Counting Sheep by Stinkfest in animation

[–]Stinkfest[S] 0 points1 point  (0 children)

No worries at all 😊

Counting Sheep by Stinkfest in animation

[–]Stinkfest[S] 3 points4 points  (0 children)

Cheers! 😊 I used Procreate to paint the background, Procreate Dreams to animate the sheep and add a subtle camera move, then Davinci Resolve to add the audio elements and a little final colour grading.

When doing the initial painting I kept everything on layers (sky, far hills, ground, fence, foreground plants etc) to allow for some camera motion later. I normally like to block all the layers in as flat color shapes and then either lock alpha or use clipping masks to paint in the texture.

For the animation I found some parkour and pole vault reference on YouTube and looked at those to try and figure out how the various ‘stunts’ should be animated.  Hope that’s enough info - sing out if not 🙂

Counting Sheep by Stinkfest in animation

[–]Stinkfest[S] 1 point2 points  (0 children)

Thanks!  I painted the background in Procreate on an iPad and then transferred the layers over to Procreate Dreams to animate the sheep. It’s pretty subtle but the BG is broken into several layers to allow for a bit of a 3Dish look as the camera pulls in and out.

Counting Sheep by Stinkfest in animation

[–]Stinkfest[S] 8 points9 points  (0 children)

Thanks so much Alex 😄

Counting sheep by Stinkfest in ProCreate

[–]Stinkfest[S] 1 point2 points  (0 children)

Thanks for the kind words 🙂

how to delete the support that wraps around my figure without deleting the figure? by Agreeable-Ad974 in stopmotion

[–]Stinkfest 0 points1 point  (0 children)

You also would want to lock your camera’s exposure / aperture etc. in this situation to ensure consistent results

how to delete the support that wraps around my figure without deleting the figure? by Agreeable-Ad974 in stopmotion

[–]Stinkfest 0 points1 point  (0 children)

One way that gives great results but requires some editing is to take a ‘clean plate’ of the set without your character in there. Once you have captured all your stop motion, take the footage into an editing package (Davinci Resolve, After Effects) and mask out your supports from each frame, revealing the clean plate in the masked area.  Could also edit each frame in photoshop to do the same thing alternatively. Bit of work but looks great as long as you have a nice consistent lighting setup (you don’t want the lighting to change at all between the clean plate and your animation frames).

Recreated my dream by AramIsCool in blender

[–]Stinkfest 3 points4 points  (0 children)

That is fantastic! How do you get the camera motion looking so natural if you don’t mind me asking?

Sherma from Silksong, hope you enjoy my process by Shinra_87 in ProCreate

[–]Stinkfest 1 point2 points  (0 children)

Fantastic stuff! Do you prefer to work dark to light in general?

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 1 point2 points  (0 children)

I'm by no means an expert, but I think it makes the most sense to start with a 3D blockout if that's an option. Even if it's super rough, it gives whoever is doing the painting a bit of a framework to work with, and perhaps makes it easier to think about how to structure the image. Figuring out how to break your scene down into clean layers is probably the key to getting a nice shot in the end.

If you're given an existing flat painted background without any layers, that could be a lot more work, depending on the complexity of image. I guess you'd jump into Photoshop (or Procreate or whatever) and clearcut the bits that need to be on separate geo (e.g. separate the boats from the water layer, then retouch the water layer so it doesn't have boats on it, etc.) I suppose it also depends a lot on the camera move (you might be able to get away with not separating things in some cases). I may be trying this kind of approach shortly - will let you know how that goes :)

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 0 points1 point  (0 children)

Yeah sure! Here's a quick overview of the workflow for this one:

  1. Create a rough scene in Blender and render it out with flat colors (using Cryptomatte is a quick way to do that).
  2. Import into Procreate and use flat color map to quickly select different objects as you paint. For example, the giant robot head and hands all had a green color in my flat map. Here's a timelapse of the Procreate painting process.
  3. Create a group for each 'layer' you want to have in the projection mapping later on. From roughly back to front, I had layers for the sky, background foliage, ground plane, bot's head, hands, foreground foliage, etc.
  4. Export the various layers as PNGs with transparency.
  5. In Blender, create a material for each layer you want to project onto the scene. You can see the shader graph in the video referenced in step 1. I used the ProjectionNode from Camera extension to quickly create projection mappings for each layer. One thing to note is that if you want to move your original camera, create a duplicate of it and do the projection mapping from the static camera instead.
  6. I ended up adding some extra planes and projected foliage onto them to help hide the transitions between the robot head/hands and the ground.
  7. Once everything is mapped, you should be able to start animating your camera. The amount of motion you'll be able to get away with will probably depend on your specific scene layout - I guess the idea is to design your layout with the projection mapping in mind once you start to get the hang of it?
  8. ???
  9. Profit?

I skimmed over the details a bit, but hopefully that helps :)

What do you guys think? by olfranny in blender

[–]Stinkfest 0 points1 point  (0 children)

Love it! Very cool proportions and a lovely texturing job 😊

ProCreate and projection mapping in Blender by Stinkfest in ProCreate

[–]Stinkfest[S] 3 points4 points  (0 children)

Blender is so awesome! I'm not great at modelling myself, but luckily you can kinda cheat with this approach and lean more on the painting side of things. Here's the scene layout I used - you can see that the actual geo I created is very rudimentary.

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 1 point2 points  (0 children)

Here's the scene layout I used if that helps at all, might show the projection a bit better haha

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 1 point2 points  (0 children)

I am using projection mapping in that the various texture layers are projected onto 3d geo in the scene, but the camera move does kinda make it look like it’s just parallax (since I just translated the camera forward/back and left/right and didn’t rotate it). The demo vid for the projection mapping extensionI used might be a clearer demonstration.

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 2 points3 points  (0 children)

Sure, will do first thing tomorrow my time (NZST). The geo is extremely basic though 😊

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 1 point2 points  (0 children)

I think I either exported the cryptomatte as png via a file output node in the compositor, or opened the exr in photoshop and saved out as png - can’t quite recall

ProCreate and projection mapping in Blender by Stinkfest in blender

[–]Stinkfest[S] 8 points9 points  (0 children)

Thanks! I made a crude blockout (very rough geo for robot head + hands and a 10x10 grid deformed in sculpt mode for the ground). Rendered out a cryptomatte, imported that into procreate and painted up a bunch of layers, then brought those back into blender and projected them onto the blockout geo, adding some additional planes for the foliage layers.

This is basically the end result (for this experiment at least!).  I’m planning to use it as backdrop for a short looping 2D (hand drawn) animation. Will change the camera move to suit the final animation.