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Not so bad for a first try. We were required to keep a timesheet
on this project and I clocked in at 71 hours over eight weeks.
Most of that time was spent fighting and figuring out the Maya interface,
that's why it seemed like a whole lot more effort than that. The
rest of the term was doing regular assignments and work on my demo
reel.
Having done the assignment once, I can now most likely cut that
time down to 20 hours or so. And there is no reason
why I shouldn't be able to knock it off in a long day if I were
to do it yet again. Will I? We'll see. I have many more interesting
ideas to concentrate on in the meantime that use the same
principles involved here.
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We were only required to put a 3d spoon in the shot, but I wanted
to push it some extra steps beyond the minimum.
So in Shot 1 (but not Shot 3!) I changed the background to a picture
with a similar perspective that I'd taken in Rome several years
ago (though I could just as easily have created a fake place in
3d and put that in), got rid of the flying threads hanging off my
sleeve cuff by grabbing another section of sweater and placing that
over them, reversed the first shot's footage so that rather than
throwing the spoon away, I call it to my hand like a real jedi would,
and I left the reflection ball on the steps so that I'd have to
get rid of it later -since it does not belong there at all.
In 3d space, the model(s) (in this case, the spoon, my hand and
sweater) is/are created, properly angled, proportioned and lit to
match the real footage as closely as possible. The real spoon is
taken from the real hand in the real shot and the real camera rolls
without it.
The 3d spoon is then placed in the real shot and seamlessly blended
in post. The 3d hand and sweater are never rendered, only their
reflections in the spoon and shadows cast on them are rendered and
composited with the 3d spoon. Simple, eh?
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(click the
text below to return to the appropriate notes above.)
*Step
1. The reflection ball is used to map the
real location onto the 3d geometry's surface (if the real object
has a reflective surface (a car, a spoon etc.)). The ball is shot
on the set alone and with no one around it.
**Step
5. The black dot on my thumb is the marker
used to track the 3d spoon 's position to my hand's motion.
Tracking could be done without it using my entire thumb, but it
would be less precise, less accurate and more difficult to do.
***Step
6A. In order to get my eyeline correct with
the fake spoon, I held the real spoon in my hand just prior to shooting
and looked at that. The real spoon is removed, the camera rolls
and I move my head around, leading the spoon's movement. I
then animate the bending of the 3d spoon to my gaze. Easy!
(How do you get the spoon to bend like that in the first place? All
the spoon needs is a skeleton. You rotate the bones the way they
need to go and you're done. A simple, but entirely different
story to the one at hand.)
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Thanks!
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