Saturday, 8 June 2013

Erasing the Jaw sim-line in post production

If you had a look at my first puppet lips-sync attempt, you may have been bothered by the very apparent sim-line between the skull and the replaceable jaws.

This line will be erased in post production using a software like Adobe After Effect (and not Adobe Premiere as I wrongly stated in my earlier post). After a many tutorials watching and few attemps, it looks like it is possible. I have not yet master the craft, but as a proof of concept, here is the identical video to the earlier post, with some post-production trick on the sim-line.

Before post production (jaw-line visible):

After post production (jaw-line concealed):



Monday, 3 June 2013

Manny's job interview


It's time for Casting Interview!

I could not wait to test my puppet in a bare-bone environment, for an extreme lips-sync close-up




I have made a very quick mouth replacement run on one of the famous line of Manny which I had already lips-synced in an earlier post with some digital image of the model. Now it's getting closer to the real thing, using (at last!) Dragon Frame.

The result, below, is, has, as expected, a lot of undesirable beginner's defects. The background light is flickering because my electricity is far from stable. I will fix this with a power stabilizer.

Manny's hood is "boiling" like crazy... as I replace the mouth piece, it is almost impossible not to touch/move the fabrics. I will need to reinforce this hood... I am thinking of strengthening its shape by putting some can metal in the inside. But I am overall happy with the ease of placing and replacing the magnetic jaws: It simply snap into place with little skills required on my part.

I am less concerned of the very visible sim line between the mouth piece and the skull... I think I should be able to erase this in post prod with something like Adobe Premiere (which I know nothing about!). If anyone is experienced in post prod of this type, please give me a shout in comments.



Sunday, 2 June 2013

My first animation puppet

Last Post left Manny padded with moss and balsa wood and here he goes with his reaper cloth. After a bunch of trials and errors I finally settled for some black elastic fabric in order to minimize the "boiling": i.e. the undesirable move of the fabric from one shot to another. This elastic fabric is wrapping Manny's puppet and seem to be more or less stable.
I will probably need to pad it a little bit more with an additional thin layer of moss to stabilize some soft parts, such as the shoulders. The access to the replacement jaws is not as easy as I would like and I will need to loosen the hood to make it easier. But even with these last last trimming and adjustments, it feels like a big milestone has been reach: I have my first animation puppet (almost) ready for shots!

"But you're not alone! Every body here is just as dead as you!"

Sunday, 28 April 2013

Manny Puppet: Balsa underwear


I noticed that when I started to work on something on the computer, doing a 3D model a a computer graphic, I gradually become shy of returning into the "real thing": working with my hands on concrete, material stuff becomes daunting. It's like walking into cold water... it takes time to get used to a less forgiving world without any "undo's", and also it takes time for the mind to settle for a more pragmatic (and somewhat less perfectionist) decision making process.

So let's put aside z-Brush and 3D modeling and return to what we came here for: playing with puppets. What goes below is largely inspired by the blog of Joshua Flynn.


The idea is to block out the volume of Manny around this mechanical metal armature. Most of his boddy will be blocked out with soft material, but in order to be able to grab and manipulate the puppet, it is important that some parts stay reasonably hard: The torso, and the pelvis.


Balsa wood is easy to shape and to adjust around the armature.






Then these wooden parts are glued around the armature and some soft moss are added to legs, and above the shoulder. I have left some wholes in place where I need to access the screw to tighten the ball-joint of the armature.



In order to provide a smooth support for the Reaper's tunic, I have cut one extra layer of foam from a flat sheet in order to do some sort of t-shirt.


Next we will have to learn so sew. I purchased some nice black fabric but have little idea on what to do with it.

Probably with have to enroll some help on the next part...


Tuesday, 16 April 2013

Celso Mouth Set

Carrying on with the Celso Skull, I have reduced his eye size a bit, as advised by my followers' comments, added some "hairs", and started scultpting mouth shape that will be eventually 3D printed just like for Manny.

As mentioned earlier I am using zBrush and I am still at the beginning of the learning curve. Lessons learned: it is much easier with a Wacom tablet, and Layers are an awesome way to store and mix shapes in zBrush. Challenges still unresolved: When starting from a rest-open shape (like the upper left skull in the strip below), remodeling the mouth to a narrow "O" is really a pain as the geometry gets really stretched.

(For those experts in zBrush out there, I am sculpting in Dynamesh, but the Layer feature prevents me from re-meshing... leaving me in a quandary... either not using layer or not re-meshing)


Celso Mouth Set strip

Sunday, 14 April 2013

I am back!

My exam and few other annoying things now well behind me, I have no more excuse and need to get back at this project. Thanks for all of you who have sent me emails and comments to encourage me to pursue a project which has been sleeping for about a year.

To re-enter gently into the GF atmosphere I have decided to review Celso's head. Chay did a great design, but once 3D printed, its upper skull turned out to be too spherical for a character who is meant to have a long sad, somehow frightened face.

It was also the perfect opportunity for me to learn more about zBrush by revisiting an existing and relatively easy concept.
 Here is the result: on the right, Chay's original design and on the left my revisit. Tell me what you think...



Monday, 7 January 2013

My Slum Dog Stop Mo Studio

Hello all,

Sorry I have not posted in a long time, but as I explained in a few comments threads below, (i) I have run out of space, because some personal financial crunch led me to give up my beloved apartment which was just large enough to house my stopmo set and, (ii) I have run out of time, because I have an important exam which requires me to study hard during my non-working time until March 11th.

Cambodia's first Stop Mo studio
But Manny will be back. Actually, I am already preparing his vengeance...

<Glottis Voice> "Look at that this litl' beauty, isn't she beautiful?"

This is my dedicated Stop Motion Studio... in all its shiny splendor for a monthly rent of 30 USD.

I will not have to share my bedroom with the gear anymore, just do a one minute walk from home behind a snooker shack within this adorable little pitoresc, mostly ethnic Vietnamese suburb of Phnom Penh, Cambodia.

Just need to make the place mosquitoe proof and then we are in business again. There are some basic sanitaries in the back which are big enough to do the dirty job (plaster mold and other silicons casts).


So now that the space problem is fixed, I have to solve the time problem and this won't happen before I pass this dreaded exam. After that... we should be back in business.




Thursday, 21 June 2012

Puppet making: magnetic jaws

For easy mouth replacement, I have decided to go magnet. Here is the painted head and mouth set, with the magnet set within the two part of the skull. The magnetic pull is very soft, which should make the mouth replacement routine almost effortless, with little risk of displacing the puppet in the process.



Wednesday, 20 June 2012

Puppet Making: handicraft



I was first trying to sculpt/mold the hands around the armature, but I always ended up with a shape too plump for bare-bone hands. I have changed strategy by using the insulating plastic of electric wires. It's a bit gross but that will do.



Wednesday, 6 June 2012

GF's Rosetta Stone

I have the good fortune of spending a good part of my life in Cambodia. Khmer culture is reknown for its monuments, and in particular for the amazing stone bas-reliefs that ornate its countless  angkorian (and pre-angkorian) temples.

The mastery of stone carving has survived, and skilled artists are still sculpting elegant Budhas and generously breasted Apsaras.

You may recall Grim Fandango's famous "mural" that was gradually lighten up as the player progressed through the story. This mural, originally designed by Peter Chan, was imitating a stone carving containing  clues and pointers of the world and unfolding story of GF. It's an absolutely amazing piece of art. According to Tim Schafer :  
After Peter Chan created it, he dutifully handed the original over to LucasArts Marketing, where it probably got shoved into a closet and forgotten about. I’ve tried to get my hands on the original for years, but I think it’s just gone.  It might have even been thrown out when they moved to the Presidio. :( 
 (source: Double Fine(tm) forum here)

Sometime ago, a couple GF fan, elbiolin (LucasForum) and Laserschwert, laboriously managed to "restore" a high resolution rendering of this artwork from some pixelized screenshots...


Laseshewert's "restoration" of Peter Chan's mythical "mural" (CG, click for details!)

I downloaded his high res file, printed a poster, and went in a little carving shop located in a small street of Phnom Penh. When I unrolled my poster, I could tell on the face of the shop owner that this was the most unusual commission that he had ever received. He looked at me, puzzled, wondering what could possibly be my religion. Of course, a cultural chasm (not to mention the language barrier) did not help to explain the nature of my condition.

He asked for three months, but called me back after only four weeks. While on my way, I got myself prepared for a big disappointment. He could not have possibly completed this piece in just a month. I was not even sure that carving this piece was actually possible. There are so many layers of depth, so much details... this was plain silly!

I arrived at the shop, and Mr Choum Sophek was waiting for me. A plate of sandstone at its feet measuring 110cm large, 38cm high. With the help of two of its staff he turned the stone over to reveal its sculpted side and I went... speechless.

Mr Choum Sophek (& co) actual carving (sandstone, click for details!)
I am now the proud owner of this improbable artifact:
First conceived and drawn by Peter Chan somewhere San Francisco, lost in some bottomless IP vault at LucasArts, laboriously restored in its original splendor as a computer graphic by GF fans, and finally, 15 years later, carved into a 40kg piece of sandstone in Cambodia by the descendents of the Angkor Wat builders. What a fantastic journey! Peter Chan's masterpiece has finally reached its own Ninth Underworld... in my living room!

Oh by the way, I intend to use this carving for the Opening of the movie (panning through the details in extreme close-up, in stop-mo, but under natural light in order to get some natural flickers as a special "intemporal" effect)

Friday, 4 May 2012

Set building: More props

Door... almost done... just need to write "Manual Calavera" in reverse across the window


 Books... painted

 

Mexican band... work in progress (by the way this prop is not at 1/7th, too small, and just need for a close-up, so this prop is made at 1/1 scale...)


Tuesday, 1 May 2012

Puppet making: Shoe shine

So... one of the first scene I will have to shoot is a close-up on Celso's shoes...


... and I thought I did a pretty good job with my first ever shoes sculpting attempt...


... until I got on Joshua Flynn's blog and saw this...


How humiliating... and stimulating... So I went back to my clay and managed to get to this...

By the way, the fact that I am sculpting shoes separately from the rest of the body hints that I am changing strategy... looking at Flynn's brothers amazing puppets (discovered thanks to a nice comment posted by Dead End), I really think I am going to give up with latex foam and try to do the puppet in fabrics instead... The above shoes would be used for making a hard mold and a RV silicon cast. looks easier than the foam latex way.

Monday, 16 April 2012

Set Building: for a fistful of props

I had still quite a few items on my prop list which needed to be addressed, somehow... and if possible cheap and fast.

For example, this pile of official DOD self-help books to unleash your inner salesmanship potential



How about that (rigged) vacuum tube messaging system,



I also need shoes for this close-up on Celso's shoe taping nervously as the "reaper" walks in...



And how about this annoying Mexican band press-paper... (err, one musician done, 3 to go)


All these props were made using Super Sculpey Firm, then baked. It's a reasonably cheap way to get done with smaller prop, rather than modelling in 3D and 3D printing.


I still need to model a couple of lamps, a couple of ashtrays, finish the mexican-band press paper, find a way to make a (partial) roof, create the city landscape behind the windows, build the door... and... I know... I really should get on with painting one of these days...


Sunday, 1 April 2012

MoldMaking: Crash test dummie

So, given my less than perfect attempt at scultping Manny's body, I am now completely relaxed in pursuing the whole process, calling it a "dry run", and carrying on making all possible mistakes along the way.

This week-end was about creating a plaster mold out of the "frankein-sculpt" I ended up doing. The hobby community seems to have settled on "Ultracal" as being the ultimate plaster for mold-making, but I had to settle to a locally available, fast setting, gypsum-plaster.

The pro's are also using a so-called "Wed-clay" in the process  (see tutorial here from stopmotionmagazine), but here again, I had to settle for some locally available natural water based clay.

Well, in the ambient 35 degree Celsius where I am living, both the clay and the plaster seemed to be drying faster than I wanted. The natural clay was rather messy to deal with, and I had trouble to level it to the divide line of my puppet. As a result I created a lot of undesirable undercuts : whereby the puppet ended up being sunken a little to much in one of the half mold, making it impossible to release without breaking.

Oh, and I also forgot to create "keys" (holes on one side, bumps on the other) to facilitate the placement of the two halves. The plaster turn out to be very soft... and I don't think this mold will resist more than one foam-latex baking.

Well, the result is very amateurish but I think it should be good enough to mess with the foam latex curing part... which seems to be the hardest craft to master in this type puppet making. I will most likely end up with a shapeless blob but I am picking up some ideas to do better on the second try :

1 - Will sculpt the master shape in Supersculpey, instead of air drying clay, then bake it to harden, and will send the shape to pistol lacquer painting (at a motorcycle repair shop), to get the smoothest surface possible

2 - Will use Kid grade synthetic clay (comes almost cheaper than natural one where I leave) in the mold making process, instead of trying with natural clay. I will just warm it a little in a rice cooker to make it very soft. Kid clay worked very well when I made silicon molding for the corners (see earlier post). It will be more forgiving for puppet molding as well... just need lots of it.

3 - I need to settle for a plaster than does not dry so quickly... and maybe ask the plaster shop if there is a way to mix it with more gypsum powder to improve its hardness.


Sunday, 18 March 2012

Set Making: Manny's computer in the matter.

Here is another prop 3D-printed from a Google Sketchup rendition.
This is where 3D printing shine... those intricate little keys of the keyboard would have been almost very hard to render using any other modelling technique. If only 3D printing wasn't so expensive... this nice little prop did cost about 40 euros...

The 3D-print price are going down, but I guess that clay and talented traditional sculptors have still a bright future for their craft.

Friday, 16 March 2012

Puppet making: disaster in slow mo

This part of the project is NOT going well at all. Atually, puppet making seems to be my biggest drag at this point of the project.

I posted earlier about my first attempt to sculp a suit in Manny's clay. It looked great... when it was still wet!

The cracks appeared as the clay shrunk on the wire armature. So I made some repair with some putty epoxy, which is very hard to shape. Never mind, I thought, will just sandle everything back in shape, so I patched heavily over the cracks.

But the epoxy turns out to be much harder than the original clay, and sanding back 2 materials of very different hardness proves to be an impossible task.  So here am I... Actually, the picture does it a favor, it really looks worse in reality. So long for the smooth, doll-like, detailed sculpture that made me salivate in the tutorials I tried to emulate. If only I could... lacquer it to give it a smooth surface... or dip it in some sort of all-forgiving-and-viscous-elixir.

Well, since I will probably screw up my first plaster-mold-making attempt I might as well consider this as a crash-test-dummy candidate.

Now, I need to find some non-shrinking clay and some damn good sculpture 101 tutorial.

Sunday, 11 March 2012

Prop making: Molding corners

Earlier in this blog, I posted my attempt to modeling the art-deco ceiling corners in Manny's office.

I sent the shape to my favorite 3D printer and received a scaled 3D print for that shape as shown below. I could have asked the print of 4 identical pieces and be done with it, but... 3D print is expensive, and this relatively simple geometrical shape was a good practice target to learn the craft of Silicon mold making.

I show below the original 3D print of the master shape. Then below a Silicon mold made of this shape. And last row the resin cast of 4 corners made in resin.



The result is good enough for a decorative prop of this kind. A little sanding, a little painting, and those four pieces should look OK in the set.

The whole process was made in a week-end, with locally available chemical products (RTV Silicon, Resin, and their respective hardener), and it was fun to do with my daughter. However the result would probably not be good enough for a more intricate design requiring a higher level of precision. I made all the beginner's mistakes, as usual, and I will probably do better next time. Which was the point of the whole exercise... I could have skipped this detail from the set with no much visible difference in the final movie. But this project is as much about learning techniques I am unfamiliar with as it is about the final product, the movie.

There are plenty of excellent tutorial around about this RTV Silicon mold making, so I will spare you with the details. However, always happy to answer any question, from layman to layman.

Friday, 9 March 2012

Mouth Sets fresh from 3D Print


I just received the Manny's head and mouth set from the 3D printer. This time the skull and the jaw fit perfectly... well, at least for 4 among 7 mouth pieces. I don't know exactly how I managed to mess with the dimensions of the 3 others, but these are being re-printed promptly.

I will soon be able to make a true, stop motion lips-sync test, just like the one I did virtually earlier.

On another front I am having the time of my life learning the ropes of silicon mold-making. Translate: disaster on first try.
But that's another story for another post, with some sticky pictures of the mess I ended up with.

I said a few month ago that I was expecting to start to shoot sometimes in march. Well... give me another 3 month, OK?

Saturday, 25 February 2012

Breaking news: A blessing from the power that be

Tim Schafer, creator of Grim Fandango, has apparently stumbled upon this blog and blessed this project in a tweet. This is HUGE!