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Integrated Motion Capture

For this project, I used motion capture data provided by Andrew Halloran and integrated it into a video.

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Camera and Scene Solve
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To begin I started by solving the camera in nuke. I place a cube in the scene to represent the railing that the characters would be standing on as a reference for when I brought the scene into Maya. I was able to use this plane as a reference to rotate the scene so that the cube was orientated correctly in space. Then I was able to place the characters into the scene and they would be able to walk across the plane without issue.

Nuke Passes and Mattes
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The shadows in this scene caused an issue in nuke. Because of the texture on the edge of the railing, there were lots of very visible highlights and shadows. To get rid of this, I used a keyer to separate out the brightest areas and then used the ranges in the color correct node to create a mostly flat colored surface which I then blurred slightly to even out the values. I then used a render pass to isolate this area and the area of the shadow that would be on this area of the rail and used that to create the shadow for that area.

Object Masks and Colorcorrect
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I used an object id pass to create masks for each of the characters to vary their colors in nuke slightly.  

Nuke Network
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Rework

I went back to this project Recently to update and get it ready for my reel. I touched up the ambient occlusion on the people's feet to make them appear more solid on the ground. The main issue is that in the mocap data, the feet do not stay on a flat surface, and so in some parts, the AO pass disappears. I was able to keyframe it in nuke as a fix, but it is still a problem. I also touched up some of the AOV's to better integrated them. I added a bloom to the specular to make the model's shiny material appear more realistic in the scene, which is slightly overexposed.

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