FXPHD MOG210 – The Broadcast Ident
Tim Clapham returns with a brand new course aimed at motion graphic designers and animators. This term, it’s a bit of a departure from Clapham’s previous typical course structure as he will be taking you through the development and animation of a channel ident from the initial concept stage, right through to the final rendering and delivery part of the process. In a previous term at fxphd, members were invited to design a logo for a fictional TV channel. The chosen design is the logo we will be using for our ident.
The structure and workflow of this course will be similar to the typical studio workflow you would find when working on a real world production. Starting with design and concept, we then move on to discuss the shoot itself. Working with footage which was shot on the RED Epic, we will be choosing selects from our bin of clips and exploring various grade options within RED Cine. Next, we will take the selected clip into the animatic stage within Adobe After Effects, using this as a tool to block out our basic design and timing. Once the animatic is complete, the footage will be tracked and the 3D solution exported ready for match moving.
An important part of any production is the design process and this will be an integral part of the course. Alongside creating our animatic and completing technical tasks such as tracking and modelling, we will also be exploring design options throughout the production. We will be working with Adobe Illustrator to develop various designs and graphic features. Creating elements using 3D modelling and texturing techniques in Cinema4D. Bringing all of this together in the form of style frames which will be the foundation for the ident look, grade and overall feel.
The term will continue with elements being animated in both 2D and 3D. The indent will progress as the 3D multipass renders are output and the composite is developed. Finally, 2D graphic elements will be added and animated in post and the grading completed ready for final rendering.
Class 1: Concept Development – We look at the initial boards created for the ident and the concepts and scripts behind them. From this selection of ideas, one is chosen and we discuss a practical approach to shooting the footage. Tim shares his experiences of working with the RED Epic and after a brief overview of working with RED Cine, we choose our selects from the RED footage. This is then narrowed down to one shot. Whilst working with RED Cine we explore some of the looks we could output when we grade our shot.
Class 2: This week we create the animatic for the ident using Adobe After Effects CS5.5. Although the work is quite simple, it is an essential part of the process and this will create a solid foundation for building upon over the following weeks. We will work with masks, 3D layers, parenting, shape layers and time-remapping. We will also discuss important concepts such as file management and organising your projects.
Class 3: Model the joystick in Cinema4D. Covering many of the most commonly used tools when modelling with hyperNURBS including, knife, edge cut, extrude, loop and ring selection. We also look at an alternative method available when using the Correction Deformer.
Class 4: Tracking the tunnel shot in Syntheyes. Using supervised tracking we will track and solve the tunnel shot. Covers general workflow in Syntheyes. Solving difficult shots. Clean up trackers. Creating a coordinate system. Exporting python script for C4D.
Class 5: Style Frame, Render and Comp – Taking the tracking data into Cinema4D we can start to incorporate 3D elements into the live action plate. We will build proxy elements of the live action plate from the tracking data which we will use as shadow catchers and other composite helpers. This will also allow us to develop our 3D – 2D pipeline for the project, discovering which passes need to be rendered. Any problems associated with this and allowing us plenty of time to find solutions. Outputting out a still frame using multipass render layers will give us the opportunity to develop our style frame.
Class 6: 3D Animation, Render and Comp – In this class we will animate the 3D elements. This is the first blocking stage and we will attempt to animate all the elements and prepare them for output. The render passes will be created, output and brought into the composite for review.
Class 7: Creating the graphic elements in Cinema4D. Using the knife tool to create cuts for generating splines from the tunnel geometry. Cloner Object to clone graphics along the splines. SplineWrap to deform geometry along the splines.
Class 8: Animating the graphic elements appearing through the shot. Working with effectors to control scale, visibility and time offset keyframed animation of cloned objects. Using constraints for dynamic parenting. Morphing with Pose Morph and baking the resulting morph to point level animation.
Class 9: Finding and correcting errors in the scene so far. Creating some basic materials for the graphics, using formula effector and multishader. Generating geometry through collision using Bool, Matrix object and Tracer. Preparing file for multipass rendering.
Class 10: Final Grade and Output – In this class we will take our 3D elements and bring them into the composite we have been building over the last few weeks. Our 2D graphic elements will be finalized and the grade completed. The comp will be setup for final render, we will then review the result and discuss the overall project process.