Motion Graphics and Compositing: Project 4

15.6.2022 - 15.7.2022 (Week 11 - Week 15)
Chung Yi Ki / 0345014 / BDCM
Motion Graphics and Compositing
Task 4: Abstract Motion 


Lecture

Week 10 / Motion tracking

Fig 1.1 How to attach objects to walls and grounds in After Effects tutorial

Adding things on walls in a video 
  1. Add a track plane in after effects to track the object 
  2. Then create solid from camera to create points on the position of the item on the wall
  3. Then double click on the solid and make a composition from it to put the video or image file you want to put. 
  4. Delete the solid and replace the solid with the new composition 

Tasks


For this project, we are tasked to create an abstract motion graphic video with mixed media, though we are encouraged to explore the VFX route. It is expected to see live footage in the video and some motion tracking work. The video should last 30 seconds to 1 minute with good audio editing and can be any theme. 

Visual references and rough ideas


Idea 1: First person video game 

Fig 1.1 Idea 1 visual references

Fig 1.2 Rough ideation of Idea 1

For my first idea, I wanted to do something sci-fi video game based. My idea is to show what it would be like if we could have video games features in real life. Including an interface that pops up in your face to wake you up for a reminder, a quick wardrobe change with just one touch of a button, and a fast travel feature to teleport you to anywhere instantly. 

But you don’t always win in video games. So, a failure is added where the character teleports to the wrong place, and it’s a completely different place from where the character resides (maybe perhaps a snowy place, a place with UFO or dragons etc.). A drastic difference compared to what happens when we fail in real life, and in my opinion, somewhat hilarious.

Idea 2: Video game elements in real life

Fig 1.3 Video game effects from Scott Pilgrim vs The World

Fig 1.4 Example of 3D objects turning into blocks

Fig 1.5 Rough ideation of idea 2

For idea 2, it is similar to idea 1 which also has a video game theme, but it focuses on retro game more and the character doesn’t know she’s in a video game. This is to depict what will it be like if you suddenly saw random words popping out somewhere and you can actually interact with them. Then you find out your life is a game, and if you quit, it’s game over and you have to restart your whole life from the very beginning. Thus, this idea is kind of the opposite of idea 1, showing that making life like a video game sometimes isn’t all that fun.

This idea is inspired by the VFX used in the movie Scott Pilgrim vs The World, with arcade elements popping up and characters in the movie can interact with them.

Idea 3: Interacting with an animated object

Fig 1.6 Screenshot from the Disney short "Downtown"
Source: https://d23.com/a-to-z/downtown-film/

Fig 1.7 Clip from Disney short "Downtown"

Fig 1.7 Example of bold and colourful graffitti style illustrations
Source: https://www.pinterest.com/pin/813814595187834338/

Fig 1.8 Pencil sketch effect in After Effects

Fig 1.9 Rough ideation of idea 3

As for idea 3, it’s about an animated object (that isn’t supposed to exist in real life), coming out from nowhere and the character interacts with it to see what happens. Little did she know, her whole world suddenly becomes all sketchy until it eventually dissolves into nothing. Could it be the work of that animated object? Perhaps. Because it isn’t supposed to belong to this world so back to the drawing board for her. 

The rough ideation video uses a colour blob as the animated object as a placeholder since it has a reason to stick on walls, so projection mapping can be used.  

Assets creation 

Fig 2.1 8-bit arcade font family
Source: https://www.dafont.com/8-bit-arcade.font


Fig 2.2 3D text in Blender tutorial

Fig 2.3 3D text in Blender using the 8-bit font

After receiving feedback from Mr. Fauzi, I decided to further develop idea 2 since I think it’s the more feasible one given the timeframe and limited VFX knowledge we have. I decided to start by creating the important asset first, which is the pixel text turning into bits/breaking. I downloaded a free-to-use 8-bit typeface and used that to create a 3D text in Blender by following a tutorial (Fig 2.2). I made the white text to have black strokes so that it resembles the text in retro games more, and extruded it to make it look 3D enough but not too thick or flat. 

Fig 2.4 Blender cell fracture tutorial

Fig 2.5 8-bit text shatter test

By following the tutorial in Fig 2.4, I used the cell fracture add on and rigid body tool in Blender to make an automated animation of the text falling and breaks into smaller pieces upon contact with the ground. 


Fig 2.6 Visor HUD vector illustration in Illustrator


In the midst of developing the idea, I have a thought to combine some concepts from idea 1 together with idea 2. I wanted the character to wake up somewhere and then have the sci-fi visor HUD appear to “scan” the area for information. But the visor glitches and can’t perform its operation smoothly and that’s when the retro text would appear. So, I then made the vector for the visor HUD in illustrator for use in After Effects later on. 

Fig 2.7 Big cube exploding/falling into smaller cubes

Fig 2.8 Rigid body setting in Blender

Fig 2.9 Quit button model in Blender

Fig 2.10 Quit button model PNG export

I wanted to try out if I can make the text explode into small cubes rather than chipped pieces, so, by watching the tutorial again and experimenting with the cell fracture settings in Blender, I found out that to use cell fracture to break into smaller cubes, I would need to use it on an unedited cube mesh. So, I decided to just try that out and did the automated explosion animation, and plan it to be quickly cut in at the time when the text is about to break so that the cut would be almost unnoticeable to the audience’s eyes. Other than that, I also modelled a retro quit button for the ending scene. 

Filming progress


Fig 3.1 Video #1 - with hand placement

Fig 3.2 Video #1 - no hand placement

After that, I went to film the whole scene multiples times with different story flow ideas that I had. Video #1 starts with the character going to a bookshelf to pick out a book, which is then revealed it’s a book called “Dreamland” (to tie in with the sudden appearance of 8-bit text). The 8-bit text then appears and the character interacts with it, eventually dropping the book and hitting a quit button where the character is trying to undo by grabbing the book. The video labelled with "with hand placement" is to show where the hand position will be and practice the camera movement, and the ones labelled with "no hand placement" is for the hand to be pasted into it later on as I initially planned to film the hand in front of a greenscreen.

Fig 3.3 Video #2 - with hand placement

Fig 3.4 Video #2 - no hand placement

Video #2 is a further development of Video #1 where there’s an added opening showing the character woke up, looks at her phone, and then her body is “shocked”  where a glitching sci-fi screen will be overlayed on the scene to explain why. The character then goes to the bookshelf to pick out a book which was the order of the glitch just now, and flow in Video #1 repeats. The phone screen is green since it was planned to be chroma keyed with other visuals later.  

Fig 3.5 Green screen book drop

Fig 3.6 Green screen hand movements

Fig 3.7 Green screen hand movements in brighter lighting


Fig 3.8 Keying result from Fig 3.6

Fig 3.9 Keying result from Fig 3.7

Fig 3.10 Result from Fig 3.9 pasted into the video taken

For both videos, I tried to film the part where the 3D text and buttons need to be interact in front of a green screen so that I can easily key my hand and any object in the video out later. But since I was doing this at home and didn’t have a proper setup, the keying wasn’t clean so I can’t use this method. Although the result in Fig 3.9 is clean, the lighting doesn't match the one in the videos taken so it is not usable too. 

I then did a few motion tracking tryouts for the videos in Blender and After Effects to see if it would work or not. After a few failed attempts, I found out that the videos that have fast camera movements which made it hard for the software to track the movements successfully. Also, the videos I filmed always ends with the camera pointing to the ground, so there are not enough high contrast areas for the software to put tracking points on. 


Problem solving in the filming and video preparation process

Fig 4.1 Reshot video with re-planned action flow

So, I then film the shot again with much slower camera movement and changed the flow of the actions to fit the shot requirement. The main concept is still there, where the text is hit, breaks and a quit button is accidentally pushes. But this time the character wakes up and grabs a staff-like household item to hit instead, and then backs away until the staff hits the wall, which is where the quit button will be. By doing this, a reference object will always be in frame so the software has a higher possibility to be able to camera track the scene. All the videos were shot using a phone with a 0.5x wide angle lens.

Fig 4.2 blendartrack app showcase

I also found out that there’s a motion tracking app called “blendartrack” where it is specifically made for use to capture camera tracking data for Blender and stores the data as keyframes. So, aside from filming using my phone’s camera, I also used blendartrack to help me get the motion tracking data as backup if my manual camera tracking in Blender doesn’t work out well.

Fig 4.3 Camera tracking tutorial

Fig 4.4 Blender manual camera track

Fig 4.5 Camera tracking data by blendartrack, stored as keyframes

Fig 4.6 3D camera tracking in After Effects

Later when I was trying out manually tracking the video, I found out that this video was able to be successfully tracked in Blender but the result wasn’t good since the camera will suddenly turn to another angle. So, I used the data captured by blendartrack instead and clean up any keyframes that made the camera tracking janky. I then referred to an After Effects 3D camera tracking tutorial and found out After Effects is able to camera track the scene as well (although I had to sperate the video layer to track the ending scene on its own since it can’t be tracked in one go). 

Fig 4.7 Matching the falling cubes with the tracking data by blendartrack

So, I decided to match my 3D assets in Blender with the camera tracking data by blendartrack, and then composite it with the camera tracking done in After Effects. The 3D assets were also lighted to match the lighting in the video. 

Fig 5.8 Rotoscoping in Mocha AE

Fig 5.9 Rotoscoping in Mocha AE

Fig 5.10 Rotoscoping result of Fig 5.9

Fig 5.11 Rotoscoping result of Fig 5.8

Because we have a tight deadline, I didn’t want to spend time going to campus’s Vortex lab to use the green screen there and figure out how to match it with my video lighting, so I decided to do rotoscoping instead. I first did the rotoscoping using the rotobrush tool in After Effects, but found out it was too time consuming and not precise, so I did it in Mocha AE instead since it has tools that allow a more precise and cleaner rotoscoping workflow. For Fig 5.8, since I'm rotoscoping motion blur, the rotoscoped layer is composited into the original video in 31% opacity to hide the sharp edges and trick the audience's eyes it's a motion blur. 

Compositing process

Fig 6.1 Compositing the 8-bit text

Fig 6.2 Compositing the falling cubes

Fig 6.3 PNG of the falling cubes composited into the scene

Fig 6.4 Compositing the quit button

After all of that, I finally started the compositing process. I started with compositing the 3D assets first. I found out the camera tracked 3D 8-bit text can’t be paired up nicely with the camera tracking data in After Effects, so I changed to using only a PNG image of it to composite. The exploding cubes were able to be composited with a lot of keyframing on the position, but to save time and for accuracy, the moment all the cubes land on the ground, the PNG sequence composition layer of it is cut and then continued with a PNG image of the same angle positioned in the same position as the video layer. But I couldn’t get a perfect position so that transition would have to be covered up with a blur later on. For the quit button, it was composited as the same way as how the 3D text was composited too. 

Fig 6.5 Pixel effect in After Effects tutorial

Fig 6.6 Creating the reflection of the 8-bit text using masking and shape layer for shadow

Fig 6.7 Using shape layer for shadow

Fig 6.8 Visor HUD animation in a separate composition

Fig 6.9 Visor HUD overlay on the video

All the other elements were composited accordingly into the scene. The visor HUD was animated in a separate composition first to avoid making the main composition layers hard to navigate. For the glitching effect in the visor HUD animation, it was done by using the glitch effect from the Universe plugin by Red Giant. The 8-bit 3D text reflection is created in a separate layer as well using masking and opacity, and inserted into the main layer following the camera tracking data. Shape layers for shadows on the other hand, were not linked to the camera tracking data and only had their positions keyframed. Effects were used where glow, drop shadow or colour correction were needed. I also followed a tutorial (Fig 6.5) to know how to create a pixelated look in After Effects, and did that effect for the pixel 3D objects and at the end for the whole scene. 

Fig 6.10 Red colour matte overlay in Premiere Pro

Fig 6.11 Game over title scene

Fig 6.12 First draft of Project 4 (before the visor HUD is created)

I imported the After Effects composition into Premiere Pro to add the red colourisation effect at the end as well as the game over title screen. The video is also edited to speed up certain parts and add a swish pan transition to certain parts to cut unnecessarily long scenes and speed up the flow. I then added in some sound effects and exported the edited video to see how it looks. For me, the red colourisation needs a better transition or it does not look immersive enough. So, I had to think of a way to achieve that. 

Fig 6.13 Using light layers and shape layer to create lighting in After Effects

Fig 6.14 Settings of the light layers

Later on, I tried out using the light layers in After Effects to create the lighting, and found out that spotlight creates the mood that I wanted. Since the red colouration kind of muddles out the quit button, I created a white shape layer in add blending mode and keyframes its position to stay on the “QUIT” word, so that it looks like the word is emitting while light. 

Further development of video 

Fig 7.1 Retro box 3D model

Fig 7.2 Retro coin 3D model

Fig 7.3 Box 3D model PNG export

Fig 7.4 Rotation coin animation

After receiving feedback from Mr. Fauzi, I went to create a retro video game looking 3D box model in Blender to replace the 8-bit text. A coin model was also made to use as a visualisation for the 100pts achieved. The idea is to let the characters hit the box instead of the word, and then the 100pts reward pops out after. 

Fig 7.5 Compositing box into the scene

Fig 7.6 Repositioning the 8-bit text and compositing the coin into the scene

Since I can’t think of a way to replace the exploding cubes into coins, I decided to leave the cubes as is and make the 8-bit text and coin pop out after the explosion. The coin rotation is also animated in Blender and composited in After Effects camera tracked to the scene, parented with the 8-bit text. The 8-bit text reflection was also changed to the box reflection.  

Fig 7.7 Recolouring the exploding/falling cubes into yellow

Because the box has yellow edges, I used hue/saturation effect to colour correct the exploding cubes into a similar shade of yellow and edited their drop shadow settings to match with the floor better. 

Fig 7.8 Week 14 progress of Project 4

Fig 7.9 Sci fi themed title screen

Fig 7.10 Retro themed title screen

Later on, I created a game title screen in Illustrator that will be revealed at the end of the video, to indicate that what was seen before is a gameplay. I used assets from the visor HUD to save time as well as make the design consistent throughout. I gave it the title “Retrograde” since in the video, it shows that what was seen as sci-fi in the beginning, turn pixelated at the end. I also created a simple 8-bit retro version of the title screen to glitched into later when animating. 

Fig 7.11 Animating the sci-themed title screen in After Effects

Fig 7.12 Editing the sci-themed and retro-themed title screen in Premiere Pro

I animated the sci-fi title screen in another composition in After Effects, using the bullet train and tracking text animation preset for the title. Light sweep and dust and scratches effect is used for the background and over the visor HUD to give the title screen more depth and texture. I then brought it into Premiere Pro to edit in the glitch with the 8-bit retro version of the title. The glitch effects used were the VR Digital Glitch effects that's already in Premiere Pro and a glitch transition from the Universe plugin by Red Giant. I also added a loading screen in Premiere Pro before the title screen using the rotating orange ovals asset from the visor HUD in the video. 

Fig 7.13 Whole timeline of Premiere Pro

Fig 7.14 Camera shake transition to blur out the abrupt cut between the
falling cubes PNG sequence and the PNG image of the cubes

Then, additional sound effects were searched for and edited in the Premiere Pro timeline to match the updated video. All sound effects and music used are sourced from Freesound.org, the full source links can be found at the end of this blog post. The abrupt cut mention before in Fig 6.3 on how the falling cubes are composited using PNG sequence that cut to a PNG image, it was blurred out using a camera shake transition from the Universe plugin to hide the cut.

Final Abstract Motion

Fig 8.1 Final Project 4 Abstract Motion



Feedback

Week 12 
The test shots in the idea proposals is good. You may refer to your reference and implement it accordingly. You can proceed. You may just apply any of the techniques that you can do based on the references or you can just remix and develop it based on your concept and storyline.

Do the shooting first and video edit it to know the pacing and sound, then after that do the VFX. Don't be afraid to cut out anything, you can use sound effects as transition to the other scene instead. One trick to cover up some jerks in camera tracking is by blurring the view, so it looks like the person's eye is re-focusing. Consider adding insert shorts (like a few moments later kind of shots) as transitions from one scene to another and to make things interesting. Rotoscoping can be used in replacement of green screen, but rotoscoping would need to take a lot of time. If you want to do a pixelating effect on the environment like the depth scanner effect, then you can try out duplicating the background video layer and pixelating it. Then, move the layer beneath the original footage, delay the pixelated footage a bit and use masking on the original footage to reveal the pixelated video. 

Week 14
Put a box or something (like a power up box) in place of the woke up word, and then change it to hitting the box and when the box explodes, rewards object explodes out (like coins or coffees exploding out, can 3d model it). The words can still be there, but not the main thing. Put an ending scene after the game over, like a loading screen or a start up screen of a game. Make the frame like a game mockup screen. Turn the video into an advertisement for a game of your creation. 

Week 15
The refinement is a good improvement. The sound effects is really emphasizing the whole video. Good job on the editing.


Reflection

This project was very challenging for me as I didn't try out anything related to VFX before, so I have to learn it from scratch and hope that I'm able to complete this project within the given time frame. It was also hard for me to think about ideas to do since the VFX ideas I have would require some intermediate to advanced knowledge, so I had to find one that is feasible enough for me to carry out. Although I did manage to complete this project, frankly I am not completely satisfied with it since the VFX doesn't look polished. That is majorly because I couldn't find a way to make them look better and I didn't have enough time to solve the technical difficulties in the camera tracking part so I had to find an alternative route to execute my idea. Though I could've chosen a more simple idea, but part of me just thought I can't be too simple and I have to focus on showcasing compositing work, so I just ended up proposing some challenging ideas. 

But with all that said, I did learn from this project and the basic VFX knowledge gained will be useful in the future, and I see it as an introduction to the VFX field which I find it interesting and have a lot of respect for, but also frustrating for me to do (haha). Also, I got to practice more on my Blender skill and got to learn on how to use Mocha AE which I think is nice. Plus, I did like the title screen animation which I think is the best part in the video lol. All in all, with all the frustrations, late nights, and my computer RAM reaching its limit, I think this was a good learning opportunity for me, though I wish there were more VFX related practice in class so I could have a clearer direction on how I want to do my project. 

Sound effects and music source links
(in no particular order)

  1. sci-fi - ambient 03.wav by AniCator
    https://freesound.org/people/AniCator/sounds/100482/
  2. cyberpunk_drones.flac by Bertsz
    https://freesound.org/people/Bertsz/sounds/672905/
  3. 8-Bit Coin Or Power Up FX For Retro Video Games by Cloud-10
    https://freesound.org/people/Cloud-10/sounds/647977/
  4. KB_Heartbeat.wav by KaBlazik_Samples
    https://freesound.org/people/KaBlazik_Samples/sounds/588575/
  5. Male_Breath_Fast_Loop_Stereo.wav by Nox_Sound
    https://freesound.org/people/Nox_Sound/sounds/554907/
  6. Footsteps_MountainBoots_Tile_Mono.wav by Nox_Sound
    https://freesound.org/people/Nox_Sound/sounds/555868/
  7. Bit Forest Intro music by Bertsz
    https://freesound.org/people/Bertsz/sounds/545457/
  8. Sci-Fi Two-Part Click by Jofae
    https://freesound.org/people/Jofae/sounds/382574/
  9. Glitching, Vinyl Record Player, A.wav by InspectorJ
    https://freesound.org/people/InspectorJ/sounds/427848/
  10. Picking_Up_TackleBox.wav by Krisboruff
    https://freesound.org/people/Krisboruff/sounds/17750/
  11. 8-Bit - Time's up! by Breviceps
    https://freesound.org/people/Breviceps/sounds/450617/
  12. Game (of life) Over! by adh.dreaming
    https://freesound.org/people/adh.dreaming/sounds/634692/
  13. 8-bit "failure" sound by ProjectsU012
    https://freesound.org/people/ProjectsU012/sounds/333785/
  14. Sci-Fi Survival Dreamscape by onderwish
    https://freesound.org/people/onderwish/sounds/468407/
  15. Digital Glitch_v1.wav by tadaizm
    https://freesound.org/people/tadaizm/sounds/458065/
  16. 8-Bit - Incoming enemy by Breviceps
    https://freesound.org/people/Breviceps/sounds/450615/
  17. 8bit_hit_14.wav by Soundholder
    https://freesound.org/people/Soundholder/sounds/425347/
  18. 8-bit damage-impact-break sounds.wav by EVRetro
    https://freesound.org/people/EVRetro/sounds/519072/
  19. 8-bit low rumbling noise.wav by EVRetro
    https://freesound.org/people/EVRetro/sounds/501109/
  20. Ping! by unfa
    https://freesound.org/people/unfa/sounds/215415/
  21. 8-bit explosion.wav by EVRetro 
    https://freesound.org/people/EVRetro/sounds/501103/
  22. 8-Bit - Error by Breviceps
    https://freesound.org/people/Breviceps/sounds/450616/
  23. LoadingScreen.mp3 by Forum_Yoshi
    https://freesound.org/people/Forum_Yoshi/sounds/223962/
  24. sci fi switch by hardwareshaba
    https://freesound.org/people/hardwareshaba/sounds/514945/

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