Pig Roast

 

Playing a show this Friday in Jackson, WY with old freind, Phil Gorey and a local drummer. Thought I would share the flier design and my new character rig for Man Comics. This is my first full character rig and is much closer to the original comic design. From now on it will probably be my primary character in replacement of the Red Nelb Rig from Daniel Martinez Lara.

Man Comics Workflow


I’ve come up with a very affordable and efficient solution for my current workflow for my cartoon, Man Comics. I’d like to show it off a little bit here.  My entire cartoon is being shot on an iPhone and a Kinect. That’s it. Trust me, I would love to own a Canon for hd filming but I don’t have one yet. Since I’m just going to convert the background footage into a vector image, my 720p iPhone with a few attachable lenses and a Kinect have proven to be just enough for my purposes with this project. So let’s get into it.

Man Comics Workflow from Houston Guy on Vimeo.

I am currently practicing a seven step process.
Preproduction
Step 1:  Brainstorming and writing.
Production
Step 2:  Film background plates.
Step 3:  Record actors’ dialog and MOCAP performances.
Postproduction
Step 4:  Editing and storyboarding of background footage with dialog audio.
Step 5:  Camera Tracking and vectorization of background footage.
Step 6:  Character orientation, MOCAP skeleton attachment, mouth and eye animation, addition character fixes.
Step 7:  Rendering, compositing and final editing audio and image adjustments.

Here’s the breakdown…
Step 1:
I think Step 1 is pretty self explanatory. It’s brainstorming and writing. You’ll just have to wait for the cartoon on this one.

Step 2:
Since I usually carry my phone on me, I can choose to capture and use any location I visit, preferably  a location that i have easy access to in case i need to reshoot and hopefully without too many people around. Let’s say my script or scene has two characters with simple blocking.  This is where I have to consider all of the angles and shots I will need for the edit.  I learned most of this process while working on films in L.A.  I usually try to capture my basic editing angles such as the wide shot, medium wides, mediums, close ups, overs and any insert shots i think i might need with any props or scenery.  It makes it a little difficult when I don’t have actual actors yet. I have to imaging where they will be standing, how tall i think they might be, and what type of props they will be interacting with. I try to shoot more footage and angles than I’ll end up using but it’s better to have too much than not enough.  I also learned that it’s better to record at least a solid minute on each angle so I don’t have to reuse footage if I use that angle often.  

Step 3:
After i get all my shots, it’s time to record the acting and dialog.  This is where my Kinect comes in.  I mic my actors or myself with a Lectrosonics lavalier for the vocals and the Kinect is responsible for recording MOCAP(Motion Capture) data into Blender.  If you’ve ever seen behind-the-scenes footage of a special effect shot where the actors are wearing ping pong balls all over their bodysuit, it’s the same idea minus the funny looking suit. Gollum from Lord of the Rings is a good example. Even though the character is completely computer generated, the voice and body movement was recorded from an actual acting session.  For $70 on eBay, the Kinect has proven to be a very powerful and affordable asset to my projects.

Step 4:
Now that I have the skit recorded in both audio and MOCAP, I bring the audio into Final Cut and I edit my iPhone footage around the skit.  This editing stage has been very helpful for me.  I learn a lot about what camera angles and edits are needed for me to tell my story and any footage that doesn’t work or isn’t there is found out at this stage of production.  Editing my footage to the dialog also serves as a somewhat accurate and completed storyboard and shot list.  This is extremely helpful in letting me know what camera angle I’m on or what character we are seeing during a certain line of dialog or action. Then I can concentrate on rendering only the angles and frames needed instead of wasting lots and lots and lots of time rendering and perfecting unused footage.  I can’t even begin to explain how important this step of my workflow can be. This step is where I am learning most about my strengths and weaknesses as a filmmaker has taught me the most about directing and editing.  I cherish the lessons learned and it has been great practice for me.  Luckily, since I don’t have any characters in my frame yet, there is a lot I can fix without any major setbacks or hurdles. In fact, Step 4 can jump to Steps 2 and 3 intermittently. A lot of the creative power takes form during these collaborative Steps.

Step 5:
After my scene is edited and storyboarded, I bring the background footage from my iPhone  into a program called Pftrack where I can do two things. First I can straighten my lens distortion. I do this for still shots and motion shots and it is especially needed when I use my wide angle lens. Then, if it’s a motion shot, I track the perspective and camera movement so my camera in my 3D program, Blender, has the same exact perspective and movement in my 3D scene that my iPhone captured.
After I have tracked my camera and imported the information into my scene, I have to place and size my characters in 3D space to match that shot.  I also mask any object that would be in front of them from the footage such as a table that the character would be sitting behind or trees in in the foreground.  
I might be getting ahead of myself.
I’m actually using a custom build of Blender that allows me to do NPR (Non-Photo Realistic) rendering.  This is what gives my characters that line drawing look instead of a standard shaded 3D look.  To achieve the same look as my characters rendered from Blender, I batch render my iphone frames in Adobe Illustrator.  This is sort of interesting because I’m converting the image from  rasterized to vectored.  Not only am I making my background camera footage lined and similar to my character renders and cartoon style, I can also resize the image to any dimension without losing any quality whatsoever. I could technically scale my film to be the size of an entire building without any pixelation at all if I chose to.  So my 720p iPhone can actually be rescaled to 1080p during this step of my process.  

Step 6:
Finally, I line up my MOCAP and my dialog into the prospective camera angles in Blender and I animate my character’s mouth, eyes and fingers. I can also constrain certain animation elements of my rig to the MOCAP data or fix any movement I feel necessary such as re-recording and switching out any body movements or keying during this stage. 

Step 7:
Lastly, the scene is rendered and brought into Nuke for compositing and then Final Cut where it can be watched in context as a whole and scrutinized dearly.  I may also do slight editing but carefully as to not cause any unnecessary headaches. That’s it in a nut shell. Other than rendering, all of this can be completed within a couple days. One day to shoot the footage and maybe a day or two for the lip sync and animation. In my opinion, with a little help, a 30 second short could be completed from start to finish within one day rather easily. That makes me happy. I apologize about the wordiness of this post. There is still so much to show!  Hope you enjoyed the sneak peak behind-the-scenes preview for Man Comics!

Malfunk[n]0.1alpha preview

I’m DJing a show tonight at Eleanor’s in Jackson, WY and I’ll be premiering my new live visuals endeavor. Malfunk[n]0.1alpha uses a Kinect Sensor to sense the audience on the dance floor and make a sort of greenscreen cut-out or silhouette of their body while they dance. I will be projecting this on a wall during the show and they will be able to see themselves and others just look cool and having fun. It not only gets the audience involved, it allows them to be in direct control of what the whole club can experience visually. I made a short video demonstrating some vague techniques of what I’m doing in the program.

Malfunk[n]0.1alpha preview 2/14/2013 from Houston Guy on Vimeo.

I’m writing this in c++ using Openframeworks in xcode on my iMac. Depending on the background video size, I’m able to get a steady 24fps no problem. Eventually soon, I’m hoping to get my camera/projector calibration working using RGBDemo, and I also want to tie in my 3D projection mapping program I have been developing as well. That way I can project live graphice onto only my body from the kinect, and then map graphics onto surrounding object as well, such as the front of my gig table for example or different walls around my setup. If you don’t know what projection mapping visuals are then look up some videos. Basically I will projection map onto my body with the Kinect, while I will map onto other surfaces by using more traditional stretched quads techniques for a cleaner look. Something else I’m really getting into right now is shaders and GLSL. I’m looking forward to the possibilities. Until next time, juice your ears daily.

Hello World!

Wow! My first blog. I have a lot going on right now so I might be all over the place. I’m making my first cartoon, I’m writing my own live visuals program in C++, and I’m making a new live music set to go with those visuals. I’m going to try to update this blog with obstacles that I face while working on these projects and maybe show off some nerdy behind the scenes stuff. Hope it’s not too boring.

My first cartoon is pretty exciting to me right now. That’s right, cartoon. I’ve been developing my look and workflow for about a year or two. But actually, it’s based off of some comics I use to draw when I was a kid called “Man Comics”. You can watch an early test render using my brother’s voice on Vimeo. This video is also in anaglyph so if you have some red and blue 3D glasses, now would be a good time to bust them out.

Gullible from Houston Guy on Vimeo.

I’m halfway done rendering my first short and will definitely try to upload some stuff on here as I go. It has a slightly different look. I’m really enjoying making a cartoon. It’s sort of fun because I have seven years of film experience but I don’t have a decent camera or gear, I don’t have a crew, I don’t have the sound package I want, no actors, and I don’t have anybody handing these things over to me any time soon. This might be my way of saying “Fine! I don’t need all of that to make a movie anyways!” And it’s true. I’ve worked on hundreds of projects big and small. I love independent film making and I’m having a blast making making a non-budget short animation that makes me happy. Now I just hope it looks good, and is actually funny to someone other than me.

My favorite gigs I ever got in L.A. doing sound was when I worked with voice actors and cartoonists, and I got the opportunity to meet quite a few. I worked with Seth MacFarlane, John Ratzenburger, Harry Shearer, Ernest Borgnine, Dan Castellaneta, Yeardly Smith… ect. Actually, a very old friend, Katie Rice, is a cartoonist and good friends with John Kricfalusi and her parents commonly had wine parties where I would see Dr. Claw from Inspector Gadget. That’s right, I saw his face. I grew up watching cartoons and still do. I could go on about how I was going to be a cartoonist or an artist and then took up music but still did lots of graphic design then got into film bla bla bla.

I’m just excited I guess. I finally get to turn my early youth comics into an independent movie. Not only that, but everything I’ve learned from music and sound, and graphic design, 3D rendering, programming, filming, and having a family with a sense of humor is all coming together. It’s all taking shape of a goal or a project and hopefully, eventually but reasonably soon, it will all form a finished piece of art. More to come.