International Space Station – A Modo experiment

This is a shot that I conceived and executed as part of a recent pitch process. The ISS shot seemed like a great opportunity to dive deeper into Modo, as this is my first animation using it. The particle system in Nuke worked very well for the small particulate in the environment and exchanging geo and cameras between Nuke and Modo via alembic was awesome.

To be clear, this is NOT commissioned work and has nothing to do with Hard Rock Hotel, it was simply a proof of concept. Hope you enjoy it!

Software used – Modo, Nuke, Photoshop

 

Tagged , , , , ,

FLOW – A Mograph & VFX Process Part 05: Working with 3D objects in Nuke

FLOW is a multi-part series that explores the steps of a motion graphics & visual effects project. Artists Craig Whitaker and EJ Hassenfratz will discuss both the “how” of getting through a project as well as the often more important, “why”. We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, etc.

Part 05 – Exploring 3D objects and lights inside of Nuke’s powerful 3D environment. We’ll examine the Displace Geo node and how it can save you from needing to roundtrip to a dedicated 3d package. We’ll also add a light to our scene to enhance the look of our object.

Follow the entire series at – craigwhitaker.wordpress.com & eyedesyn.com
Authors – Craig Whitaker & EJ Hassenfratz
assemblypix.com

Tagged , , , , ,

FLOW – A Mograph & VFX Process Part 04: Building the composite in Nuke

FLOW is a multi-part series that explores the steps of a motion graphics & visual effects project. Artists Craig Whitaker and EJ Hassenfratz will discuss both the “how” of getting through a project as well as the often more important, “why”. We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, etc.

Part 04 – Picking up at the end of Part 03, we will take our project from Cinema 4D and bring the renders in Nuke. We will look at some of the initial look development, working with RGB (fresnel) passes to drive color in composite, building an art directable script, working with Vector Blur and iDistort plus much more.

Follow the entire series at – craigwhitaker.wordpress.com & eyedesyn.com
Authors – Craig Whitaker & EJ Hassenfratz
assemblypix.com

Tagged , , , , ,

FLOW – A Mograph & VFX Process Part 03: Creating the Data Flow in Cinema 4D

Please enjoy Part 3 where we will take a look at how we created the data flow in Cinema 4D using the 3D tracking data from Nuke in Part 2. First, we’ll go over the importance of using reference images to help open the visual conversation with the client for the purpose of pinning down an approved concept and direction. Then, we’ll look at some of the R&D process that helped us to arrive at a solution for how to technically achieve the data flow look and movement for the purpose of the animation. Finally, we will go over how to handle client feedback that can force you to scrap your original concept and how to stay on track to deliver on time despite large scale client changes.

Tagged , , , , ,

FLOW – A Mograph & VFX Process Part 02: Camera Tracking in Nuke

In Part 02, we’ll take a look at getting a camera track inside of Nuke. We’ll look for problem spots, how to resolve them and how to refine the track. We’ll look at setting up cards in 3d space as well as exporting a FBX camera to Cinema 4D. We’ll also take a look at the Point Cloud node and how that can help you place your objects in the scene.

Tagged , , , , ,

Type on a String – Free Cinema 4d Preset

Image

Here’s a setup that I used on a recent job where I wanted to fake some type bouncing in on a string.  I’ve created a bunch of XPresso input fields for things such as: vertical offset, type input, spline wrap offset etc.  The string is driven with three nulls to fake a dynamic bounce as seen in this tutorial.   Click to download, hope you enjoy!

Animated Pie Chart

piechart

Here’s a quick little pie chart setup that I created a while back for a project.  Click to download, hope you enjoy it!

FLOW – A Mograph & VFX Process Part 01: Overview

I am very excited to announce a new multi-part series of videos called ‘FLOW’ that will showcase a Cinema 4D & Nuke workflow.  FLOW will explore that workflow experienced in a real life motion graphics & visual effects project.  EJ Hassenfratz and I will host this series along with myself and we will discuss both the “how” of getting through a project as well as the often more important, “why”.  We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, and much, much more.

Please enjoy Part 1 where we give a brief overview of the project we will be breaking down and more about what we want to accomplish in this FLOW series.  Stay tuned for more videos in this series!

Tagged , , , , ,
Follow

Get every new post delivered to your Inbox.