Here’s another motion track using Blender 2.62. I thought I would try something a bit more static to test a better example of how well the object is moving with the camera. Another little lesson learnt with this one, I managed to figure out how to pull out a reflection pass to add to the comp. These tracking experiments are as much an experiment in use of Blenders’ node system as they are in testing out the tracking. Of course, I couldn’t just have a completely static object, so I had to throw a little bit of character animation in there as well!
This is the first relatively successful track I’ve managed to create with the new motion tracking features in Blender 2.62. I wasn’t really concentrating on the animation too much, I just gave the little dragon guy a bit of life to see how well he would sit among some live footage. I’m still trying to get the hang of it, I haven’t done much 3d motion tracking in the past (plenty of 2d though). This footage I just shot on my iPhone at my desk, so the compression and motion blur on clip isn’t overly conducive to tracking but with a bit of fiddling and tweaking by hand I eventually got a decent timeline. I had downloaded various clips from the internet, if you do a search for ‘free tracking clips’ you’ll find a few places to download them from, but I was having trying to find sensor sizes and focal length for these particular clips. I then decided to shoot some footage with my phone since I already knew these details and finally got this result. It’s far from perfect but it’s a good start with a Blender feature which I can see fast becoming a powerful tool in my arsenal of vfx tools.
I’ve been experimenting with the Cloth Modifier and the Wind Force Field this week. A client wanted a spring season feel to their logo, so I decided to play with part of their logo which is in the shape of a flower and try to blow it across the screen with a few others before it settles in place. I found the perfect tutorial on Vimeo by the ever faithful CG Cookie, so thanks to them for helping out once again.
It took a while to play around with the force fields and get the results I wanted. The flower was set up by creating a plane and subdividing it a few times, then applying the flower as a png texture with an alpha channel. The flower was duplicated, repositioned and scaled a few times. One big thing I’ve learned is that both the cloth modifier and the force field seem to rely a lot on the global scale of the scene, in the same way that lights also seem to be related, so I had to adjust the cloth settings on the smaller flowers differently from the larger ones. It’s something I’m going to have to play around with and try to get used to building models the correct size. A simple plane was set up as a floor for collision and shadow catching. Here are a few of the experiments, and the final result.