AB Kiosk Visualization/Demos

Archive + Spec Content

Screen Shot 2013-10-14 at 12.39.33 PM.png

Uploaded by Taylor Bernard on October 14, 2013

Comments

Taylor Bernard on October 14, 2013:

i think this looks pretty realistic

Justin Bernard on October 14, 2013:

thats good.  can you make the extrusion sides on the IN plates on the floor be blk (instead of that pink/org color) to match the wall extrusion facet, or is that tricky being its a graphic?  try it if its easy.  maybe like a silver/metal color to stand off.  then this is done and do ford. thx

Justin Bernard on October 14, 2013:

also move the IN floor plates closer to teh screen, like 30% or so of current distance, for scales sake they seem far away.

Taylor Bernard on October 21, 2013:

think i got it worked out maybe.

Justin Bernard on October 22, 2013:

dang this is going to look mega clean when it's done.

Justin Bernard on October 22, 2013:


crazy minor detail haha, prob wont zoom in that close, but make note to change that red led glow on the frame of the lcd screens to green being its 'on'.

Taylor Bernard on October 22, 2013:

ha. ok will do. looking pretty good for only messing with C4D about 15hrs

Justin Bernard on October 22, 2013:

yeah you're killing it on the c4d.  super glad i got you to test it out a couple weeks ago.

Taylor Bernard on October 22, 2013:

once i get some free time gotta learn how to do polygon editing and the like. open up a whole new realm.
also got to get back on hr meter. gonna forget everything i had on my brain if we dont wrap that thing up!

Justin Bernard on October 22, 2013:

wait, whut?  thought you were done on hr meter till i get software done/need to go to production with it?

Justin Bernard on October 22, 2013:

and i'll def schedule you some time for modeling/training once we get a little bit caught up...

Taylor Bernard on October 22, 2013:

uh yeh when we have a working prototype.

Taylor Bernard on October 22, 2013:

Justin Bernard on October 22, 2013:

his renders are so nice. the clay/process shots too.

Taylor Bernard on October 22, 2013:

dont know how hes getting modeling data though. my guess is 3d scanner. but surprised no process shots of it. no way you can make something that detailed without having a way to measure each fitting part perfectly.

Taylor Bernard on October 22, 2013:

should be working fine on the video. will do a test render in a bit. did a short one and it was like 1.5hr render time. think i had my settings on HD though, so trying to render out 30fps @ 1080i

Justin Bernard on October 22, 2013:

sweet. do a test render.  try making sure that the vids are different (3 slightly different ones, flip side is ok to be duplicate), so we can see how it looks if they arent synched up/look more realistic.

dont even worry about res, post out small if that helps.  will get hidef cut later on with final needs.

thx

Taylor Bernard on October 22, 2013:

trying a short render now. looking like about 35min @ 480 size. 720 HD was about 1hr. so tried this out first.

Justin Bernard on October 22, 2013:

thats fine because no way its going to be final.  post up on cloud when done

speaking of cloud, not sure how much longer is left on your cloud subscription but be sure to not renew and ill get you on mine.

Justin Bernard on October 22, 2013:

keep an eye out for a texture set/etc that would help pull off something similar to this: http://architizer.com/projects/tapered-house/media/647263/

i have an idea for another project/implementation.

Taylor Bernard on October 22, 2013:

ok, you talking about the concrete texture part? should be easy, can just find textures online and pull a lot of that off visually.

Taylor Bernard on October 22, 2013:

Justin Bernard on October 22, 2013:

"ok, you talking about the concrete texture part? "

meant that sketchy look.  im pretty sure there are textures/renders/plugin where you can simulate architectural sketches.  again nothing for ford/disney, idea for AB reel...

Justin Bernard on October 22, 2013:

render above looks great.  need to figure out how to stagger the on screen videos, bee cool to have 3 on different places amidst the rotation.  like 1/2 at any give time on a character video as that will be visually busy and another on gameplay portion

but before you spend time on that, we'd need to have the camera rotation/pan in place 100%, otherwise timing videos on screen wont be possible as youll have no idea how to handle timing.

few notes i have on pan, then we can get you to play with a few paths/renders to see what feels best:

- on the render above, you start with camera high and far away, i'd say never show it zoomed back like that because it makes it feel small and not like a huge wall, ecsp given the inifnity room.  i like the feel at about 3.5 secs in where its askew but cropped pretty tightly on it.  i say still work on having the camera vert position change, but maybe not on init.  like slow pan the front, then as you get around most of the front maybe do pan over the top of the wall to show its double sided and then pan around on the back side.  the speed/easing/fluidness to your camera feels great - really all i say do is play with positioning so we can see what shows it off visually the best.  alos on one point lets get the camera rather close to the screens so its pretty obvious we are focusing on the on screen work.  

- what i see us having is one longer video thats a nice pan on both sides of the wall that showcases the entire feature.  then we're going to cut it in with some video of the actual piece, with edits to make it fast, the intro build, gameplay, character video, outro 3d text animation stuff you did

- i also think it would be cool to have  a few 'stylistic' pans/zooms.  like quick 1-3 sec renders that are more artisitic, say panning over the entire booth from birds eye view more so, maybe a quick diag snap, etc.  basically some neat stuff that shows off the poly walls edges/uniqueness, and we can edit those in as quick snaps to keep energy up once this stuff is stiched together

- you should have the dis inifinity music at your disposal, let me know if not, the stuff that was bg audio for character vids.  thats the final thing, but once we stitch this stuff together, be cool to score it somewhat with that.

- to to conclude, the goal is to put together a comprehensive clip that shows pans of the stage, game itself demo, mixed in with some artistic shots.  so well have a 15-20 sec video approx when done thats stiched together well.  we can also use the inifinity logo build that you did for the gameplay as a bumper.  then all this will live on vimeo so i can use as sales tool.  later on, we'll pull pieces from it and add ot a demo reel.  also later on we'll splice in some real shots of it via video on our demo kiosk we still need to buy and get you to film this fall...

looking great keep it up.

Taylor Bernard on October 23, 2013:

- making video where its not all on the same scene isnt a problem. i can just re-export from after effects and start at different locations, then make them each 2min long so it'll never need to loop.

- i'll mess with some tighter zooms and panning, and do a screen capture to see it in wireframe so i dont have to export.

Taylor Bernard on October 23, 2013:

heres a quick little zoom/pan/rotate path. you like stuff like this, or more up close?  these are real easy to do, so can get a variety of shots in the render.
http://cl.ly/2Y3P3p0j391j

Justin Bernard on October 23, 2013:

absolutely, on the motion/camera test, dont even worry about texture/light if you can wireframe render to see cam perspective and it speeds things up thats great.

Justin Bernard on October 23, 2013:

video pan is looking good.  try to establish a path similar, but not jumpy when it gets done on one side and transitions to other side, like as is it kinda backtracks before flipping, try a path that smooths that out, and maybe ease in/ease out on the flip so its perceived as a transition device to the other side, then on the flip side do a full pan of that wall like you do on the front but try a different perspective slightly, like maybe a *little* further away and maybe a slightly higher camera perspective, slightly above head level compared to first side.  looking good, just going to take making a handful of cuts and figuring out what feels smoothest.  try multiple takes and start listing them here for us to both review/disucss.  use your judgement too, think what best shows off the scene and doesnt draw attention to the camera by being jerky.

Taylor Bernard on October 23, 2013:

smoother panning like this?
http://cl.ly/2b3Q2Z243y3G

Justin Bernard on October 23, 2013:

flip perspective:

Taylor Bernard on October 23, 2013:

this should be a lot smoother, slower, and what you were looking for... let me know.

http://cl.ly/0U021k2q3g1P

Justin Bernard on October 23, 2013:

older one was better.  check email notes from a bit ago, lets maybe try a few takes.  each side, slightly different, than a pan over that can get edited in.

Justin Bernard on October 23, 2013:

basically need a way to establish scale, then slow roll in front, with one above there is lots of negative space outside entire stage area visible a good bit of the time and its never very straight on viewing the wall, if that makes sense

call if it doesnt... this is tricky to do for sure

Taylor Bernard on October 23, 2013:

damn. that sucks. ok i put the camera on on oval spline path so it would be smooth. what you talking about doing is going to be freehand and tricker to make sure isnt jerky. but i'll keep trying.

Justin Bernard on October 23, 2013:

yeah in my mind it would take a freehand bezier type path, if thats possible

Taylor Bernard on October 23, 2013:

ok draw me in PS the camera paths you wont. will help visualize.

Justin Bernard on October 23, 2013:

for sure.

jpg and psd attached (psd incase you want to make notes/pass back)

basically 1/2 are pretty straight forward, 2 being similar to 1, except 2 is little more dynamic', maybe it starts at 3' off ground and ends at 7' off ground, just something to differentiate from 1.  3 is a more stylistic flip over the wall, at angle, not perpendicular to it.

Taylor Bernard on October 24, 2013:

this kind of movement?
 obviously need to speed it down
http://cl.ly/1d1v0h3I0W0m

Justin Bernard on October 24, 2013:

super close.  of course slowed down like 3x

also make the 2 points you are furthest from the wall not so far, and the point you are closest not so close.   make the path less circle and more elliptical, so there's a bit more in the middle feeling perpendicular to the wall, just a bit

try other side as well with slight diff height change, from little lower than this to little higher at the end of the path

then the flip over wall can feel way diff and more stylized, just not too fast so it makes you disoriented

thx

Taylor Bernard on October 24, 2013:

Justin Bernard on October 24, 2013:

thats good.  slow down like 2x

then replicate similar path on back side but little more dynamic, like start little lower and end little higher

then the flip

Taylor Bernard on October 24, 2013:

ok, will do. on that Pass 3 you had drawn out. his that one over the top or just showing thickness of kiosk or what. heres a side shot for you to drawn on.

Justin Bernard on October 24, 2013:

like this (hard to draw being 3d movement)

Taylor Bernard on October 24, 2013:

heres one on other side, bit more dynamic. dig?
http://cl.ly/3J0T2B0N2547

Justin Bernard on October 24, 2013:


and yeah, the purpose of that one is to be bit more artistic, like closer crop where 90% of screen is the kiosk instead of airspace, and not worried about being able to see stuff on screen or really tell whats going on, more of a flashy transition piece we can edit in on presentation...

Taylor Bernard on October 24, 2013:

http://cl.ly/3X2h3J211S2F
heres a flyover. i think it looks pretty damn good.

Justin Bernard on October 24, 2013:

looking good

on the flip/flyover, speed it up like 30% and then when it lands on other side wrap it around a little bit more, so you're not at such an agressive angle to the wall

after that, setup a batch render for these guys tonight...

Taylor Bernard on October 24, 2013:

hows this look.
http://cl.ly/0x1R1A0q0Y1p

Justin Bernard on October 24, 2013:

perfect

Taylor Bernard on October 24, 2013:

woah. 6.5hrs for ONE of the three plane movements.
1920x1080 is killing it.

Taylor Bernard on October 24, 2013:

heres path1 render. compressed.
http://cl.ly/273h2p2c3837

Taylor Bernard on October 24, 2013:

Taylor Bernard on October 24, 2013:

Justin Bernard on October 24, 2013:

checking renders now

that renderfarm rabbit is cool.  was curious if there was stuff like that.  i know at scad even back 10yrs ago when i was there they had a good size render farm tied together.

Taylor Bernard on October 24, 2013:

hey what order did you want these videos in?  Side1, Side 2, Flyover?

Justin Bernard on October 24, 2013:

your call.  i was thinking 1/3/2, but do whatever feels right, same with trimming some of the ends off it it seems to lag, can edit them a lot if needed, just trying to sell some 'whoa' factor.

Taylor Bernard on October 25, 2013:

you want a 'crafted by AB logo' on the end of the reel? do you have the crafted by txt in vector or large? pretty sure i dont have that layout.

Taylor Bernard on October 25, 2013:

here's a stitch of all the scenes. no audio in yet.
http://cl.ly/2d2d112U080i

Taylor Bernard on October 25, 2013:

here's a new version. fading between scenes looks a lot better and more fluid. dont know about the logo txt and tag on the outro tho. just kinda threw it in there quick so will need tweaking. let me know what you think.

http://cl.ly/0k40272V413D

Justin Bernard on October 26, 2013:

looking crazy good, thanks.

ill make a few notes tomorrow on intro/outro frames.  the cross fades are good like this, def better than white between scenes

whatcha think on audio, be easy to work in the soundtrack?

Taylor Bernard on October 26, 2013:

cool good to hear.

yeh audio will be easy. its constantly giving me problems, the hardware side. it'll lock up and hang on a tone when stuff like cloud uploads are done. have to shut off the software driver. really need to just get another piece of gear to replace this clunky old Digi002
i'll do audio last.

Taylor Bernard on October 26, 2013:

im done with pro tools.
that Reaper program i was using was 90% of PT without all the drama.
and for hardware. you can use ANYTHING.

Justin Bernard on October 26, 2013:

crazy that freeware is even close to PT.  sure its good enough to get comfortable on for pro level stuff we have needs for? other guys going away from PT too you think? what about logic?

Justin Bernard on October 26, 2013:

Taylor Bernard on October 26, 2013:

reaper is only 60$. my trial is up when i need to run it again. its crazy good software for that much.
can run any plugin made. pro tools only does like 1 of 4. and most freeware and good plugins arent avail for pro tools. PT plugs are pretty $$ and hard to find mac cracked ones.

Taylor Bernard on October 26, 2013:

i like logic OK. it was very unique software. apple bought it from some other company prob 15 yrs ago and didnt change the layout. going from PT to logic is real hard. work flow is pretty diff. logic is great for stuff like keyboards, synths, midi I/O, ect. PT shines with bigger sessions, syncing to external deivices and doing stuff for motion picture.
reaper is the best of both. real easy to learn layout too.  only reason a lot of people stay PT is cause thats what the industry uses and people share files between each other and want it to be easy to work on something then pass it on.
but on the plugin side, Reaper kills it. can use all sorts of plugs and they are awesome, you can turn them on/off in the program and they tax your CPU, so you just build up a badass box and can run whatever you can throw at it. a lot of the PT stuff used the hardware device to help processing, so if you maxed out a device with plugin count you'd have to go buy another 'farm card' at 2K each. such BS.

Justin Bernard on October 29, 2013:

INTRO/OUTRO screens for disney video
http://cloud.fleeangrybear.com/261P2A3r1U1p

Taylor Bernard on October 29, 2013:

i see that you resized the Infinity part. that part is rendered out and will take about an hr to remake to fit to that size, if i resize it, since it flys in from sides, it will have whitespace around the side, so i have to remake it.
can i just size the '2013' txt accordingly to current size?

Justin Bernard on October 29, 2013:


ANIMATION NOTES (based on file 'AE_DisneyKiosk_Render_2_720p.mov' rendered 10/25/13):

INTRO:
- update art to match new psd
- keep infinity/disney animation same pacing/timing
- wait till infinity logo is fully resolved, then fade in '2013 e3' text.  only fade in, don't move on x/y axis at all.
- so sequence should be disney/in fully, SLIGHT pause, like milliseconds, then fade in '2013 e3 copy'.  hold on that still long enough that you can read '2013 copy' at a reasonable pace, time it to that time it takes you to read it, then fade out logos/text.  fade out at same rate you currently are, but fade logos out slightly before '2013 e3' text, not a lot of stagger but a tad, so that the logos are say 50% out before the copy starts fading out.

3D:
- lets tighten it up a bit, so try trimming off aprox 20% on start/end of each of the 3 segments, adjust to fit where you find it more interesting, or if there is a section where the video content on teh walls is kinda awkward, just think tighter and shorter and use your eye on what flows well and isnt too repetitive.
- right now i think the clip order is 1/2/3 as far as how we were labeling passes in the past.  lets try 1/3/2, so that more crazy one is in the middle

OUTRO:
- update art to match new psd
- basically match whta you did on the intro above.  disney logo fully in, wait a 1/4 sec or so, then fade in AB logo/text AT SAME TIME.  make sure last frame just holds on this screen so when video is done it just ends and they see that screen and not fade to white or anything.

looking great, thx much

Justin Bernard on October 29, 2013:


call me if youre around and discuss or hop on facebook chatz

Justin Bernard on October 29, 2013:

also you ever knock out a few still renders for disney that i was mentioning this afternoon (just stills to show alongside the video)

Justin Bernard on October 29, 2013:

"i see that you resized the Infinity part. that part is rendered out and will take about an hr to remake to fit to that size, if i resize it, since it flys in from sides, it will have whitespace around the side, so i have to remake it."

wait, if its going to be bigger, won't that mean it won't be an issue, i can see if we downsized it where it may not fill up the space but not this way right?  also i thought those little clips took like 5mins to render, being it was all AE?

Taylor Bernard on October 29, 2013:

have to redo the animation to make the letters smaller or larger. they are each seperate letter layers. + the scatter txt which is tricky. almost done with that part.

Justin Bernard on October 29, 2013:

what time eta?  lets talk through options to see what needs to get done/how/etc so you not be up all night. like go down now and just get started early/etc.

Taylor Bernard on October 29, 2013:

rendering out outro right now, then intro should go faster. 30min to render. taking a bit longer than usual.

Justin Bernard on October 29, 2013:

just get up in morning dude.  start work at 830 or so, plenty time, i donthave to leave for my meeting with DB till 1130...

also be sure keeping up with hours
thx

Taylor Bernard on October 29, 2013:

dont want to run into issues and push it. i'll have it for review in the AM.
thast why i was trying to get this disney txt edit in the afternoon. 1am here.

Justin Bernard on October 29, 2013:

go to sleep.  get going at 830 when ill be up and working. if yout hit issues ill scale back stuff and go from there .  no problem really.

Justin Bernard on October 29, 2013:

srsly go to sleep/quit working, if you dont go to sleep you wont be up working early, and if i have any changes you wont be able to do stuff.  so essentially staying up late forces me to do so else we will be disjointed on when were working tomorrow...

Taylor Bernard on October 29, 2013:

Taylor Bernard on October 29, 2013: