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Lecture 1: Introduction to the module

In the first week, we got to know what is in store for us with the module. In particular, we got introduced to the module assignment, which is creating a title sequence. We had a look at different kinds of title sequences introduced by students and discussed them. Watching various title sequences, we tried to think about the themes and motifs of title sequences as well as the way they are made.

My favourite title sequence: The Girl With the Dragon Tatto
Lecture 2: Introduction to After Effects

This week, we got introduced to Adobe After Effects user interface, basic animation techniques, shapes layers, and the logic of nested comps. 

A useful shortcut list

Click here to check out the most important shortcut keys of After Effects. 

My very first motion graphics created in Adobe After Effects

To get my head around the animation workflows and nested comps in After Effects, I tried to create simple motion graphics using shape layers and animation techniques.  

Final Render
Workflow
VFX_Toolbox - Lec02_Screenshot (301).png

Added shape layer and animated scale

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Made a new comp and added the square comp to the new one to create nested comp

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Duplicated the square comp and used "Distribute Horizontally" under Align menu

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This is how After Effects aligned the square comps itself

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Trimmed out all the layers with alt + ]

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Selected all layers and Rclick -> Keyframe Assistant -> Sequence Layer...

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Then set the duration to an appropriate amount of time

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This is how After Effects carried out "Sequence Layers"

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Made another comp and dragged the square row comp into that and duplicated it

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This is the columns made up of the row comps

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Again, Sequence Layers...

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Set the duration

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Result

VFX_Toolbox - Lec02_Screenshot (316).png

Made another new comp and added the column comps to that, changed the colour with Fill effect

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I could also use the Hue/Saturation effect to change the colour

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The result

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Used Deep Shadow effect

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Duplicated the first shape comp and changed the shape and colour of that

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Duplicated the row comp, selected all the layers of that, and then only Alt + dragged the new circle shape comp into the row comp to change the shape of row comp. The keyframes and animation would stay intact after the shape replacement

VFX_Toolbox - Lec02_Screenshot (322).png

Repeated the previous step, but this time for the column comp

VFX_Toolbox - Lec02_Screenshot (323).png

Added the new column comp to the main comp

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The final result

Lecture 3: After Effects Alphas and Masks

This week, we gained an insight into Alphas and Masks in After Effects. We learnt about the logic behind Alphas, how to layer up images and footage and how to mask out layers using different techniques.  

My first attempt to create a title sequence

I tried to get inspiration from the title sequence of True Detective series. Watch it below: 

Final renders

Video with sound: 

Still

TITLE_SEQ (00091).jpg
Workflow
VFX_Toolbox_LEC03 - Screenshot (335).png

Imported the image, and created a sold.

VFX_Toolbox_LEC03 - Screenshot (336).png

To use luma and cut out the background, I used Curves to increase contrast. 

VFX_Toolbox_LEC03 - Screenshot (337).png

The result of using "Luma Inverted Matte" for joker

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Cutting out the remnant of the image.

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Used Subtract to cut out. 

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Masking out the image to cut it into half using Subtract. 

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Adding Smoke asset and using Subtract blending mode. 

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A technique to get rid of sharp edges: add a rectangular mask, use subtract, feather up. 

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Increased feather to result in a softer edge.

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Increased feather to result in a softer edge.

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Added another asset, used a different blending mode: Silhouette Luma. 

TITLE_SEQ (00058).jpg

Added a few more assets, used various blending modes and masks. This is the result. 

Lecture 4: Introduction to Nuke

This week, we looked at Nuke and got introduced to its interface and a few basic workflows with it. We also got hold of the concept of nodal-based software contrary to layer-based ones like After Effects. 

My first attempt to do a green screen job by Nuke and AE
Final Render by Nuke: 
ARASH_GS_0001.PNG
Workflow
VFX_T_LEC04 Screenshot (384).png

Setting up the Project Settings first. 

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Changed fps and file format to 25 and HD 1080

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Added transform node and pressed ctrl to add elbows to tidy up the node graph.

VFX_T_LEC04 Screenshot (387).png

Added Keylight node to do the green screen. 

VFX_T_LEC04 Screenshot (388).png

Set view, Screen gain, and twirl down the Screen Matte menu to see the options of that. 

VFX_T_LEC04 Screenshot (389).png

Set Clip Black, Clip White and Screen Softness

VFX_T_LEC04 Screenshot (392).png

Added Roto node, which is like a mask in AE, connected it to OutM, set OutM Component to Inverted Alpha.

VFX_T_LEC04 Screenshot (403).png

The result. 

Green Screen task by After Effects
Final Render
Arash_GS_FOOTAGE (00000).png
Workflow
VFX_T_LEC04 Screenshot (394).png

Brought in the assets and made a comp. 

VFX_T_LEC04 Screenshot (395).png

Added Keylight effect. 

VFX_T_LEC04 Screenshot (396).png

Important settings: View, Screen Gain, Clip Black, Clip White, Screen Softness. 

VFX_T_LEC04 Screenshot (397).png

Pay attention to the patchy and low quality of the image especially in the black area. Luckily, there is a workflow to fix it. 

VFX_T_LEC04 Screenshot (398).png

I duplicated the keyed image, put it on top. Deleted Keylight of the bottom one. Used TrackMatte

VFX_T_LEC04 Screenshot (399).png

The quality of the black part becomes much better by using the above-mentioned workflow. 

VFX_T_LEC04 Screenshot (400).png

Used Advanced Spill Suppressor for the bottom image (the raw file, not the keyed one)

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I played around with Screen Shrink/Grow and set it to -0.5 to smooth out the edges. Also set Screen Softness.

VFX_T_LEC04 Screenshot (402).png

The result. 

Lecture 5: NUKE COMPOSITING 3D RENDERS

This week, we looked at basic techniques of compositing 3D renders in Nuke. We brought an animation from Maya into Nuke and tried to change different parts of that in Nuke without editing the 3D assets themselves. We broke the 3D asset with a handy workflow into its parts, namely Diffuse, Specular, SSS, Transmission, Coat, Depth and AO, and played around with these parts in Nuke. 

Final Render

With sound:

Workflow
LEC05_VFX_T Screenshot (423).png

Vieiwing parts of a 3D render.

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Maya AOVs settings. We can add or remove different render channels to export.

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Added a custom AOV, to add the AO channel. 

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To determine what kind of AOV we need. 

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Middle-mouse drag the aiAmbientOccusion to Shader under Custom AOV

LEC05_VFX_T Screenshot (428).png

Important render settings. Go to Common tab of Arnold Render Settings. 

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Sampling settings. Also, I enabled Motion Blur. 

LEC05_VFX_T Screenshot (431).png

Back to Nuke, added Shuffle node to seperate different channels of the 3D render.

LEC05_VFX_T Screenshot (432).png

Setting up various shuffle nodes. 

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Node graph when added different shuffle nodes and renamed them. 

LEC05_VFX_T Screenshot (434).png

How to merge shuffle nodes to control each of them in an optimised way. 

LEC05_VFX_T Screenshot (435).png

To colour grade the transmission channel, I played around with Blackpoint and Whitepoint handles after adding the Grade node. 

LEC05_VFX_T Screenshot (436).png

Colour Correcting the diffuse channel. 

LEC05_VFX_T Screenshot (437).png

Glow node, used for Coat channel. 

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Set the operation to "multiply" to have the AO channel working.

LEC05_VFX_T Screenshot (439).png

Depth shuffle node. 

LEC05_VFX_T Screenshot (441).png

Used Grade node for Depth channel. Set black point to 32 and white point to 114, as these numbers are the distance of the camera from the nearest and the most distant parts of our 3D model. 

LEC05_VFX_T Screenshot (442).png

Set the shuffle node for the ZDefocus node. 

LEC05_VFX_T Screenshot (443).png

Set math to depth

LEC05_VFX_T Screenshot (444).png

Set output to focal plane setup and then played around with the focal point in the viewport. 

LEC05_VFX_T Screenshot (445).png

Played around with depth of field, size and maximum to make the model blurry and foggy. 

LEC05_VFX_T Screenshot (446).png

Added a constant node. 

LEC05_VFX_T Screenshot (448).png

Connected the grayscale mask made by depth channel + grade to the merge node. I used a blur node because the mask could make the model a bit jaggy, so I needed to blur the lines a bit. 

COMPOSITNG 3D RENDER PASSES IN AFTER EFFECTS

I did almost the same 3D renders compositing this time in After Effects. 

Final render

With sound:

Workflow
VFX_T_Lec05 Screenshot (465).png

Note: change the working space to one that is suitable for our 3d assets. 

VFX_T_Lec05 Screenshot (467).png

Duplicated the layer several times. 

VFX_T_Lec05 Screenshot (468).png

Applied ExtractoR effect to each of them. 

VFX_T_Lec05 Screenshot (469).png

Assigned relevant passes to each layer

VFX_T_Lec05 Screenshot (472).png

Layers: Diffuse, Specular, SSS, Transmission, Coat, AO, Depth. Order is important. 

VFX_T_Lec05 Screenshot (473).png

Used Add as the blending mode for all the layers (except for AO)

VFX_T_Lec05 Screenshot (474).png

Needed to add an adjustment layer to rectify the exposure. After Effects stripped off the gamma exposure settings from the asset, so we needed to correct it at this stage. 

VFX_T_Lec05 Screenshot (475).png

Correcting the gamma settings by using the Exposure effect. 

VFX_T_Lec05 Screenshot (476).png

Correcting the gamma settings by using the Exposure effect. 

VFX_T_Lec05 Screenshot (477).png

Used Hue/Saturation on Transmission layer to colour grade the transmission pass. 

VFX_T_Lec05 Screenshot (478).png

Used Multiply mode for AO layer. 

VFX_T_Lec05 Screenshot (479).png

Set up the Black Point and White Point of ExtractoR.

VFX_T_Lec05 Screenshot (480).png

Added an adjustment layer, named it Blur. 

VFX_T_Lec05 Screenshot (482).png

To blur the far away parts of the 3D render, used Camera Lens Blur and put it onto Blur adjustment layer

VFX_T_Lec05 Screenshot (483).png

Under Camera Lens Blur, went to Blur Map options and set Depth layer. To be able to use the depth with its ExtractoR working, we need to Pre-Compose the depth layer

VFX_T_Lec05 Screenshot (484).png

Pre-composed the depth layer. Now we can correctly use it as a mask for the blur layer. 

VFX_T_Lec05 Screenshot (485).png

Pre-composing options. 

VFX_T_Lec05 Screenshot (487).png

Duplicated AO layer. Named it fog_matte and the plan is to change the background and make the 3d a bit foggy. 

VFX_T_Lec05 Screenshot (488).png

Changed it from AO to Z.

VFX_T_Lec05 Screenshot (489).png

Changed the ExtractoR settings to make the 3d like a mask

VFX_T_Lec05 Screenshot (490).png

Added a solid.

VFX_T_Lec05 Screenshot (491).png

Changed the colour of the solid.

VFX_T_Lec05 Screenshot (492).png

Put the solid layer under the fog_matte layer and set Track Matte to Luma Matte

Lecture 6: INTRODUCTION TO ANIMATION IN MAYA

This week, we started to get hold of the basic concepts and techniques of animation in Maya. The concept is almost the same as other pieces of software, we create keyframes, and Maya would animate the model by generating and filling the frames between the keyframes. 

int-f018.jpg
THE MAZE TASK

As my first attempt to animate in Maya, I tried to animate a ball, moving it through a maze, and it took a lot of juggling and practice to accomplish this task. 

RENDER WITH SOUND
Some useful tips and techniques:

Important to set up the frame rate before starting to animate. 

VFX_T_LEC06 Screenshot (521).png

Preferences -> Time slider -> Playback Speed. Set it to 25 fps x 1

VFX_T_LEC06 Screenshot (522).png

Select a tangent and press the Break Tangents button on the top side of Graph Editor

VFX_T_LEC06 Screenshot (524).png

Right-click on a tangent to change between Weighted Tangents and Non-weighted tangents 

VFX_T_LEC06 Screenshot (525).png

Use Stats in the Graph Editor toolbar to change the time and the value of each tangent. 

VFX_T_LEC06 Screenshot (526).png

Use Stats in the Graph Editor toolbar to change the time and the value of each tangent. 

VFX_T_LEC06 Screenshot (529).png

Curves -> Post Infinity options are useful, especially Cycle with Offset option. We can use this to repeat the animation. 

VFX_T_LEC06 Screenshot (531).png

To be able to see the effect of Post Infinity, check Infinity under the View menu. 

VFX_T_LEC06 Screenshot (532).png

Visualize menu has some useful tools for animation.

VFX_T_LEC06 Screenshot (533).png

Visualize -> Create Editable Motion Trail

VFX_T_LEC06 Screenshot (534).png

Visualize -> Create Thumbnail -> settings

VFX_T_LEC06 Screenshot (535).png

Visualize -> Ghost Selected

VFX_T_LEC06 Screenshot (536).png

Visualize -> Create Animation Snapshot -> settings

VFX_T_LEC06 Screenshot (537).png

Animation snapshot created. 

VFX_T_LEC06 Screenshot (538).png

Visualize -> Create Animation Sweep

VFX_T_LEC06 Screenshot (541).png

Windows -> Playblust -> settings

VFX_T_LEC06 Screenshot (542).png
Intro to MASH!
WEEK 8: INTRODUCTION TO MASH!

MASH is a Maya plugin helping us to create motion graphics and visual effects, and procedural models, without having to use external software. It is now included in the Maya software. To start with MASH, we need to make geometry and then we create a MASH network from that.

Some MASH techniques and workflows

Note: The pivot of the geometry that we want to create a MASH Network for should be in origin. If it is not, Mash does not work properly. We can simply either group the geometry or position the pivot in the 0,0,0. After positioning the pivot in origin, we need to freeze transformations.

VFX_T_LEC08 Screenshot (583).png

The result when I placed the pivot in origin and created a MASH network from the geometry. 

VFX_T_LEC08 Screenshot (584).png

Distribution types under Distribute node. I used Linear and played around with its settings to create this twisted thing. 

VFX_T_LEC08 Screenshot (585).png

Radial type of distribution. 

VFX_T_LEC08 Screenshot (586).png

Spherical distribution type

VFX_T_LEC08 Screenshot (587).png

I set the distribution type to Mesh, and connected a cone to it, then played around with different methods of Mesh distribution. 

VFX_T_LEC08 Screenshot (588).png

Method: Random Vertex

VFX_T_LEC08 Screenshot (589).png

Used Voxel method. This method fills the Mesh with the geometry. Played around with Voxel Settings as well. 

VFX_T_LEC08 Screenshot (590).png

Method: edge. I ticked Enable Scaling to be able to scale the geometry and create this model. 

VFX_T_LEC08 Screenshot (591).png

Gride type of distribution

VFX_T_LEC08 Screenshot (592).png

Distribution type: Volume. we can change the volume shape from sphere to cube or point. 

VFX_T_LEC08 Screenshot (593).png

One of the most interesting nodes we can add is Audio Node. It uses an audio file to change the geometry in line with the soundtrack. I also imported the audio file in Maya to be able to hear the music and see the geometry together. 

VFX_T_LEC08 Screenshot (594).png

Created a grid and then added a Random Node

VFX_T_LEC08 Screenshot (595).png

The result of using Random node. Started to get my head around Strength attributes and how they work. 

VFX_T_LEC08 Screenshot (596).png

For Strength Map, I used the logo of Facebook in black and white, as a jpg file downloaded from the internet. 

VFX_T_LEC08 Screenshot (597).png

Created a Map Helper to be able to use the helper as the strength map. 

VFX_T_LEC08 Screenshot (598).png

I can move the helper, and the geometry automatically gets affected. 

VFX_T_LEC08 Screenshot (599).png

Falloff Object is very handy when we want a MASH Node to affect only a specific part of an object, not its whole. 

VFX_T_LEC08 Screenshot (600).png

The shape of the Falloff Object can be changed. Inner Zone can manipulate the falloff. We also can use the Falloff ramp. 

VFX_T_LEC08 Screenshot (601).png

Created a torus and set the shape of Falloff Node to Mesh.

VFX_T_LEC08 Screenshot (602).png

Connected the torus to the Falloff Node. 

VFX_T_LEC08 Screenshot (603).png

Here I created a grid to apply the Colour Node on that.  

VFX_T_LEC08 Screenshot (604).png

Played around with different settings of the colour node. 

VFX_T_LEC08 Screenshot (605).png

Added a Signal Node

VFX_T_LEC08 Screenshot (606).png

Set Signal Type to Trigonometry and fiddled around with Trigonometry Settings to create this shape

VFX_T_LEC08 Screenshot (607).png

Mode: Add. It creates a very nice effect. 

VFX_T_LEC08 Screenshot (609).png

Played around with Add Mode Fade 

VFX_T_LEC08 Screenshot (610).png

Here I animated the Random Strength attribute. 

VFX_T_LEC08 Screenshot (611).png

Then added a Spring Node to make the animation more interesting. 

VFX_T_LEC08 Screenshot (612).png

When we have multiple objects selected and create a MASH Network from them, we can use ID Node. I made a grid and then set ID type to Random to create this 

VFX_T_LEC08 Screenshot (613).png
Animating Random Strength of the Random Node
Animating Random Strength of the Random Node + Spring Node
WEEK 09 MORE MASH

This week we got introduced to further nodes and techniques of MASH in Maya. 

VFX_T_LEC09 Screenshot (615).png

Used Curves node. 

VFX_T_LEC09 Screenshot (616).png

To get the Curve node working properly, Distance x and y should be set to 0. 

VFX_T_LEC09 Screenshot (617).png

Used Orient and Signal nodes. 

VFX_T_LEC09 Screenshot (618).png

Set Orient Mode to Velocity.

VFX_T_LEC09 Screenshot (619).png

For the Dynamics node, we need to set Playback Speed to Play every frame

VFX_T_LEC09 Screenshot (620).png

Dynamics node

VFX_T_LEC09 Screenshot (621).png

Mash Bias options. 

VFX_T_LEC09 Screenshot (622).png

Added a Signal node (4D Noise type)

VFX_T_LEC09 Screenshot (623).png

To have the Trails node working, we need to set the Playback speed to Play every frame

VFX_T_LEC09 Screenshot (624).png

Taper settings. 

VFX_T_LEC09 Screenshot (625).png

To change the shape of trails as we want, we need to create curves and middle-mouse drag the curve to the Profile Curve box under the Trails node settings. 

VFX_T_LEC09 Screenshot (626).png

Trails Mode options and Curve Samples number are important. 

VFX_T_LEC09 Screenshot (627).png

Created Constraints

VFX_T_LEC09 Screenshot (628).png

Constraint types

VFX_T_LEC09 Screenshot (629).png

Note: To get the Constraints renderable, set Trails Mode to Constraint Pairs

VFX_T_LEC09 Screenshot (630).png

Trails do not inherit colour from geometry. We need to assign material to the trails. We can use Ramp for their colour and transparency attributes. 

VFX_T_LEC09 Screenshot (631).png

Alembic Cashe -> Export Selection to Alembic

VFX_T_LEC09 Screenshot (632).png

Note: check UV Write and Write Colour Sets when exporting to Alem

VFX_T_LEC09 Screenshot (633).png

Now we can import Alembic.

Rendering colour node with Arnold
VFX_T_LEC09 Screenshot (639).png

The Colour node uses vertex colour, So Arnold needs to know that we have vertex colour in the scene

VFX_T_LEC09 Screenshot (640).png

First, tick Export Vertex Colours under ReproMeshShape node. 

VFX_T_LEC09 Screenshot (642).png

Then apply an Arnold material to the mesh. Go to Mesh Display -> Color Set Editor, copy the name of the colour set.

VFX_T_LEC09 Screenshot (644).png

Create aiUserDataColor node and connect it to the Base Colour of the material that we applied. Paste the colour set name in the Attribute box

WEEK 10: MAYA LIGHTS, CAMERAS AND RENDERING
 
VFX_T_LEC10 Screenshot (634).png

Overscan which is camera scale setting

VFX_T_LEC10 Screenshot (635).png

Used various locators to animate the camera positon 

VFX_T_LEC10 Screenshot (636).png

Maya Lights

VFX_T_LEC10 Screenshot (637).png

Maya Hardware 2.0 render settings

VFX_T_LEC10 Screenshot (638).png

Common settings of Maya Hardware 2.0 renderer

Maya lights
Maya lights.jpeg
WEEK 11 - 3D IN AFTER AFFECTS

This week, we looked at the 3D features of After Effects. It is important to understand that we will be manipulating 2D layers in 3D space in After Effects, so there will be no 3D objects with any extrusion. While we will call these layers “3D” in After Effects, they’re still flat images. Sometimes though, we call them 2.5D because we are manipulating 2D shapes in 3D space.

My first attempt at 3D in After Effects
WEEK12: MORE 3D IN AFTER AFFECTS

Continuing with the previous week, we got the hang of the Maya Live Link plugin for After Effects and some useful workflows. Maya Live Link plugin generates a live link between Maya and After Effects helping us view a scene in both software simultaneously, as well as making adjustments in Maya and having them updated in real-time in After Effects.

Compatible elements:

  • Cameras (including Transforms, Focal Length / Aperture, Zoom)

  • Spot, Point, and Ambient Lights (including Transforms, Intensity, Color, Cone)

  • Groups (converted to Nulls)

  • Locators (including Transforms)

  • Planes (to adjust size, scale a 1x1 plane. Do not use Width / Height).

  • Meshes (converted to Solids)


And the data that can be exported:

  • Position

  • Rotation

  • Scale

  • Intensity, Cone Angle, and Color (for lights)

To find more information about the plugin, click here. 

Playing around with 3D in AE
Some techniques and tips
VFX_T_Lec12 Screenshot (683).png

Headed to Modify -> Match Transformations to use this quick method for matching the translation attributes or pivots of my locator and the cube.

VFX_T_Lec12 Screenshot (685).png

I moved the render layer 1 frame forward as Maya starts from frame 1 while AE starts from frame 0

VFX_T_Lec12 Screenshot (688).png

Added Repeater

VFX_T_Lec12 Screenshot (690).png

Parented the Star Comp to the locator. 

VFX_T_Lec12 Screenshot (691).png

Created a Solid and used Multiply blending mode. 

VFX_T_Lec12 Screenshot (692).png

To remove the shadows from the cube's surface, I did another render just for the cube in the Maya and brought it into AE, then I put it above the Solid layer and used Alpha Inverted Matte for the solid. 

VFX_T_Lec12 Screenshot (693).png

To make the shadows more realistic and appealing, I played around with Shadow Darkness and Diffusion. 

Week 13: Maya Content Browser Mocap

This week we got introduced to Maya Content Browser which can be accessed through Windows -> General Editors -> Content Browser. I used some mocap samples provided by the Maya content browser and took different renders of them into After Effects to make a composition. 

WEEK 14 AFTER EFFECTS ADJUSTMENT LAYERS

We looked at adjustment layers in After Effects this week. Effects and adjustments on adjustment layers apply to all layers beneath them, so they are useful for applying effects and make changes to many layers at once.

Using the adjustment layers in After Effects, I changed the below image to make it more visually attractive and appealing. I used camera lens blur, exposure effect (for vignetting), curves effect (for colour grading), and different footage such as lens dirt and dust particles. 

Before: 
cityscape-chicago-white-brown-wallpaper.
After: 
Sunny_Day_Comp_00004.jpg
Assignment 2: Title Sequence

For this assignment, I worked on a title sequence whose inspiration initially had come from Fight Club film title sequence, but after a while, it morphed into something different. Anyway, my major aim was to work on camera moves to create something like Fight Club opening title sequence in which the camera follows backwards, forward and moves alongside the subjects being recorded.

MY TITLE SEQUENCE - FINAL RENDER

Video with sound. Please listen with headphones for a better experience. 

I first created some Mash animations and Mocap scenes in Maya; then, I rendered out different parts such as shadows, the characters alone, etc., and used Maya Live Link to export camera, lights, locators, and locators planes to Adobe After Effects. Then in AE, I applied various techniques and workflows such as green screen footage, masks, adjustment layers, track mattes, blending modes, motion graphics techniques, etc., to make the whole composition more visually attractive. Finally, I named my title sequence "Mad Money" and used coins as a recurring image/motif in the whole sequence. 

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