Wouldn't it be great to finally update the camera tracker sleeping in max for more than 20 years now?
What about Matchmover pro that has been added to Autodesk company like all the other fantastic Realviz tools back in time?
Unfortunately the Matchmover pro updates stopped around 2014. Now it's part of Autodesk, why kill the software and not implement it to 3ds max, Maya or other Autodesk software? I still have a copy of matchmover pro 2014 and it's still working on Windows 2010, but what about new operating system that will lose the interoperability of this old software?
I'd like to stay on softwares like Matchmover and 3ds max for a few more years as they're great tools, I guess some artists here share the same feeling.
Matchmoving is a technique that allows computer graphics to be inserted into live-action footage with correct position, scale, orientation, and motion. Also known as motion tracking, it's what allows movie monsters to run down Main Street and robots to run through crowds--and look real. Now this unique book from a top expert from Industrial Light and Magic teaches you the art of matchmoving.
Matchmoving is a practical skill that can help digital artists get a foot in the studio door. Now you can learn the professional techniques required with this essential guide. Author Tim Dobbert, a veteran in the visual effects industry, has worked on such movies as Avatar and Harry Potter and the Goblet of Fire, and he passes along years of valuable studio expertise in this fully updated industry standard. You'll quickly start acquiring such technical skills as 2D tracking, 3D calibration, object tracking, what to do on a live-action set, and much more.
Tim Dobbert is a layout lead at Industrial Light & Magic in San Francisco and has been in the visual effects industry for over ten years. He has worked as a matchmover and digital artist on over 25 feature films, including Avatar, Pirates of the Caribbean: On Stranger Tides, and Harry Potter and the Goblet of Fire. In addition to teaching university classes in matchmoving and image-based content creation, he has lectured all over the world on the subject.
Burgess acknowledges that lighting the prostheticmakeup to look as real as possible, while ensuring that the greenscreenand bluescreen elements remained viable, "was tough. I hadto play that fine line of keeping the lighting alive while doingcertain things to make the screens read so ILM could pull theirmattes."
Back at ILM, transforming the footage of Schwarzenegger into thehalf-man/half-machine Terminator required a complex applicationof keyframe hand animation, motion capture and "matchimation," anewly developed 3-D rotoscoping technique. "The matchmoverlines up the endoskeleton geometry with the actual plate of Arnoldwearing a half-greenscreen costume, then rotoscopes the animationframe by frame over his movements," explains Helman. "Muchof our R&D focused on developing this very sophisticated trackingtool, because we had to create the T-800 endoskeleton, the muscletissue, the skin and the Terminator's leather jacket, which isfull of holes that you can see through. On top of that, we wereworking with the 2.35:1 aspect ratio, and some of the shots arevery close up!"
But not every effect was so digitally intensive. T3 introducesthe retro T-1, a 9'-tall sentient killing machine on treads. "It'sa very destructive anthropomorphic robot tank with a personality," saysWinston. "It's an amazing battle machine, a hydraulic andservo-driven combination of metal, aluminum and fiberglass casings,operated by a number of puppeteers via radio control." Althoughthe five T-1s "worked perfectly," according to Burgess, "theywere connected to a lot of cables, so they could only travel sofar. We had to see exactly what they were capable of doing, andthen use camera speed, focal lengths and lighting to create theillusion that they could do anything. It was fairly time-consuming,but it boiled down to defining the shot and making sure that everyoneunderstood exactly what the shot was."
Another newbie to the Terminator saga is a female Terminatrix,or TX, the next generation beyond T2's T-1000 liquid-metalman. In designing the lethal female cyborg, the Winston team stroveto avoid clich. "When things started looking like Metropolis,we changed direction," says Winston. "Our concept artdirector, Aaron Simms, designed a feminine elegance into the linesof the TX's black-chrome battle-chassis endoskeleton. She's a moreadvanced machine than the T-800; all of her plating fits togethermuch more intricately, like a watch. She's elegant, she's sexyand she's evil."
Indeed, the Terminatrix has many deadly tricks literally up hersleeve, such as arms that open to unleash all manner of weaponry,courtesy of Winston and ILM. What was the most advantageous wayto light her? Says Burgess, "She's beautiful and she's theultimate killing machine, and I wanted to keep that dichotomy inplay, so I lit her for beauty and then gave her a bit more edge,a little more contrast, a slightly harsher look. I reflected warmertones into the Terminator and cooler tones into the Terminatrix,so the enemy always has a colder feel."
Winston's crew built a TX puppet for certain shots in which theTerminatrix's liquid-metal "skin" is disrupted. But muchof the character was created in ILM's computers, using motion captureof the actress, Kristanna Loken, to drive her mechanical alterego. The trick was for ILM artists to replicate Burgess' lightingin their CG work. "ILM had one person who did nothing buttake notes of every element involved in the look of the shot," recallsBurgess. "They shot the sets using a reflective sphere tosee where every light source was coming from and what its colorwas. They always worked off of what we'd established in principalphotography."
According to Helman, Burgess "took digital stills of everysetup, and built a book with printouts showing the exposure andeverything else he needed to maintain consistency throughout thefilm, and that helped us a lot as well. Those reference shots gaveus a chance to get inside Don's head and see what kind of visionhe had for the film overall, as well as for specific sequences."
Of course, certain sequences could only be visualized in computers.An example is the climactic sequence, wherein the TX's skin literallymelts away from her endoskeleton. "We knew when we read thescript for T3 that fluid simulation was going to be thefocus of our research," says Helman. "We spent eightmonths working with a Stanford University team that had writtena paper on fluid-simulation engines in order to develop a technologythat would allow us to accomplish this effect. We used motion capture,bluescreen photography and also did some matchimation of KristannaLoken's actions and facial expressions to create a piece of geometrythat is her digital double. We then filled that geometry with particlesand put them through a fluid simulation. It's a great idea, butit was a very complicated, unfriendly program. Fluid simulationsare always unpredictable, but in this case we had to control theviscosity and the mass of every little strand of liquid metal soit could peel off like heavy water and have all the characteristicsof a liquid."
Maintaining the integrity of the image when the effects housestarts compositing is one of the biggest challenges a cinematographerfaces, according to Burgess. "It's tough because this partof the job always comes at the end [of post], when a cinematographeris usually off on another project," he says. "There area lot of burned-out people who are trying to hang on at that stage,and it's hard to maintain enthusiasm. But Pablo is certainly doingthe best he can, and ILM's work is amazing."
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