3D Animation
What is 3D?
3D Animation is, as its name implies, three dimensional. An object with form, depth and texture is modelled, animated and lit to have a sense of realism, even if it is fictional. This can range from creating objects that must appear to be photoreaslistic and live within a particular image to 3D characters within a 3D space. Though we always recommend trying to get as much in camera as possible, this is not always feasible due to budget, circumstance or concept. At Ministry of Illusion we make use of Maya as our main 3D tool.
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Render Farm
3D Animation can be a very long and time consuming process, especially where the rendering is concerned. It is for this reason that we have invested in a very large and powerful render farm. We have 60 dual core CPU’s running the distributor, Royal Renderer which supports any of the popular rendering formats. This affords both our animators and our clients the ability to view various elements / stages of the animation quickly thereby speeding up the approval and bug elimination process and facilitating the efficient completion of the project overall.
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HDRI
HDRI is a key factor when generating three dimensional objects that are required to be photorealistic and look as if they live within an existing environment or image. It is the way that these objects are lit that either hides or reveals the fact that they are indeed generated in 3D. By doing HDRI on set we are able to capture the exact lighting exposures, intensities and directions that the footage was filmed with and apply this to the three dimensional object/s. We do this by taking a 360 degree photograph at 3 or more different exposures. This then captures the High Dynamic Image Range! The photograph is then stitched together to form a 360 degree environment with the exact lighting values that were on set. This technique not only helps us where lighting is concerned by also gives us the ability to capture the environment for compositing. |
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| Cloth Simulation
Making use of specialised software and a wealth of experience in the field, we are able to create 3D fabric that looks and moves just like the real thing. It is not always possible to shoot fabric doing what you want it to do, and it is here where this skill becomes very handy. The software, guided by the animator, simulates the movement of the cloth. One can choose from a wide range of fabrics, eg. Silk, cotton, chintz or match the animation to an existing fabric. By using HDRI on set we capture the lighting and thereby light the cloth to exactly match the lighting of the scene that it is in. This is very important as the way the light moves on the cloth plays a major role in the realism of the cloth’s movement itself.
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Landscapes
By using both specialist software and our animator’s skill we are also able to generate near-photorealistic landscapes / environments. This technique can be particularly helpful when it is impossible or too costly to shoot in a prescribed environment. By making use of photographic references we are able to build the environment complete with atmospherics such as wind, clouds and humidity. Alternatively one can create a totally fictional landscape for the action to take place in. The software and technique that we make use of was recently used very successfully in the Pirates of the Caribbean trilogy.
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Character Animation
Character animation involves designing, modelling and giving life to a new or existing character. The standard process begins with a two dimensional drawing. Sometimes what looks good in 2D does not necessarily work in 3D. It is for this reason that we first do a machete / sculpture of the proposed character. This allows both the animator and the client to work with a tangible object and mould it from there. Once approved, the machete is then taken into the virtual world and modelled as a wire mesh object in 3D. Like the generation change from 2D to machete, there is again a shift from machete to 3D due to the movement required by the character. The way in which the character moves its body and face gives it a particular personality and must be crafted at this stage. The character is rigged to have joints and muscles and it’s face is also rigged to allow it to talk and have expression. Once physically and phonically ready, the character can be textured, animated and lit to do, well, anything!
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Crowd Simulation
Using a similar method to Dreamworks, we can successfully generate and animate enormous, photorealistic crowds. Again HDRI on set is required to capture the exact lighting values of the environment where the crowd is required. The next step would be to take turn-around photographs of a minimum of ten extras (depending on the size of the required crowd) in various different outfits. These people will then be recreated in 3D and used as the basis for the people in the crowd. They will be rigged to move like humans, textured, placed, animated, randomised, lit and then rendered.
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Motion Capture
Motion Capture is used in order to capture the realistic motion / movement of a person or animal and apply it to a 3D character. Little sensors are affixed to the person or animal and it is filmed doing the required action. This action is then ingested into the 3D suite and applied to the required character. At Ministry of Illusion we make use of . The advantage of this unit is that it can be used on set and therefore does not limit the client to a studio set-up. This unit was used very successfully to create the character Davey Jones in Pirates of the Caribbean. |
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