#ER problems
10 messages in this thread
Hi,
I just uploaded nose.avi.
I am not really pleased with the
output from ER. I have all the render
options,smoother folds, anti aliasing,
soft edges,turned on but if you look
at the bottom of my nose you will see
quite a jaggy edge. That is not very
high quality aliasing. I would have
guessed that you would have combined
the background colors with the
foreground warp. I can see this is
not the case here. Maybe I'm doing
something wrong…?? If not whats
up with this??
Thanks for any help
Bob from The Design Shop.
Still waiting for the Razor Pro
Plug-In. A way to keep a cut-out
shape on rotation. etc.. It would
also be nice to have a light
control for cutouts over time to help
them blend better into a scene.
Could you please e-mail your ER project file to 74774,1542 and will will
examine it to see what is causing the 'jaggies' you described. Chances are its
something simple with how your shapes are drawn and/or edge positioning.
Chris Edgin
ERI tech.
I'm sure get this question all the time, but how was the face mask morph done
in Stargate. If I purchased the PC version of ER, could I do the same effect.
Also as a suggestion for the next release. I wish there was a way to select a
group of vertices on a shape so that you could modify a set of vertices.
Rico,
The director of Stargate wanted to achieve a mechanical look to the helmet
effect…standard morphing as it existed early last year could not create
this effect. The special effects crew at Kleiser-Walczak Construction Company
considered using 3D to create the effect, which in many ways was similar to
the bat-mobile armor effect and the viper armor effect, both of which had
appeared not too long before and were done in 3D.
They decided that the motion envolved in the mask shots, including fist
fights and wrestling and such would be too complex to model accurately.
Instead, already being Elastic Reality customers, asked our company to come
up with a means of creating the mechanical look of the effect.
Elastic Reality for SGI, at the time, was version 1.3, which was the code
base for Elastic Reality for Windows. It could not produce the mechanical
effect desired because an important part of the mechanical look required
pieces of the armor to telescope out from (or retract into) other pieces.
This would produce the crossing-edge problem where two pieces butted up
against each other and, because of the actor's motion, would sometimes
overlap (cross edge).
We created an entirely new warping mode called JIGSAW which treats all
shapes or groups of shapes as entirely seperate warps, all computed in
parallel, and merged into the final result, in one pass of the warping
kernel. This technological advanced was the key to creating the look
the director wanted.
(continued)
(part 2 of the making of the stargate mask effects)
The action was filmed twice. Once with the bad guy wearing the fully
extended helmet, and once with the bad guy not wearing the helmet. The
fight scenes were planned and choreographed so that the motion would be
similar in both shots. An incredible testament to the forgiving "FIX IT
IN POST!" capabilities of Elastic Reality is that the shots typically
DID NOT LINE UP.
That is, in addition to making the helmet pieces appear or disappear
like a mechanical apparatus, ER was also picking up the bad guy from
where he was in take one, and lining him up with where he needed to
be to coincide with take two.
The effects guys at Kleiser-Walczak were really super. They fed back
their problems, and our programmers fed back fixes and they put in a
lot of hours, assembling the many intricate helmet shots in the movie.
They had to walk a very fine line, that is, their work had to be perfect
because in several shots, the effect was to take place during close-ups
of the actor's faces…this is the cinematic equivalent of a master
magician performing slight-of-hand with his audience only inches away.
The Kleiser-Walczak team, in my opinion (and in the opinion of reviewers
like Siskel and Ebert) did a fabulous job on those effects.
The material itself was scanned film frames shots in an animorphic (or
some other greek sounding word) format…Elastic Reality dynamically
adjusted for the pixel aspect on the fly.
The JIGSAW warping mode was to go into Elastic Reality 2.0 for the SGI
(and did). Before ER 2.0 for the SGI came out, however, we released
ER 1.0 for Windows, which coming from the same code base has exactly
the same JIGSAW capability which has gone on to be the basis of many
of our TransJammer effects.
Jason
Lifestyles of the poor and anonymous
Let me just say that this is the most incredible response I've ever gotten to a
question, and I won't to thank you for the details. I just purchased ER for
windows, and have been experimenting with it. Without a doubt its one the most
impressive programs I have coming across, which probably owes a lot to the fact
that its a SGI offspring.
Specifically I've been animating a still image by outlining a arm or a leg and
warping it, in different frames. As a wishlist for future releases animating
would be easier if you could define a selection set of vertices to modify at
one time ie. rotate, distort, or move. Thanks again for the lovely reply. If
I had gotten more replies like this my life would be much happier.
Yea, that post would make a good text file in their library..
>Without a doubt its one the most impressive programs I have coming across,
Yep! As a windows programmer I agree. First of all, they've made a very nice
and simple interface…. just taking functionality and providing the simplest
possible user-interface is not easy… but they've done well here.
>which probably owes a lot to the fact that its a SGI offspring.
Well, yes and no. the reason I would say no is:
Writing a windows program has little in common with other platforms.
There are so many 'its spec'd this way but dont ever try it' problems
in windows…… that to me it is obvious they found skilled windows
programmers to do the port, or educated themselves well.
The reason I would say yes is:
Coming from the SGI platform, they know good and bad implementations
when they see them (on any platform).
Bri
Bri,
Thank you very much. Elastic Reality for Windows owes a great deal to
the skill of the programmers who worked on it, both the Windows specific
team and the platform independent team. It owes a lot to our technical
support staff and our beta testers who really beat the boojums out of it.
As a 1.0 goes, we are proud that it has proved to be one of the most
stable, bug free initial releases of any substantial product, ever.
Version 1.01 fixed one bug in our AVI support, and version 1.02 added
32 bit AVI support and FLC/FLI support, and that's been it.
Again, thanks for the kind words (and the idea of putting the How Stargate
Was Made messages into the DL).
Jason
ERI Dispenser of Accolades
Hiya… couple notes..
Have you ever seen the video 'Cry' by Godley & Creme? Pretty sharp, and I
wouldn't be surprised to find out that it was done with an early SGI-ER.
Stargate eh? Didnt even read the post that close (I'm swamped here!)…
I know one fellow that worked on that but I dont know that he did any of the
ER stuff.
Bri