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Blender Breakdown - Recreating Spiderverse's Camera 

CodyWinch
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On my journey to recreate the tech used in Spiderman Into the Spiderverse in blender, I find a way to mix together characters animated on 2s with a camera moving on 1s.
Patreon: / codywinch
Twitter: / codywinch

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28 сен 2024

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Комментарии : 79   
@Dikko
@Dikko 5 лет назад
I made a similar tutorial a few weeks ago, but I didn't think about how a fast moving camera would affect animation moving on 2's. The camera compensation is a great solution to this. Glad I came across this on twitter.
@activemotionpictures
@activemotionpictures 3 года назад
This is crucial for 2D+3D animations. Thank you for sharing this solution.
@alexmehler6765
@alexmehler6765 Год назад
the sliding part on the vehicles is an old technique.. its most seen use is for those typical cartoon intros where a raven or some other bird flys into the background , with limited animation on 2s or 3s for the bird but smoothly against the tweening and scaling background.(the technique comes for free with 2d animation and is therefor in almost every 2d shot to a degree, to disable/compensate it you have to tween the animation layer instead ) to achieve that in 3d they parent miles rig to the camera(just like an animation layer in a 2d animation prog is static to the camera) and then create the animation poses on top of that. when you put a ruler over the the slowmo footage you see that he is exactly parented to the camera in "2d space". just like the old technique described above . your method works too and is pretty cool , but approaches the exact same problem from a different angle.. edit : i actually confirmed it , many shots in the movie use the technique (to a degree), sometimes it almost looks like theyve added stopframes in post on the character layer to actentuate the effect even more but i could also just imagine that
@EdanZy
@EdanZy 10 месяцев назад
Thank you for the free plugin!
@OfflineOffie
@OfflineOffie 5 лет назад
Would rendering the scene twice, once with just the background, then a second time only the character with half framerate not work easier?
@CodyWinch
@CodyWinch 5 лет назад
I considered something like that, but I prefer this approach. It doesn't take much time at all to do the bake so it's a fast process. Rendering on different passes could run into issues when the character interacts with the environment. Such as shadows/reflections not matching between the passes and parts of the environment not masking the character correctly. And it just adds complication and render time to the scene. Also it takes away the ability to mix up the animations frame rate as you want. It's not always on 2s sometimes it will be on 1s and 2s in the same shot.
@guimero_art
@guimero_art 5 лет назад
You would had to do it in cycles to at least get the reflections of your character without them in the scene :/
@RED-jg6mt
@RED-jg6mt 3 года назад
@@CodyWinch I agree with offline. No baking the animation just working through render layers in the compositor. I think you can always have the character in multiple layers and not rendered in one if you want the interactions
@RED-jg6mt
@RED-jg6mt 3 года назад
Curious what the issue with stepped interpolation was? ...as this could be used to solve the shadows.
@GandRaya
@GandRaya Год назад
TYSM!!
@RomboutVersluijs
@RomboutVersluijs 5 лет назад
Very cool video :0 so much cool and handy info :)
@thornnorton5953
@thornnorton5953 Год назад
I see you everywhere.
@RomboutVersluijs
@RomboutVersluijs Год назад
@@thornnorton5953 nice right ;)
@87render_official
@87render_official 2 года назад
Super powerful add on. Am having problems with making it work for Blender 3.0. Any chance of an update?
@CodyWinch
@CodyWinch 2 года назад
I just tested it and it worked for me in 3.0 What issue are you having?
@87render_official
@87render_official 2 года назад
@@CodyWinch I get this error message: Python: Traceback (most recent call last): File "C:\Users\Me\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\NPR Framerate Mixer\operators.py", line 51, in execute prev_bo_transforms = store_bone_transforms(ob) File "C:\Users\Me\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\NPR Framerate Mixer\functions_general.py", line 128, in store_bone_transforms list.append(bo.bbone_curveiny) AttributeError: 'PoseBone' object has no attribute 'bbone_curveiny' location: :-1
@CodyWinch
@CodyWinch 2 года назад
@@87render_official ahh yes. I will fix that and get it updated
@CodyWinch
@CodyWinch 2 года назад
It is fixed now
@87render_official
@87render_official 2 года назад
@@CodyWinch tested it , It works! Thanks for the fast fix. Also is it me or some scenes in sprite fright should have used this add on :D
@nikodemolico
@nikodemolico 3 года назад
Does it woks with alembic animated at 2s or it just recognice when there is diference between keyframes only?
@CodyWinch
@CodyWinch 3 года назад
Yes it should be able to detect the hold frames based on the geometry
@nikodemolico
@nikodemolico 3 года назад
@@CodyWinch wow thats awesome thankss
@ROSALIEIK
@ROSALIEIK 3 года назад
ur mic a bit ..... bad and stuff but good info...
@kakaiya
@kakaiya 3 месяца назад
thanks!
@fergadelics
@fergadelics 3 года назад
Thanks! And Spider-Susanne was a nice touch. I had a chuckle
@ekothebeat53
@ekothebeat53 4 года назад
I'm wondering as I watch this if they just composited spidey on 2s on top of the background which included lighting and shadows of spidey on 1s. Do you think they could achieve this the same way?
@benjaminsmith4221
@benjaminsmith4221 Год назад
spideys shadow and lighting 1's would still have 1's movement. meaning when spidey is composited and there is a hold frame the shadow and lighting 1's would move
@jefflhama
@jefflhama 4 года назад
Hey man, this is cool. But Isn't this problem coming from the method of animation? Because if you animate in twos in a traditional way you don't get this type o jitter, at least I never get. Anyway, I liked how the move of the character is combined in a rough way with the interpolated traffic, normally if I get something in twos I put everything in twos to avoid this slide of the character. I tried to get this effect and it's not that trivial, it looks like the character is tied to the camera, parented, because the movement of the camera maintain the character intact relative to the camera and everything else moves. After some trials I get a rough solution, I did the camera movement and layout, used a "child of" constraint in a empty tied to the camera, in the case, without rotation and with only a axis activated, made the monkey (aka suzzane) a "child of" the empty and finally animated it in twos, in the final of the animation I had to animate the influence to get the character fixed where I get him, but in a totally action shot like that you don't even need to do that.
@RwanLink
@RwanLink 3 года назад
Anyone know how to fix jittering in 3ds max?
@keyofvoid1787
@keyofvoid1787 5 лет назад
You are a hero! I've been in love with the movie since I saw it and I have an animation in the works inspired by it. It'd be a huge help if you ever decide to make a series of breakdowns/tutorials.
@CodyWinch
@CodyWinch 5 лет назад
There definitely will be more videos and tools made in the future
@rust6761
@rust6761 5 лет назад
Hey,enjoyed your video very much! You mentioned about full blender tutorial about anime style FX before, hope you still planing to do it, looking forward to see !
@guimero_art
@guimero_art 5 лет назад
Just bought it! That was exactly what I needed for my project :)
@samizaidi8714
@samizaidi8714 3 года назад
Is there a way to delete 2nd frames automatically in blender? I mean if you have a long clip then deleting them manually would take a considerable time.
@legocrow
@legocrow Год назад
you can scale that specific part of keyframes on the x axis by 0.5 so every other frame gets turned into one, then scale it back up by 2
@ayaangamingatoz9494
@ayaangamingatoz9494 5 месяцев назад
This is exactly what i wanted thank you so muchhhhhhhhhh
@nikkipatel3664
@nikkipatel3664 Год назад
bro what about shaders please make a video on it, your shader looks way cooler than every one...by the way appreciate your work 🙌
@bankangle6062
@bankangle6062 Год назад
stepped interpolation joins the chat
@ShaefferStudios.Animation
@ShaefferStudios.Animation Год назад
Bro you just saved my animation.
@GnanSai3DArtist
@GnanSai3DArtist 5 лет назад
Awesome,
@scottlee38
@scottlee38 5 лет назад
Pretty cool! I need this since im beginning animation
@anonymous-ik7li
@anonymous-ik7li 3 года назад
Suzanne op
@iamawatcher9201
@iamawatcher9201 Год назад
Does this work for multiple characters in a scene?
@benjaminsmith4221
@benjaminsmith4221 Год назад
ya just parent all rigs to that empty
@sammyjaohnson5631
@sammyjaohnson5631 3 года назад
I love cgi films animated on 2s like sponge on the run and in the spider verse!
@sammyjaohnson5631
@sammyjaohnson5631 3 года назад
Disney should instead of making "live action remakes" they should remake there older 2d animated films and remake them in cgi and animate them on 1s and 2s like this it would be cool
@edgardcros9435
@edgardcros9435 4 года назад
I was wondering If only a part of the character is moving on the shot, counter animate the whole rigg would result Into a worst jittering on the static body parts right ? How do you get away with this :) Thanks for the vidéo it is a really interesting topic
@CodyWinch
@CodyWinch 4 года назад
I see what you mean. If only a portion of the character is moving and you want a hold frame it will not detect it. Like in the example I showed the shots where miles was in a hold frame but his hoodie drawstring was still moving it wouldn't detect it as a hold frame. Right now there are 3 options. 1 the manual frame hold to fix the parts it messed up on. 2 If the part moving is a separate object then unselect it for the bake an it won't factor into it. 3 use a temporary mask modifier to hide the geometry that moves from the bake and then delete the mask modifier afterwards. I might add in an option to only test selected bones so you could just select the rest of the characters bones and not select bones that would cause issues.
@edgardcros9435
@edgardcros9435 4 года назад
@@CodyWinch I misspoke. here's an example If a seated character raises his right arm. In the style we will keep the left arm and the lower body static. This animation is in 2s the camera is in 1s. If I calculate the counter anim of my camera with your process and apply it to my whole character, my right arm will not shake, but my lower body and left arm will shake a lot. because we're trying to compensate camera movement on something static. you know what I mean?
@CodyWinch
@CodyWinch 4 года назад
@@edgardcros9435 I understand now. I believe someone else had this issue. The problem stems from the character being static. They aren't jittering according to the camera. If you isolate them they look good. But once overlayed an environment with details your can see the character jittering against the environment. I don't currently know of a good solution to this other than making the area around and the character be blank with no details so you don't notice the jitter or just going for everything on 2s or 1s for those portions of the shot that jitters. Or it may work fine to keep the character on 2s and the camera on 1s but not track to the camera for those portions of the shot because if it's not moving a lot you may not notice the jitter that the add-on solves for. So you would bake the empty and then for the portions of the shot that it jitters delete those baked keyframes on the empty. Haven't tried it myself but it may work. It works best when a character is moving instead of static
@edgardcros9435
@edgardcros9435 4 года назад
​@@CodyWinch okay :) Thank you so much for answering me :) Following your explanations, I build my own solution for maya to counter anim the character i.ibb.co/XzZr837/Capture.png check it out :) Without scripting and still dynamic with anim or camera edit. have a nice day
@RED-jg6mt
@RED-jg6mt 3 года назад
If the shadows are rendered on 1s and the character doesnt move when it is frozen at all then this SCREAMS to me that its just some compositor stuff. Sounds like a way simpler solution...
@papa.3d
@papa.3d 3 года назад
I am animating a short for college and this will be very helpful. I will let you know and credit you, Thank you so much
@flyinggecko3322
@flyinggecko3322 2 года назад
Any thoughts on perhaps making something similar for Unreal Engine? 😅
@tamilorejoseph4704
@tamilorejoseph4704 Год назад
Great work. Reminds me of Spider monkey from Ben 10 haha
@devongrant7577
@devongrant7577 5 лет назад
Can you do the paper man meanders addon ? Or 2d paint overs like guilty gear
@nikibirev
@nikibirev 5 лет назад
Thank you very much for your work and research! Just downloaded it!
@KarelChytilArt
@KarelChytilArt 2 года назад
Nice job
@AchHadda
@AchHadda 5 лет назад
This is pretty cool
@miguelbaidal3184
@miguelbaidal3184 5 лет назад
He blender anime style is very good
@rken100
@rken100 4 года назад
Wow
@devongrant7577
@devongrant7577 5 лет назад
And lineart tracing
@r2d2mxrocks
@r2d2mxrocks 4 года назад
would this work if the camera is rotating around an object and I want the change of perspective of the object to be animated in 2's?
@CodyWinch
@CodyWinch 4 года назад
It does work with rotations as well so it should do what you want.
@miguelbaidal3184
@miguelbaidal3184 5 лет назад
The
@devongrant7577
@devongrant7577 4 года назад
When the next video been waiting on the line mode addon @ 0:23
@CodyWinch
@CodyWinch 4 года назад
The addon is being worked on. It has grown beyond what was previewed in this video. I am hoping to get it out by the end of next month.
@RomboutVersluijs
@RomboutVersluijs 5 лет назад
WOw how long did it take to the manual key frame removal part? PS isnt his shadow simply casting @8:54 IF his shadow is moving, he is also moving.You so his position translates but his body doesnt
@RomboutVersluijs
@RomboutVersluijs 5 лет назад
WOw he looks like the mask ghost @9:38
@CodyWinch
@CodyWinch 5 лет назад
Yes that is what I meant by moving. I didn't mean the shadow is actually moving but the cast of it moves/changes despite the character appearing not to move. That is where I got the idea that he translates in world space to appear as if he is not moving in screen space. And the keyframe removal part took about 2-3 minutes.
@RomboutVersluijs
@RomboutVersluijs 5 лет назад
@@CodyWinch ow really, felt way longer with the speedup. Super cool video man. I know this film has so many people talking about and how its style and execution is so cool. I guess for people which are really into animation its even so much more because they understand all the tech behind it.
@RomboutVersluijs
@RomboutVersluijs 5 лет назад
I find that shot where he jumps down and they flipped it so cool! It has so much power behind it and how he see and reacts in this world.
@Dennisjay9
@Dennisjay9 5 лет назад
Wait a minute, now im more interested in what ever that was at 0:26
@TheEshy
@TheEshy 5 лет назад
Mad genius is teasing us
@activemotionpictures
@activemotionpictures 2 года назад
Does it work on Blender 3.3? also, is it possible to update the button to automatically parent the camera with the newly created empty?
@CodyWinch
@CodyWinch 2 года назад
It does work in 3.3 You are supposed to parent whatever the top dependency for your character is to the empty not the camera. So it isn't automated because each persons character could be different. You may have to parent just the armature to the empty or it could be multiple things like the armature, curve, baked empties, etc
5 лет назад
you can do it with after effects (posterize time effect)
@TheAlison1456
@TheAlison1456 4 года назад
Gotta say it's smart to have your social media links pop up on the video like that. Well, I don't know if it's smart, but I sure as hell appreciate the clarity with which you presented the information. It's not on a grid, so the icons aren't unnecessarily big - it's on a line, so it's very clearly readable, and it's also high contrast due to the black background.
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