Blob Study II

Posted in assorted stuff | Leave a comment

Behind the Blob

Quite a few people have asked for a tutorial explaining how I went about making Blob Study I, an abstract 30 second audiovisual experiment made using Blender.

I don’t have time to put together a proper tutorial at the moment, but the .blend file can be downloaded here if anyone is interested. This file is provided under a creative commons license (attribution, non-commercial). To keep the file size down I have removed the audio track. Enjoy!

Posted in nerdy stuff | Tagged , , , , , | 2 Comments

Introducing blam

No Blender nerd will have missed the recent introduction of motion tracking, which provides a nice workflow for mixing video footage and 3D models. While awesome, the current motion tracking implementation is limited to video footage with significant enough camera movement and perspective shift and (as far as I know) there is currently no easy way of mixing 3D models with still images or fixed tripod shots, so I decided to put together an add-on for this purpose.

The add-on is called blam, The Blender camera calibration toolkit, and facilitates modeling based on still images.

The add-on and further information is available here. Note that blam is still in development. If you’re interested in contributing, just drop me a line.

Posted in nerdy stuff | Tagged , , , | 16 Comments

Paper Foldables

The past weekend, I took the time to learn and actually produce something using Blender‘s soon-to-be built in renderer Cycles. During an inspirational random googling session I stumbled upon Paper Foldables, a site where a guy called Bryan shares his awesome paper foldable designs for people to print, cut and fold. I decided to model some of these designs in 3D and try out some of the cool features Cycles has to offer.

The first design that caught my eye was soap box derby and here is my version of it.
Soap box derby

And you are probably already familiar with this spooky bunch.
Scary guys

Posted in assorted stuff | Tagged , , | Leave a comment

You Animals!

Sometimes I create things in the analogue domain. Animal costumes, for example. Since I don’t wear these very often (unfortunately) I thought I should post some pictures of them here for posterity.

OwlOwl
OwlPigeon
PigeonPigeon
StarfishStarfish
SkunkSkunk
Skunk

Posted in assorted stuff | Tagged , , , , , , | Leave a comment

Paper Cut-Out Rock’n'Roll

Way back in 2007, I was asked by my dear friends in Lothar to make a video for their song Malone. I accepted the challenge and decided to approach it armed only with graph paper, a pen, a scanner and a computer. A couple of weeks and many cups of coffee later, a final  version was ready.

Three years after handing off the first version, I decided it was time to fix all the things i didn’t have time to fix the first time around and finish this project once and for all. The result is now finally available for public scrutiny in all its HD glory!

I did all animation, modelling and post processing in Blender. Check out this post for the nerdy details.

Posted in assorted stuff | Tagged , , , , | 2 Comments

Making Malone

As mentioned in another post, I recently finished off an old animation project that I started working on (and almost finished) back in 2007. The animation is a music video wherein little paper cut-out versions of the members of Lothar perform their song Malone. The animation was made almost entirely using Blender and I thought I might share some information and thoughts about the process in case anyone is interested.

All modelling and animation was done in Blender 2.45. In terms of modelling, there is nothing too exciting going on; the action takes place in a simple box shaped scene. To achieve a convincing paper cut-out look, all textures were hand drawn on graph paper and then scanned. I played around with some different lighting options but finally settled on using only ambient occlusion lighting. After trying some different settings, I decided to go with a relatively low number (5) of ambient occlusion samples to get a slightly noisy look. Visually important objects, like the musicians, were emphasised by the use of materials with a small non-zero emission value. This made the objects a bit brighter than the surrounding geometry and ensured that they did not receive too much of the ambient occlusion shadows.


Getting the little paper musicians to play in sync with the music was a crucial part of making them come alive. Technically, this turned out to be a bit of a challenge, especially since the song was not recorded at a fixed tempo. To get the timing information needed for the animations, I recorded MIDI notes for each animation channel (drummer foot, drummer left arm, etc) by tapping the corresponding rhythm on a keyboard. The MIDI data was then converted to blender ipo curves using the midi importer script by julesd. Apart from manually recording the timing information, this process was fairly painless.

Another animation challenge was handling camera switching in some sensible manner. I used two cameras, one for moving and one for fixed shots. I alternated between the two by toggling a constraint aligning the fixed camera with the moving one. One benefit of this method is that no separate video editing step is needed so different shots and cuts could be tested more efficiently. However, this way of switching between cameras ruled caused problems with vector blur, that I initially planned to make use of. The reason is that the previous frame is used to compute direction vectors during the vector pass which introduces single frames of weird looking when switching beween the cameras.  If anyone has any wisdom to share on this topic, I’m all ears.

The final render was output as a sequence of PNG images, which allowed easy re-rendering of sequences that needed tweaking (there were quite a few). Each 1920×1080 frame took around 3 minutes to render on my old Core2Duo laptop. With a total of around 5000 frames, the whole animation, weighing in at around 7 GB, took a bit over a week to render. Since most of the objects are static, it may have been possible to reduce the render times significantly by baking the ambient occlusion shadows. I’ll probably look into that option if I’m doing a similar project again.

For post processing I set up a separate Blender 2.53 project to be able to use the new animation system that allows animating compositing nodes. The node setup is fairly straightforward and is used to add a vignette, a slight flicker, a bit of blur, some noise and a bit of colour curve adjustments.

Posted in nerdy stuff | Tagged , , , | 1 Comment