TITLE: Anthrosphinx Alien Speed Freak NAME: Markus Altendorff COUNTRY: Germany EMAIL: maal-irtc20030115@anthrosphinx.de WEBPAGE: http://www.markus-altendorff.de/ TOPIC: Speed COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: maal_asf.mpg RENDERER USED: Cinema 4D R8 TOOLS USED: Cinema 4D, Cinema 4D NET, Adobe Photoshop, Adobe Premiere, Lemkesoft GraphicConverter, Apple Quicktime, M.Pack 2 CREATION TIME: approx. 200 hours total, 150 during last two weeks HARDWARE USED: Apple G4 800 Dual for all things, AMD Athlon 2400 as render slave ANIMATION DESCRIPTION: "The logkeeper for Planet Earth and her assistant get an urgent call to return to their home base. But how much fun is fast movement in empty space? And how do you get even with someone that broke your hour-long non-resume download?" This movie uses "speed" in various ways: slow and fast movements, "bullet-time"-like scenes and camera moves, and of course just a plain old speeding spaceship. Guess my characters are still (quote from an earlier comment on a 2001 animation) "borderline cliche"... ;-) VIEWING RECOMMENDATIONS: Any MPEG player should do (tested with Windows Media Player, ATI Player, Quicktime Mac 9/X), except VideoLANclient on MacOS X which stutters on the audio. Play it at double size, or fullscreen and step back a bit. Make sure to set up the brightness right, i've found that most monitors (esp. TFTs) are set to loose much detail in the dark areas (euphemised as "having high contrast"). If you're able to play any of the "first-person-view-fighting-games" on your monitor without loosing too bad, you're probably all set. If it's all just a dark mess, turn up the brightness. AND PLAY THE MUSIC LOUD! ;-) DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: Alterations to the raw renderings: Lensflares and highlights are post-process FX built into the Cinema4D render engine. The rendered sequences have been cut and edited in Adobe Premiere for fade-overs between scenes and adding of subtitles. All images are "contrast-softened" (adding a layer of 128/128/128 grey at 13 percent opacity on top of the tracks sequence) in Premiere, to increase the MPEG quality (results in less HF color noise and more detail since MPEGging with M.Pack 2 increases the contrast again, otherwise cutting off dark and bright areas). No further enhancements or compositings werde made. By the way, Adobe Premiere was a real pain with constant crashes during subtitling. Overview: I started out with a set of sketches on paper right after the announcement of the topic, and then got all covered in "real life" issues instead... until late december. I then took a three week break from work and started building the models, and took one and a half week to animate all scenes. It's still only sort of a "first draft" and could be improved by adding all kinds of eye candy (the rooms in the spaceship are quite empty, but then again, maybe these two creatures have a must-clean-up gene which i lack ;-). Music was added for fun, using the SmartSound automated soundtrack generator that come with Adobe Premiere. No time for a proper sound effects track, sorry. Technical: The Models: A few of the models came from my own archive: The cat-creature is a ongoing "work-in-progress" which got enhanced for this round (remodeled chest, hands, claws, teeth, deformation bones setup and more), same goes for the winged creature (new wings, bones restructured, point weighting added to mesh). The two terminals along the wall of the observation room are archived parts from earlier animations, as is the terminal with the status messages. The rest was created for this animation, i.e. the earth model (image maps by NASA), the big spaceship, the small spaceship, the observation room, the earth hologram, the hangar deck etc. On a sidenote, the two chairs in the small spacecraft have alterations for their inhabitant's anatomy, with free areas to accomodate the pair of wings and the tail :-) The earth uses three spheres inside of each other: Smallest is a textured image of the earth, flat color, with the corresponding bump map. Medium layer is a sphere with the cloud layer, set to white color, with the cloud image as bump and as alpha map. The biggest sphere has a fresnel shader, which builds up opaque shining blue color towards the edge to create the "atmosphere" look. All these images come from the NASA Blue Marble Project http://earthobservatory.nasa.gov/ "These images are freely available to educators, scientists, museums, and the public. NASA images are generally not copyrighted." (NASA Website). The animation: Starting out with a rough draft of the scene, i use a stopwatch to write a timed script of what happens and what the characters are saying - that determines the time that i need for the subtitles. Whenever i don't do this, i have to alter the speed of the animation afterwards :-) I use the stage object of Cinema4D a lot, which allows to switch the camera during the animation. Most of the time, i've got 6-8 cameras in a scene and move from camera to camera instead of creating separate scenes for each viewing angle. I've found that the smoothest camera movement results from using cameras together with "look-at" camera targets, and animating only their positions in space instead of setting the camera angles manually. Don't put the targets inside an animated bone structure, though (i've ruined a shot in this animation by this). The rest of the animation is done by setting up the usual keyframes for the bones, and tweaking the in-between speed curves. Special scenes: The real-world flights are in fact rendered, using a very simple setup. I'm doing panoramic photography (http://www.panoramas.de/ , just some shameless self-promotion) :-) and so i've built scenes with two spheres, a small one and a big one. The camera is at the center and tilts and pans, while the ship flies between the two spheres. Each sphere is identically textured, does not cast or receive any shadows and shines with the color of the texture. The texture of the inner sphere uses the alpha channel i've painted on the panoramas, so that clouds, terrain and buildings in the image can cover the ship when it flies behind them. By the way, the locations are at our local castle and steel mill (now closed down): the chimneys above the blast furnaces, and on top and on the way to the moutain made out of the cinder that's been building up for 149 years. My personal comments: The whole thing was anywhere between dream and nightmare. This was the first project i've tried with Cinema 8, and they've changed about everything in the program since version 7. In hindsight, i'd say for the better, mind you, but they've CHANGED it. All the buttons and controls and the logic were in different places, my bone setup fell apart and the whole thing turned into one BIG MESS with two weeks remaining. Then came the christmas holidays and New Year and i got nothing done (except for sitting around with friends :-) But then slowly things started to fall in place (almost, there's so much where this animation needs improvement), and here it is. Things i've learned: - 10.401.316 bytes give you 3 Minutes 45 seconds = 5625 frames of 25 fps movie time @ 45 kBytes MPEG stream, 32 kBit mono audio, and take up 99.2 percent of the allowable file size. Enough time to tell at least some story. - My timing is always too slow when animating. I end up throwing out half of the frames to speed things up. Maybe i'll try a video camera for timing next time. - If you've got an editor that supports OpenGL, TURN IT ON. After two weeks of slow "p.i.t.a." ;-) editing, and at the end of this project, i've found that turning OpenGL on meant the difference between pain & heaven... (<- obscure music reference ;-) - Inverse Kinematics can be very temperamental. Don't trust them. Always check. - Always do a preview render of any animation. If you don't, the final render sure will suck because you've forgotten something. - DON'T use 16 light sources nearby, and another one that's 1 Million units away. Just don't do it, OK? (slowed rendering to a real craw at 240x176 pixels!) - DON'T rely on a simple "target expression" if you're animating a creature with eyes where you can see the orientation of the iris. i've used a Cinema XPresso chain with a "orient to the target, and then overwrite the Z axis of the rotation with pi/2, you stupid machine" logic :-) - DON'T freeze all bones in their place in frame 0 of an animation. You just end up either a) deleting all these keys manually later, or b) you get an 361234 degrees spin between the "zero key" and the first key of your animation (at least me, and at least with Cinema 8). Record the keys when you need it, and not a moment earlier. AND take the time to manually set up the motion curves RIGHT THEN. - DON'T hesitate to throw away anything you've already rendered if you don't like it. It's your animation, and you're the one who has to be happy with it. - DON'T use displacement mapping in Cinema. Just don't. Believe me. After scaling down my "Wyngz" model to fit into the Spaceship, she had the HUGEST eyebrows ever (the displacement textures are applied at WORLD coordinates, not local ones...) - DON'T forget to have fun. Really :-)