visions to achieve hollywood at home. As a film effects junkie, I live for the process. I'm very fortunate to be working in the field but people like Monty Granito are my idol. One day when Antics has saturated into the hollywood, ........

Thursday, July 24, 2008

SHADOWS! OMG !!!





Firstly, let me say, if you're in Australia you probably heard my scream of joy, when I saw these images from the upcoming V4 release of Antics!
These frames alone bring tears to my eyes. The shadows on the walls, the depth, the degree of softness, all these attributes indicate that Antics have nailed the shadow feature spot on. Some other apps we've seen, struggled with this task, forcing the users to endure shadow popping and noisy edges over a couple of releases, but it seems that Antics have got the tech sorted.

The release is out very soon so stay tuned.

Friday, July 11, 2008

future of Antics



At the recent webinar some exciting news was discussed about the next release. Antics V3.5
it is well worth having a listen
The biggest news was the announcement that shadows and fog lights are heading our way.

Also covered in the webinar was the adoption of user customised shortcuts, the status of facial expressions, an ANTICS version for MAC, Some wonderful news on character generator (including clothes/sizes faces, headsizes),
Topics such as depth of field, real world constraints, particle effects and physics were also noted as being on the agenda.
More fourlegged content (a present we have a reindeer) this would allow users to integrate animals with animation into work.
A measure tool, import fbx animation and a bvh editor within Antics was also talked about.
The ability to import/export data from Antics to your 3d app was also raised. The ability to improve the data exchange of camera paths between Antics and Max/Maya is great news.
It's been possible in some other applications for a while now (Storyviz) and it would be great to exchange this data with 3d and compositing applications (like After effects)
The developers put out a call for uses to define the export data pipeline (how would people use the ability to export a camera path for example....)

I also found it interesting to hear about a command console solution for text, something I'll investigate further. It is great to hear the developers are open to our input and are calling for more sugestions.

Anyway have a listen. It is very encouraging that this great product has such a great team behind it. And if you would like to discuss these features or outline features not covered, this is the place to do it. Not all the points listed above are going to make it to the next release BTW some are more for future releases.
T.

Thanks to
Gary Conway and Adrian Leu

Monday, June 30, 2008

Third Floor - FXGUIDE SEYMOUR ARTICLE

listen to interview



Hi guys, found this fantastic article on The Third Floor. It is written by a fellow flame artist in Mike Seymour for fxguide. The Third Floor did the previz on such films as • Beowulf• The Happening• Cloverfield• Eragon• Chronicles of Narnia, Prince Caspian and are currently working on • Avatar• Star Trek• Starship Dave• Chronicles of Narnia: The voyage of the Dawn Treader• X-men Origins: Wolverine !!!!!!
If you get a chance checkout the article. It's not Antics but it's very interesting. (BTW check out the level of detail in the Narnia material, gone are the days of GREY BOXY PREVIZ, The King is Dead, Long live the King!!)


Saturday, June 28, 2008

Antics for Previz

Today I want to chat about using Antics as a previz tool for production. As you may know, I run Ammo Previz as a service to directors and producers who wish to communicate creative concepts to particular audiences. Many of you may have travelled down the same road as I did in researching and developing skills to service this growing trend.
(more in comments)

Friday, June 6, 2008

bouncing ball

There are a number of ways to get your props to move (animate) in a scene.
One way is to 'direct' the prop to a given point in the room and another is to have the prop follow a path which you have created on the floor.
This article goes through some other approaches.

KEYFRAME METHOD
Using a "freecamera" and "attach" combo, it's possible to not only keyframe the move but also you get the advantage of a curve editor as well.
Experiment with attaching a prop to a freecamera. Now open a new viewport for that camera, and use this to control the freecamera, BUT use your master camera view to see what you are doing. If you do this whilst in the direct mode you can keyframe the freecamera. Once you have the move worked out, select the element on the timeline and choose "edit curve". Note, the first and last keyframes can't be adjusted so be careful with where you start and end you camera move. For those not familiar with a curve editor, it shows you the values for the x,y & z position of the camera over time.
You can adjust the curves to achieve different values for the camera position and the way the camera moves from position to position.

In this example I create a camera move to mimmick a bouncing ball.

If you pan the freecamera you will also get control over the rotation of the prop.

An extension of this method is to tell the freecamera to target another element in the scene, in this way you can achieve some dynamic properties. For example, aligning a prop to a specifc angle regardless of position. You can try doing this whilst the camera is on a path also. This is how I got the soccer ball to spin in the Skull Shot clip. (attach the prop to the freecamera, tell the freecamera to follow a path, get the camera to target some things during the travel).

It's my hope that these animation functions become possible in the next release, until then...

Have fun.

T.


Wednesday, June 4, 2008

Rigging a Skeleton Character


To create your very own Skeleton Character you will need, 1 pair of sharp scissors (get your mum to help) 1 sheet of white paper and 1 pencil.....
oops sorry wrong blog....
To make a skeleton character for ANTICS 3D you only need Antics and Sketchup.
Start by finding a skeleton that you like the look of. Pick one which is standing upright and in a T-Pose or close to the rest pose of an Antics character.
Once you've got the skeleton in sketchup open up Antics and bring in a character. (I used the robot).
What where going to do is to move between the two apps for every limb and bone set.

1) The first thing to do is select the desired bone in sketchup then follow these steps, "ctrl c" to copy, "ctrl a" to select all then hit "delete" to clear the page, now choose edit "Paste in Place". This will give you just the bone. Now save as .skp and name it something usefull. (like Lfoot.skp) ok now "ctrl z" to bring back the full skeleton ready for the next piece.

2) in Antics, import the Lfoot.skp and do not move it. (you may want to apply a scale as you import if the object is too small, do the skull as this will help set the scale value) Now notice that in the props list you have a Lfoot file.

3) go back to step 1) and repeat many times....until you have the whole skeleton in.

Now still without moving anything in Antics, Select each prop and right click "edit pivot". You'll want to set the pivot to be where the joint is. (eg a forearm bone pivots at the elbow)

Congrats you have a rigged skeleton!! Now to get the Antics Character to drive it.
The concept here is to closey align your skeleton to the underlying skeleton of an existing Antics Character (AC). The closer your wrist is to the AC's wrist the better
the animation. You can select all the props that make up your sekeleton and scale, move and rotate the whole set into a position 'within' the AC. Ok. Now I used a command to get each bone attached the the AC joint. If you haven't checked out the command console, do yourself a favour. It's in View/Command Console.... once open type (tip... once you start to type you'll see a list of valid syntax, just select the word you want and then press space bar, now you can start on the next entry)
it should read

attach Lfoot Robot_01 Bip01 L Foot

This command will attach your skeleton's leftfoot to the AC's Lfoot. (I chose a robot as my Antics Character)

Do this for all your bones and you are done. Now hide the AC. Select the AC in the character list and direct it to walk somewhere, or do something and you'll have your new character.

If you want another skeleton character, select the AC in the Set/Character list, CTRL D and then Ctrl V.

This procedure of mapping rigid bodies to AC skeletons/joints can also be applied to ANTICS Animated props.

view example

Monday, June 2, 2008

FREE STUFF and SKULL SHOT



A good supply of free motion capture (.bvh) is mocapdata.
Also if you are in need of a no-nonsense audio editor try Audacity

I for one like the term ANYMATION which Overman has forwarded to the Antics Forum. original article I had heard the term used in dscussion here and there and I think it is closer to describing Antics clips than the Machinima label. I don't think it's the best name, I'm just not offended by it.

On another note, I had a little fun with my newly built skeleton dudes, now that's using your head!
T.
(btw, I did the sound also)

Thursday, May 29, 2008

WELCOME ANTICS USERS


If you're new to this blog welcome, remember when you get to the bottom of this page there's another few packed full of tips and stuff. Also check out this article
as well. It's makes for some interesting reading. All comments welcome.
Happy Antics -ing!

Monday, May 26, 2008

Skeleton walks - DFA


Today is my birthday and I thought it would be cool to map a skeleton bone for bone with an antics character. Well it took a while but the results are way cool. Now I have a skeleton that walks! Here's a little taste of what I'm thinking of doing with him. cheers. (it's dfa direct-from-antics)

Saturday, May 24, 2008

Emotions for Antics!

HOT OF THE PRESS May 23, 2008 •
"..............we now have Ian Wilson working alongside our development team in Cambridge. Ian is the founder and CEO of Emotion AI (http://www.emotionai.com) and over ten years of experience in Europe and Japan of applying technology to simulate how humans react . .....................It will take some time to integrate an emotions into Antics and make them as easy to use as we, and you, would like and fit them in with other developments, so you will have to be patient for a while. In the meantime, don’t forget that there are ways to get emotional impact in Antics videos using music ,camera cuts etc. – Tony Bannan’s videos “Looking Back"...........".full story

Friday, May 23, 2008

Ned Kelly Dance



Ned Kelly is an Australian icon. He was a bushranger, who, to aviod being shot whilst robbing banks, built a helmet and chest plate forged from iron. I guess he was the first ironman! Anyway I've built a little Ned out of lego and animated them in Antics. The pieces are imported separately and linked to various joints on a standard character. Once everything is hooked up the legoman will do everything the ref character does. Then it's a matter of hiding the ref character.

The lego parts are freely availble from Ldraw and LeoCad. There are hundreds of lego style props to import into antics to create your own lego clip! Good luck.


Wednesday, May 14, 2008

zombie

A zombie effect can be achieved easily when you combine the pin tool with the link tool. The setup is just like the "pushing wheelchair" topic covered in an earlier post, the plan is to create a sphere for each wrist. place the sphere on the wrist and the pin the wrist to the sphere. Now if you link/attach the sphere's to the character then the arm animation will be overwritten (made void). If you place the spheres away from the body then the arms can be set to extebd forward just like a zombie. My favorite zombie films are....I am Legend, 28 days and Shaun of the Dead. Have fun!!



Oh, btw, I got the texture maps from the web, and the character is a cowboy (you may want to experiment with different walk cycles for the character and slower durations in the timeline).


youtube

Monday, May 5, 2008

Reflections

To create a reflection, like the one in my bathroom scene in Folie or in the pond scene by raybearmass is simply a matter of creating an identical set and then rotating it 180 degrees. Sometimes I like to use the frosted glass texture, (it's from one of the doors), to create a material for the glass, then adjust transparency to suit.
raybearmass also found this great app for making your reflections move

On a personal note, I've now started work in my new job in my new city and so I'll post some of my Antics-Lego experiments soon. Thank goddness for sykpe so I can keep intouch with the family.

Friday, May 2, 2008

How to make a Sketchup MECH walk in ANTICS






There is a wonderful tutorial on the Antics Forum, thanks to Robert Kim and Eric Rosoff from the Antics Team.
You can see a sample clip here

Saturday, April 26, 2008

Good Camera placement.

The 180° rule is a basic film editing guideline that states that two characters (or other elements) in the same scene should always have the same left/right relationship to each other. learn more If the camera passes over the imaginary axis connecting the two subjects, it is called crossing the line. The new shot, from the opposite side, is known as a reverse angle. Some filmmakers state that the fictional axis created by this rule can be used to plan the emotional strength of a scene. They believe the closer you place the camera to the axis, the more emotionally involved the audience will be.
Here is an image you might like to apply to a billboard. Use the billboard in your scene to line up your cameras if you wish. Just set the billboard to be half as high as it is wide, and set the texture blend property to ADDITIVE and turn DISABLE LIGHTING on.

Sunday, April 20, 2008

v3.1

A welcome addition to the Antics/previz armoury is the ability to import .skp from Google's Sketchup application. The latest version of Antics V3.1, just released, allows you to import models and textures into Antics in one simple step. The .skp file format joins the .3ds .fbx and .bvh which are already supported.

Sketchup is great buddy to Antics as it also features a simple yet powerful workflow and fast results. It's a 3D software tool that combines a tool-set with an intelligent drawing system, plus you can create models using real-world coordinates. Best of all, it's also free! Check out sketchup .

Another very cool feature is the Google 3d Warehouse option which is just under the import selection. If you are on-line, you will be taken direct to the 3d Warehouse via a window within Antics. Once you've found something you like, it's as simple as clicking on it, follow the prompts and BAM ! it's in your scene ready to go. The process allows you to download free content straight into the scene. (very cool )

You can find out more from the Offical Antics Blog which has also just been launched. (Thanks Gary.)

Tuesday, April 15, 2008

Antics Community Callout!

Antics is such a cool program, the developers have really done a fine job of keeping the product user friendly. The latest move to make the application free has no doubt increased the user base.
So now we have a great variety of users of all skill levels. The aim of this blog is to share experiences and opinions about ANTICS and previz. If you have a story you'd like to share, or a subject you would like covered in depth, please leave your comments, or send me an email. (ammo(at)previz(dot)com(dot)au

I'd like to welcome Gary Conway back to the Antics support team. He was fantastic in helping me through my questions when I first started with Antics!

Saturday, April 5, 2008

MOCAP and Mr Bones

BVH files are motion capture data, which when imported into Antics, allow your characters to replicate the moves made by the original actor. The data is collected by various means, commonly, markers are placed on the joints of the actor so that xyz information can be extracted. Most often this is achieved with little white balls sewn into a catsuit style garment.The actor performs in front of a camera array to collect the info. Data is constructed by then plotting the movement of each ball. Many camera views are required to get accuracy. Another method I saw recently was a solution designed by a N.Z. firm which utilize little geo magnets. In this way the data is much much more accurate and doesn't induce the problems associated with camera rigs, lighting and limb crossover. In fact this approach allows an actor to get on a horse and ride away in full sun on location! Both the actor and the horse can be rigged with the collectors. If you would like to try out the bvh path with Antics, Mr bones has offered a free sample of a Jedi bvh. http://www.truebones.com/JediBones.zip