Mine All Mine

This was always meant to be a back-burner project.

I had worked with Ol’ Man Jonny a while back on the video Armageddion Time, Using Blender Internal for Cell-Shading. This time we wanted to mix live-action with animation. My first thought was to use the then new (It’s April 2021 at this point) AI-based rotoscoping to separate the backgrounds of videos, placing cartoon characters in and around the actors. Oh, but AI has grown so much since then.

Ol’ Man Jonny and his wife Zanita, however, had other plans.

New plan …. to animate Zanita’s illustration work and combine it with greenscreen footage.

I was able to Persuade Jonny that I could speed up the tune from 148 to 150 BPM. The BPM of 150 meant that a beat was 10 frames long, and a dance animation loop would be 10, 20 or 40 frames long, and all the animals would keep perfect time. The increase of 2 BPM was basically unnoticeable.

We hired a large room in an independent gallery / studio in Sheffield for the day in November 2021, and pinned up a large sheet of papery greenscreen fabric. It was very cold, but I think that improved the dancing, despite the fact it was meant to be in Summer!

The cutouts would be created by zanita and animated by myself. I did some super-rough sketches explaining how to split the animals into cutouts, and Zanita went to work painting and scanning collections of cutout elements for me to animate.

Despite the fast cutting this was all contained within a single scene, with the camera and the greenscreen footage plane teleporting around the scene. The world was a mix of 2D and 3D – everything apart from the hills was 2D cutouts, placed in a 3D scene, and forever turning to face the camera. For the bees and the hedgehogs this was even more complex… these animals had different versions depending on which way they were facing. A collection of drivers read the direction of the camera and the animal, and selected which animation to show.

Well — actually there were two scenes. There was one where I used Blender’s video editor to edit the greenscreen footage, then there was a 3D scene with a lake with hills round the edge covered in trees and a few animals. The 3D scene was rendered using viewport rendering, which is about 4 times as fast.

I would be able to use my addon Greenscreen Within Eevee Pro to put the greenscreen footage inside a 3d scene, and surround it with cutout animation.

One challenge was that the animals were all quite small. Even with cartoon inaccurate scale it would be weird for a frog to be more than knee-high. We would have to either view the actors from lowdown with the animals in the foreground or put them in trees or cut between the animals and the people. I probably should have done more of cutting between the animals and the people.

The hearts were particles – but these must only pop into existence on the beat. I keyframed the age of the particle and the emitter so that except on the beats they would emit hearts several metres under the ground, and these hearts would last only a single frame.

As I was reaching the end of the project the bazaar happened. I had a series of 3 Seizures one morning and was rushed to hospital for brain surgery. In March 2020 one of my fillings had fallen out, and as Covid prevented me from getting to my dentist, a bacteria had spent the last two years growing from my gum into my brain. It was May 2022 by now, and our hopes of releasing for Summer 2022 were becoming unrealistic. It would have to wait a little. At this point the vid was in the bugfix stage… watching back through a fine tooth comb looking for glitches. And most of the glitches were how the viewport handled videos on planes: sometimes they would play the wrong frame. After a while I came up with rendering two versions, and editing the two together… as the random glitches were not always happening on the same frame.

And we finally released it for Valentines day 2023.

Music Animation Timing

My Patreon can be found at www.patreon.com/user?u=80425794

A short but in depth tutorial/video essay called Music Animation Timing….

It aims to teach some basic music theory to animators, and some basic animation principles to music producers, helping them to work together more closely on projects.

The Charts:

FRAMES PER BEAT:

CHIPTUNE FRAMES PER NOTE:

This was animated and edited in Blender, plus The Gimp, Audacity, Open Office Writer, and FakeSid and Draw Pixel Art Pro for Android.

A Brief History of Parallax

A look at the history of the parallax effect in Film and Gaming, starting in the twenties, and continuing until today.
Looking at the Multiplane Camera, and the surprisingly forgiving rules that determine what works and what doesn’t.

Credits:

Intro:
The Adventures of Prince Achmed – Lotte Reiniger – 1926, the Headless Horseman – Ub Iwerks – 1934, Snow White and the Seven Dwarfs – Disney – 1937, Popeye the Sailor Meets Sinbad the Sailor – Fleischer Brothers – 1936, the Moomins – Se-ma-for + Jupiter Film – 1977-1982, Moon Patrol – Irem – 1982, Sonic 2 – Sega – 1992, Flimbo’s Quest – System 3 – 1990, Shadow of the Beast – Reflections / Psygnosis – 1989, Jim Power: the Lost Dimension in 3-d – Loriciel / Electro Brain – 1993

New in Multi-plane Camera Sequence:
Still of Cells From Dangermouse – Cosgrove Hall – 1981, Walt Disney Introduces the Multiplane Camera – 1937

New in Video Games Sequence:
Dynamite Headdy – Treasure – 1994, Ninja Gaiden Ii the Dark Sword of Chaos – Tecmo – 1990, Starwars Arcade – Atari – 1983, Chuck Rock Ii – Core Design – 1993

Netflix Screensaver – 2017

3d Playing 2d Sequence:
The Spongebob Movie: Sponge on the Run – United Plankton Pictures – 2020, Spider-man: Into the Spider-verse – Imageworks – 2018, Dragon Ball Z : Kakarot – Cyberconnect2 – 2020

https://youtube.com/shorts/udk0WFRRh3Q

2D IN YOUR 3D

2D IN YOUR 3D!!!

Blender Perspective Tricks

when you bring
2d into your 3d
be it
images,
greenscreen footage,
text or
grease pencil,
there are methods
for making it
face the camera.

these are those.

00:00 Intro
01:03 Sidebar : Use Images as Planes
01:39 Copy Rotation
02:17 Sidebar : Pixel Art Textures
03:36 If it’s Grease Pencil
05:52 Sidebar : Multiple Cameras
06:42 Drivers for multiple cameras
11:37 Geometry nodes and Particles
16:29 Speech Bubbles – Always the same size!
20:08 Equarectangular projection

I’ve been chipping away at this over my bus commute in the morning and evenings (I don’t have a lot of free time, and my battery only lasts a 3rd of the bus journey)

 

Learn GEOMETRY NODES in 2 minutes!

https://yogyog.gumroad.com/l/IDNUv

Learn Geometry Nodes (or Geo-Nodes) in just over two minutes! This tutorial is for people like I was a few weeks ago, who really wanted to a first step up to learning geo-nodes but needed that step up. And they didn’t want that step up to be a half hour tutorial – just the basics.

This tells you enough so you can start using geo-nodes where you were previously using static particles – grass, trees, weeds, or in this case mushrooms.

Minute Waltz by Frederic Chopin; rearranged and performed by Filip Koluš of Signum Regis.

Six Tricks with the Object Info Node

Or perhaps – OBJECT INFO IS AWESOME AND HERE’S WHY…

On the last day of #Nodevember – here’s my tutorial on the wonders of the Object Info node.

All the .blend files are available here:
https://gum.co/OOlYTj

1) 00:00 Randomising Colour (you probably know this one)
2) 01:14 More Than One Random Number Per Object
3) 03:52 Randomising Texture Coordinates
4) 05:01 Using Object Colour
5) 05:45 Animating Your Materials Using Object Colour (why this works better than just animating any old value)
6) 10:01 Pixel Art With One Pixel Per Object

This tutorial was originally created for BlenderGrid.

Pixel art and Music from Creatures 1 and Creatures 2 by John and Steve Rowlands.

ODIN – the Kid on the Mountain – A Jig for a Kiss

Celebrating Odin being 5 months old today! (though it was filmed about 2 months ago)

This video features me, my son & my dad ~ Odin Futcher-Rose dancing, Micheal Futcher on graphics and Peter Darling on flute ~ and various other woolly wanders created & collected by my partner Kerry Rose – many of them part of a Hyperbolic Crochet Forrest exhibition.

Created using my addon Greenscreen Within Eevee

Oblique Projections in Blender

Oblique Projections in Blender Get the files here: https://gum.co/cCDRB

Oblique projections cannot be created simply by the pointing the orthographic camera in the right direction. If you look at the middle and right images in the thumbnail, you’ll see that one side of the cube-castle appears as a square, and yet two other sides are still visible. This tutorial explains how to render the three projections on the thumbnail.

Tutorial created for BlenderGrid

Music:

Flight of the Bumblebee by Rimsky-Korsakoff:

       Piano version : Paul Barton
       Flute version : Lianne Laurens
       Chiptune version : The Musician
       Psytrance version : O2ero Official

Material Girl by Madonna
       arranged for C64 by Sami Sepp

Oilmania Theme for C64 by Alexander Rotzsch

Perspective Tricks theme by myself.

The videos mentioned are:

Render Faster with a Still Background
Greenscreen Within Eevee
Blender Ascii Art Generator

Perspective Tricks 4: ContraZoom

Perspective Tricks 4: contra-zoom AKA the dolly zoom AKA the Vertigo Effect.

How to automate it in Blender using Drivers.

Plus a demonstration of how we measure camera angle in millimetres.

With C64-like cover versions of Bernard Herman’s theme for Alfred Hitchcock’s Vertigo and and Once In A Lifetime by Talking Heads. I normally search Youtube for creative cover versions on creative Commons, but no-one created good version of these.

I started this before my son Odin was born, and now he’s two and a half months old!

Material Greenscreen



Download

Every so often it’s good to take a bit of greenscreen footage, place it like a cardboard cutout in a 3D scene, and do some nice smooth CG camera moves.

Now you can key out the greenscreen within material nodes!

Credits in order of appearance:
Little House by dono
Aquarius Loading theme from Super Carling the Spider by Joe Dixon
Floppy Disk Drive Write by mrauralization
Material Girl by Madonna arranged for C64 by Sami Sepp
Photo by Eugene Capon from Pexels
Peacock by Magdabed

Maturation and Prelude Grandiose – Trailer

For a while now I have been working with artist Unus Safardiar creating CGI visualisations for giant kinetic sculptures … and, working with fellow Blender user Peter Applerock, we created what turned out to be an incredibly complex artwork to be undertaken by such a small team :

A video artwork to be displayed on a 20m x 4m screen seamlessly looping with no cuts, multiple moving parts, close integration of CGI elements with human actors, morphs between actors, and complex mechanical rigs.

While the neck and head morph was done in After Effects, the greenscreening and compositing of the helm was done in Blender, which allowed for 3D elements to appear both infront and
behind the actors, and the light of the flames to reflect on the actor’s head.

We are planning to show the final video alongside some of Unus’s giant kinetic sculptures on number of galleries in Russia, England and Germany (and perhaps more) in 2019 including
The Federation Tower, Moscow (the tallest building in Europe) and The Saatchi Gallery, London.

Rhubarb + Blender: Animated Textures (Like with Lego)

The 5th and final episode of the Rhubarb and Blender pentogy (like a trilogy, but with 5) of tutorials. This time we animate textures – with virtual Lego!

00:00 - Intro
00:24 - Downloading and installing
01:14 - Separating the mouth
05:42 - UV Projecting the mouth
08:38 - Rigging the UV project
10:21 - Setting up the pose Library
12:29 - Setting up Rhubarb Lipsync
12:45 - Setting up audio playback
14:56 - Running Rhubarb
15:40 - Constant Interpolation

Links:

Rhubarb lipsinc: https://github.com/DanielSWolf/rhubarb-lip-sync
Rhubarb Lipsinc Download: https://github.com/DanielSWolf/rhubarb-lip-sync/releases
Rhubarb Lipsync for Blender: https://github.com/scaredyfish/blender-rhubarb-lipsync
Minifig Model: https://www.blendswap.com/blends/view/69499
(other CGI minifigs are available)
Mouths Texture: https://i0.wp.com/yogyog.org/wp-content/uploads/2018/10/mouths.png
(other mouths can be easily drawn)

Manuel Bastioni LAB, Rhubarb Lipsync + Blender Tutorial

This time – using Rhubarb with Manuel Bastioni LAB!

TIMINGS:
00:00 – Intro
00:29 – Installing addons
01:46 – Setting up a Manuel Bastioni LAB charactor
03:00 – The MANY shapekeys of Manuel Bastioni
05:04 – The five shapekeys that we care about
06:39 – Setting up drivers
13:36 – Setting up the pose library
17:52 – Running Rhubarb

LINKS:
Manuel Bastioni LAB:
http://www.manuelbastioni.com/

Rhubarb Lipsync:
Site: https://github.com/DanielSWolf/rhubarb-lip-sync
Download: https://github.com/DanielSWolf/rhubarb-lip-sync/releases

Rhubarb addon for Blender:
https://github.com/scaredyfish/blender-rhubarb-lipsync

Relevent shapekey names:
Expressions_mouthOpen_max
Expressions_tongueTipUp_max
Expressions_mouthOpenO_max
Expressions_mouthOpenO_min
Expressions_mouthLowerOut_min

Blender + Rhubarb Lipsync : Shapekeys

The second of a set of two tutorials: different approaches to using Rhubarb Lipsync with Blender. This one is on animating a mouth with shapekeys – the first is on stopmotion-style animation.

00:00 - Intro
00:23 - Downloading and installing the addon and project files
01:12 - Intro to the blendfile and its shapekeys
02:45 - Set up the armature
04:48 - Set up the drivers
05:28 - Attach drivers to bones
11:15 - Pose Library
13:20 - Preparing Rhubarb - importing sound

RHUBARB LIPSYNC is an open-source automated lipsync program by Daniel S Wolf. It was used on the 2017 Ron Gilbert adventure game Thimbleweed Park.
Rhubarb Lipsync Page: https://github.com/DanielSWolf/rhubarb-lip-sync
Rhubarb Lipsync Download: https://github.com/DanielSWolf/rhubarb-lip-sync/releases

The RHUBARB LIPSYNC BLENDER ADDON for it is by Scaredyfish: https://github.com/scaredyfish/blender-rhubarb-lipsync

The BLEND FILES used in the tutorial can be downloaded here:
https://www.blendswap.com/blends/view/92431

The MOUTH REFERENCE IMAGE can be found here:
http://yogyog.org/wp-content/uploads/2018/08/shaperef.png

SISTER TUTORIALBlender + Rhubarb Lipsync : Stopmotion Style

Blender + Rhubarb Lipsync : Stopmotion Style

The first of a set of two tutorials: different approaches to using Rhubarb Lipsinc with Blender. This one is on stopmotion-style animation – cutting between different mouth models – the second will use shape keys.

00:00 - Intro
00:23 - Downloading and installing the addon and project files
01:12 - Setting up the rig
03:48 - Setting up the Pose Library
06:19 - Preparing to run Rhubarb Lipsinc
10:49 - Adjusting the keyframes

RHUBARB LIPSYNC is an open-source automated lipsync program by Daniel S Wolf. It was used on Thimbleweed Park.
Rhubarb Lipsync Page: https://github.com/DanielSWolf/rhubarb-lip-sync
Rhubarb Lipsynce Download: https://github.com/DanielSWolf/rhubarb-lip-sync/releases

The RHUBARB LIPSYNC BLENDER ADDON for it is by Scaredyfish: https://github.com/scaredyfish/blender-rhubarb-lipsync

The BLEND FILES used in the tutorial can be downloaded here:
https://www.blendswap.com/blends/view/92431

The MOUTH REFERENCE IMAGE can be found here:
http://yogyog.org/wp-content/uploads/2018/08/shaperef.png

Free Automated Lipsync: Blender, Makehuman + Rhubarb

NEWS FLASH!

We can now do fully automated nine-phoneme lipsinc, using the same Program that Ron Gilbert and his team used on Thimbleweed Park.

Rhubarb Lipsync is created by Daniel S Wolf, and the Blender addon is created by Scaredyfish.

There are a lot of links in this tutorial, so here goes…

First there’s the software:

  • Rhubarb Lipsinc Download Page:
    https://github.com/DanielSWolf/rhubarb-lip-sync/releases
  • Rhubarb Lipsinc Blender Addon:
    https://github.com/scaredyfish/blender-rhubarb-lipsync

And then some bits I created myself:


I was really exited to discover this – even if it makes my previous tutorials obsolete!

 

From MakeHuman to Blender with IK and Face Controls

From MakeHuman to Blender with IK and Face Controls

Don’t worry – I’ll get back to the Lipsinc for the Lazy series, but this is a necessary detour… Whether it had to be quite such an elaborate tutorial, and whether I had to make it a Ru Paul’s Drag Race spoof… I really don’t know. While under 10 mins this took around as long to make as the 50 min crowd tutorial!

Anyhow – this is about The MHX2 format (MakeHuman eXchange 2) which allows you to import into Blender with a full IK rig and facial controls.

MakeHuman Blender Addons

Then there’s three I decided to host myself. I didn’t create these addons: they’re made by the Makehuman Team.  All I did was zip them up individually ready for you to download and install in Blender by going LINK

  • MAKEWALK Enables you to import motion capture data in .bvh format. looks like it also works with
  • MAKETARGET Enables you to create custom shapes for the Makehuman body mesh in Makehuman
  • MAKECLOTHES Enables you to create clothes, hair, and other accessories in Makehuman.

Also, feel free to download How to Install Blender Addons in 8 Seconds and use it in your own tutorials.  This has the credits already added.

I would like to thank these videos for teaching me:
Import MakeHuman Files to Blender for Mac (Tutorial)
MakeHuman to Blender with IK Bones and Motion Capture (Tutorial)

Lipsinc for the Lazy

LIPSINC for the LAZY on Blender.

Episode 1: Tweened Cartoon.

A quick and simple way to animate dialog.

This would be ideal for a youtuber who wants to represent themselves as an avatar, or quickly animating a cartoon that mostly consists of dialog.

On later episodes I’m going to look at using more realistic characters (EG from Makehuman), and stop-motion – style characters, with replacement mouths and faces.

00:17 Touching up your sound in Audacity
00:54 Important setup steps
01:12 Import the sound
01:51 Add shape Keys
03:31 Shapekeys react to audio
06:05 Shapekeys for exressions
09:22 Animate expressions
10:17 Why don’t we use actions for the body?
11:52 Setting up a pose-lib
12:14 Animating the body

A slightly more advanced version of the character can be found here: https://www.blendswap.com/blends/view/92042

Blender Tesla Coil Lightning Tutorial

Blender Tesla Coil Lightning Tutorial

Part 1: Modelling __________________________ 0:39
Part 2: Modifiers __________________________ 3:25
Part 2B: Variations ________________________ 8:26
Part 3: Materials and compositing _________ 10:00
Part 4: Animation _________________________ 13:06
Addendum: _________________________________ 15:28

Blender Tutorial: Tesla Coil Lightning

Blender Tutorial: Tesla Coil Lightning

Part 1: Modelling __________________________ 0:39
Part 2: Modifiers __________________________ 3:25
Part 2B: Variations ________________________ 8:26
Part 3: Materials and compositing _________ 10:40
Part 4: Animation _________________________ 13:38
Addendum: _________________________________ 16:00

13 TEETH

Short film and accompanying interviews created from Sheffield Festival of the Mind

Accompanying interviews:

To quote the festival’s press:

“Mike Futcher and Mark Gwynne Jones’s short film is a gothic thriller about a man who thinks the voices in his head are coming from his teeth. His quest to extract them (eek!) leads to a shocking revelation.
Based on Gwynne Jones’s narrative poem, the film mixes live action and animation to brilliantly unsettling effect. A rare exponent of dentistry noir, it asks the big question: what is behind consciousness?
In the accompanying documentary, The Making of 13 Teeth, Sheffield academics talk us through some of the film’s most striking images, including skeletons, nerves and teeth.
The film is unsuitable for young children.”

Armagideon Time

Ol Man Jonny

Featuring guest star Vin ‘Trommie’ Gordon
Joe ’90’ Wood, Chelly ‘Ol’ Man’ Bee, Dave ‘Ol’ Man’ Fullwood, Errol ‘Ol’ Man’ Brown

Animation by Yogyog.org
Produced by Lightengine Films
Charactor Design: Zaneta
Horse model by Bigmouse
Basemesh by BenSimonds

“Armagideon Time” was originally released by Willi Williams in 1978. It was famously covered by The Clash in 1979.

Game Technology Against Cancer

Download from GAMEJOLT

This is an interactive simulation of myeloma cancer cells inside the bone marrow and the destruction that it causes.

Your task is to prevent myeloma cell from spreading and maintain the health of the bone.

Two kinds of cells native to the bone are here to help you. Osteoclasts (bone resorbing cells) will dig out the damaged bone, making way for osteoblasts (bone building cells) to fill in with fresh bone. The myeloma cells secrete chemicals that attract osteoclasts while blocking osteoblasts, harming the balance between the two.

The team consists of:

Andrei Pambuccian – programmer
Mike Futcher – animator & artist
Andy Chantry – medical consultant
Cassie Limb – agent & grant application writer