Introduction:
For my last shot, I decided to demo a bit of matchmoving. I'd bought a nifty new video camera, a Panasonic NV-GS75 just for this endeavor. I think it is the cheapest 3-CCD camcorder available on the consumer market. Originally, my plan was to acquire an el-cheapo video camera to shoot some test footage/location scouting, and then loan a DVX100 (DVX102 for us in PAL countries) for a few days to shoot the reference footage. I was unable to locate a cheap camera for use at that time; those that I managed to find were several years old, with not much difference in price to a new camcorder! Gah! I bit the bullet and just got the GS75.

The advantage of shooting with a DVX100 would be progressive scan - the footage acquired would be full frames, just like stills out of a digital still camera. Consumer cameras and most others out there record interlaced footage - each frame only has half the fields.

CG Modeling:
I was originally going to model a Zoid, but decided that I'd need to work on something bipedal. Searching through many mecha websites, I came across this little beastie from a younger age: The ED-209 found in the first robocop movie. It was perfect - bipedal (though reverse-articulated), and very detailed. References were limited though - there was a set of blueprints from robocoparchive.com. (For modellers, the blueprints are good for a starting low-res mesh, but some proportions are off). I used these in tandem with the Robocop 1 DVD.

Here are some plain renders and some with textures. The cannon mounted on the 209 was added in quite late. My original shot was much longer, showing the 209 returning fire with the cannon (the gun pods were deemed inadequate). In the end, it was cut as I just didn't like the feel of it overall, but the cannon remained. For the fans, I'd believe you will notice, while the overall shape follows the 209, there are several changes made to the smaller details. Most of it was done on a whim, and others because I couldn't find proper reference.

Enforcement Droid 209 is originally designed by Tippett Studios.

Rigging
Reverse articulated legs aren't much of a problem, until I got the robocop dvd... the lower leg was connected to the upper leg via a sliding joint! I solved this issue using the stretchy bone setup as taught by Paul Neale. The entire lower leg structure is attached to the lower bone, and slides along as it stretches. This worked great. Once the rig was done, a low res mesh was created out of the hi-res mesh (I used the multi-res modifier), and attached to the bones using lots of position constraints and look-at constraints. Finally, the hi-res model was just linked to the low res animation rig, and unhidden just before rendering.

Other automated rigs on the 209 are the feet's "claws". They are set to automatically clench when lifted above a certain distance. Also, the spiral structure on the 209's legs are also rigged to automatically twist when the leg extends/contracts. Doubtful that it can be seen in my reel, but it's there :( I also experimented with a one-bone rig. It worked, but the IK method allowed joints to be angle-limited, which is more useful. For Maya dudes, do a search on CGTalk for ed209, you will find Kevin Kraeer's maya setup for his ED209.

Scripted Animation
For most of the walk cycle, I wrote several scripts to automatically move the rig along a pre-defined path. This really saved me time from animating the 209, and I could set the speed, height etc at a click of a button.



Basically, I have 3 pre-defined paths, two for the feet, and one for the main body. Point helpers move along these paths. The script then keyframes another set of point helpers based on the positions of the first 3 point helpers. The low-res 209 animation rig is then attached to these 3 keyframed point helpers, and well, the 209 moves! The basis for this idea is from Andy Murdock, creator of Lots of Robots!

Matchmoving
The matchmove was solved as a nodal pan. Although the camera was handheld, and the nodal point of the camera off, the perspective that was in the scene wasn't sufficient to solve it as a free motion shot. I'd to add and tweak about with the trackers, but finally came away with a good track :)

Effects - Environmental Lighting
When the 209 fires its gunpods and gets hit by the enemy blasts, the live plates are lit by faked lighting. For the gunpods' firing, they were hand painted photoshop glows, overlaid in post, and had the curves adjusted for a more orange-y glow. This could be done because they were only "on" for about 1 frame per burst.

When the 209 gets hit by the energy beam, the effect was realized by lighting mattes generated from max. An omni/point light throws light on a white "ground" object, which is subsequently used as a matte in post. More on this in the compositing section!

Effects - Enemy Blast
Originally designed to be a cylinder of sorts, I decided to test some particle effects to act as the beam, and it came out just as I wanted it! It is kind of a cheat, using facing particles mapped with a circular opacity map. Kinda like what is used in video games.

Effects - Energy Shield
For the energy shield I took reference from Gundam Evolve, Fantastic 4 and finally Star Trek. I wanted a shield that totally surrounds the 209, but only the area that gets hit will appear.

The shield itself is made out of several layers, one of which is just a simple sphere with two UVW maps, one to handle the shield's "look", and another to handle the transparency as it fades from opaque (point of hit) to totally transparent.

Another layer, which is also another sphere, has a video post lighting effects on it for some electricity "tendrils".

Finally, at the point of impact, are a series of hemispheres, for a more concentrated glow.

Compositing
I'll be showing two separate composited stills, first up is a normal gun blast! On the left is the layer to be added, and the right is the layer composited in.

First up with have the 209. Rendered without an alpha channel. The blue tint was from the HDR lighting - bit too much blue :P

 

Color corrected to match the background. Erm no BG here, but I think you get the idea.

Here we have the reflection pass...

And several mattes. These mattes allow me to control the strength of the reflection in each area.


Cockpit Matte controls intensity of cockpit's reflection. Ok so there isn't really a cockpit but you get the idea :)


This matte pass is for the hydraulics.


This is the alpha channel's matte...

And wham! Neatly separate, ready to be placed.

Live plate.

And the 209 placed neatly on it!

Shadow matte pass

And the shadows. They're very faint, you'll see why soon!

Gun Lighting comp. Basically, it is to determine which areas on the 209 gets lit when the guns fire.

The gun lighting comp is then used as a matte on an orange-y layer, and these two layers are then added on top of the 209's comp.

Gunbursts! These are real gunbursts shot on MiniDV from Detonationfilms. A big thanks to them!!!

Composited!

Yet another matte. This was to add a bit of specular reflections to the cockpit.

It's a very subtle thing...

Gun hits. More live action captured on MiniDV from DetonationFilms!

Erg. It's just a very faint splotch - more visible in action. Next on, lighting the ground!

This is one of the handpainted lighting effects.

This is why the shadows above were very light - they are lit by this faux lighting. But this lighting is also very intense, abeit very short in duration, so...

A seperate pass for the harsher shadows generated by the guns firing...

And the final composite. Also, in order to blend the 209 into the background, a Mosiac filter was run on the 209's comps. This gives the edges a jagged look.

If not, the 209 will look very sharp, while the surroundings are somewhat blurred, and gives the impression of miniature photography.

Some overall tweaks to make the colors more punchy.

And that's it for the first compositing. Next up we look at the compositing with the shields, beams etc.
We start with the basic elements all composited.

Enemy laser blast! Or particle beam. Even Death Ray. Your choice :)

Composited!

This is the hit area, but kinda looks like... mush.

Thankfully it looks much better after being added to the composite! This is two layers of the hit area layered upon each other.

Electrical Fuzz layer.

Composited. Doubtful if it can be seen at low res....

Energy shield layer

And composited.

The interaction of energies between a beam weapon and shield releases some energy in the form of light, illuminating our dear 209....

This matte above is for the additional light spilled from the interaction area onto the 209.

And composited.

Shockwaves! This is used as a displacement pass.

This is the displacement pass together with a spherize filter. Let's look at the faux lighting next...

The lighting matte. Just an omni/point light at the point of impact....

Layered in below the 209.

Once again, for harsher shadows, a seperate pass.

And here we have the harsher shadows layered in!

Once again, bumping up the colors so they are punchier!

Well that's it for this shot! I hope you find it interesting and useful!

Alvin