Siggraph 2017 Rewind - Nick Lyons: Futuristic Technology in Ghost in the Shell: Brief to Deliverable

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Nick Lyons from Territory Studios gives an overview of the work Territory did for the film, Ghost in the Shell.

Nick provides an overview of the concepts as well as how Territory executed some of the final VFX. Nick breaks down the creation of the "Equalizer" (using MoGraph Cloner, Random Effector, Turbulence and X-Particles), human holograms (using Photogrammetry, Polygon Reduction and X-Partcles), Solograms (solid holograms) to create the futuristic looking cityscape and describes how Territory used Cinema 4D and Shotgun to create and manage hundreds of assets including the use of a custom platemaker built with Xpresso.

02:00Territory Studios Demo Reel
05:10Ghost in the Shell Breakdown Reel
06:40Concepts for the Memory Sequence
11:00Creating the "Equalizer" Effect
18:57Concepts for the Ship Wreck Scene
21:10Creating Holograms
31:36Creating a Sci Fi Cityscape
39:12Creating one of the Sologram Assets
44:49Bespoke Backend Workflow Tools



Good morning, everyone. Thanks for joining me today. My name is Nick Lyons, and I'm a motion designer at Territory Studio in London. You heard that correctly. I am from London. I'm sorry if you're hoping for a soothing British voice this morning. That will not be the case. I'm an American that moved over to London three years ago, and I work in motion graphics and film at territory. We're a multidisciplinary studio, meaning we do work in lots of different disciplines including visual effects, motion graphics, commercials, games, branding, and virtual reality. Today, I'm really excited to talk to you about our work on Ghost in the Shell and how we created this massive world with a large, deliverable list of assets. This film was really exciting to work on. We had the opportunity to work with Rupert Sanders and helping create his vision of Ghost in the Shell. It allowed us to hone our visual effects pipeline. We had to create an asset list of over 200 deliverables to populate the city, shop fronts, and different story telling moments. Today, I'm going to break down different concepts and deliverables from this film and give you a basic idea of the type of work that we did. I want to kind of take you through our thought process and also through a few different files and show you how we made certain bits and pieces. This was a really exciting project. We had the chance to work at two legendary visual effects supervisors. Guillaume Rocheron from MPC who we worked with directly delivering files and the legendary John Dykstra from Star Wars fame, the original lead effects supervisor from Star Wars and one of the founding members of Industrial Light and Magic. Today, I'm going to show you a quick reel of all the work that we've done over the past few years at our studio, and I'll give you an idea of the type of work that we do and where we're coming from. ♪ [music] ♪ Cool. Thanks, guys. So, we're a London-based studio. We also have offices in San Francisco and New York. This is the outside building of our studio. It is based in the city of London. If you're familiar with London at all, it's the oldest part of London. We work off of a full-time staff model. So essentially, we hire a large base of generalists, and we pat out our entire work with talented freelancers, based in illustration, effects simulation, Houdini, VR and interactive to kind of specialize on certain projects depending on what we need. Our staff is as diverse as the work that we do. We have people from all over the world. This is a small part of our staff, but we have people from all over the UK, the U.S., Spain. I'm going to try to remember all these. I have a list. Hungary, New Zealand, Ireland, Denmark, Switzerland, Australia, and Russia, to name most of them. I'm sure I forgot someone. But over the past year, we've essentially grown quite a bit. We've grown so much that the studio I just showed you is going to be our old studio in a few weeks. So we're moving down the block to a bigger office. This is a team photo of after we finished our work on Ghost in the Shell. It shows all the freelancers, all the editors, staff and everyone who helped contribute to this film. Today, I'm going to talk to you about Ghost in the Shell and give you a breakdown of the different scenes and visuals that we helped create. I'm going to show our breakdown reel right now, and it's going to give you an idea of the type of work we did, some short breakdowns, and I'll delve a bit further into all these. ♪ [music] ♪ So, this work took its part in three different stages. When we initially came on to the project, we were given conceptual work to work on the memory sequence that Major is kind of…the whole film kind of revolves around the idea of a memory. And she's talking about what happened to her before she came a shell. And she talked about possibly being in a shipwreck where her body was completely ruined and her brain was salvaged to put within the shell. And this was kind of our initial idea, initial concept that we were asked to help visualize. We called this, the director called this idea the digital sand concept. And we went through several different variations and iterations of this concept. And I'll walk through some of the thought process behind a few of these concepts before I go into more of a demo of some of the work that we did. So we originally started off taking some of these key elements and created a mood board of what we possibly may want this hologram section to look like. We came up with these orb-type elements with immense amounts of data. The idea is that we had to communicate lots of different elements within these orbs. We had to communicate typography, different types of digital kind of displacement effects that I'll show you and have them sit within this world. We began to research some famous Japanese patterns. The asanoha pattern was kind of the first, one of the major patterns that we decided to bring on into our work flow to help ground all the graphics within the film, within this Japanese-type world. This pattern is very popular in the traditional Japanese Kimono. This was one of our first concepts based on the orb. You can see kind of the Japanese Kimono asanoha pattern, the orb-like pattern, and over time, this orb would help develop key storytelling moments. It would reveal different images and pieces of typography from within. We did several initial motion tests. As time went on, we were asked to help visualize, like, an equalizer-type animation. So this was important when Major was sitting in front of, or any other character was sitting in front of a hologram asset, there would be some sort of, like, jiggling, equalizer-type motion to signify that there's something being spoken to her, like some sort of voice recorder of some sort. This was one of the final assets that we created. You can see how we began using typography and kind of having this calm-motion-graphic-type animation. Over time, we decided to develop a second concept which was based more around traditional typography, UI, and layering old concepts together. So you can see how the traditional Japanese pattern was still used. We began to implement some line work, some bespoke UI and animation as well and began playing with the different types of orb assets. We created the entire bespoke library for this process. This was used originally for this concept but it ended up becoming a part of a lot of other concepts that we began developing as well. This was used primarily in more the UI work that we did throughout like the conceptual parts of the film. Our third concept that we worked on is another digital san concept that's more particle-based. The idea was that it would be a kind of voxely-type particle approach. So there would some sort of surface as you can see in the top right over here where the ship's kind of appearing. It's the idea of some sort of snow globe where elements kind of fly up in the air, turbulence around and form different objects. And we had the shipwreck scene and this equalizer-type animation that you can see as well. And this was one of the equalizer concepts that we came up with. It's a simple animation. I'm going to show you how we created that from scratch. So, this equalizer animation had to signify communication. So the idea was that we had to create an asset that when a character was sitting in a room, this would give us some flexibility to show voice interpretation. It's a fairly simple rig that allows a lot of control. I'm going to go ahead and create that for you now. So what we're going to do is I'll build the asset, then also apply X particles to it and show you how we created the type of ethereal particle-based look as well. So, what you want to do is you want to start off with a circle. You go under your Spline Library. We're going to change the orientation of that, and we go directly into our Cloner Object. And we're going to duplicate this around 60 times. The idea is that we want to have a lot of different variation, a lot of different splines to give us that type of variation that we want. We're going to shrink this down quite a bit, bring that down to there. And then what's cool about this is we're going to plan a random effector to it, and this random effector will do most of the work for us. So we're going to turn off position. And under Scale, we're going to change the scale to quite a high number, like 400. So you're seeing it's blowing off the screen a bit. So we're going to take our original circle and drop it down to 0.1, so it's quite small. And you can see it's starting to have some sort of resemblance of that animation. There's no animation happening right now. So what we're going to go ahead and do is head into our Effector and add turbulence to it, and it's going absolutely crazy right now, and this is not what we want. So we're going to go into our Effector over here, and we're going to change the animation speed to 50%. This is going to slow it down a bit more. It's still not very detailed yet, so I'm going to change that and go into our scale and drop this down to 10%. And this is going to give us a bit more detail. If you want more control over something like this, you can go in here and go and add a fall off to it. And we're going to add a spherical fall off to it. And you can play around with this, and you can change the different types of animation with this. You can also add different types of effectors to it as well. And then to give it geometry, we're going to head over into our loft, loft nerbs, and loft this guy. And then you can start to see it's beginning to take shape and form. So, during this process, we had to bake out all of our assets and send them over to MPC to have them drop them in their scenes. So everything we had to do was baked UV textured and everything else. We used a long list of plugins like NitroBake, SteadyBAKE. We probably would have used the EasyBake even if that was a possibility. We bake pretty much everything. And what I'm going to show you here is just how to bake it out as an alembic file which is a little known…well, probably well-known fact is that it was revealed in 2011 here at SIGGRAPH, the alembic file system. So it's been really helpful in the visual effects industry since then. So it's quite simple. You go over here to Export. The alembic file is going to bake out the entire animation for us. We don't have to do anything else except for export it as an alembic. We're going to hit Alembic right here, and we're going to go down to the desktop and call it "Equalizer ABC," okay. And you just keep all the settings as is. You don't need to change anything. Exports are quite fast. And then we're going to go over here and import our "Equalizer ABC" file. Okay. All right, so there you go. There we go. Okay, cool. So, it basically bakes the entire animation. It's really helpful. We can't apply particles to clone our object and have them stick to it. So we have to bake it out into a piece of geometry. So this is what we ended up doing. You go over here, take the object, and you go into your X particles system. You grab an emitter, and what we're going to do is we're going to emit particles from the object. So we're going to go into our Object Settings, scroll down to Objects, add our entire loft nerbs in there and see if that does the trick. It's not really doing what we want. It's kind of flying all over the place. What you'll have to do is click this little box right here called Stick Particle to Source Object. And then we're going to turn off our main piece of geometry, and you can see it's starting to work. It's not doing exactly what we want yet. So what we're going to do is... Because we want the particles to be born right at the very beginning of the animation. And we want it to really give us the full feeling of the entire piece of geometry. So we're going to go over here into our Mission Parameters and go to Shot. And we're going to change our shot from zero and have it emit over two frames. And we're going to have it emit 10,000 particles. So what happens now, you'll see it starts out as a fully kind of formed object. And from here, you can do lots of different things. You can duplicate the emitter, duplicate that, okay. And then what we're going to do is you want to turn off…we're going to have kind of some wispy particles fly around it as well. We're going to turn off Stick Particle to Object, and you see they're kind of flying all over the place. So we're going to change it back, this second emitter back to rate. And we're going to have them change of lifespan from 90 to about 20, kind of play around with this a little bit, add some variation to it. And we're going to change the speed and knock that down to, like, 15. And you can see how it's starting to kind of show some little bit of variation. You can add other effectors to this like the turbulence effector over here, and add some sort of turbulence to it. You can add wind to it. It gives it a bit more variation and stuff and you can bring in the after effects and render this out, apply transfer modes to it, different glows and speculars, and it gives you a lot of flexibility. But essentially, this is what we came up with, and this was our base for creating this asset. Okay, and we did this for quite a few other assets as well. We created this for the mechanical geisha. You can see, like, the different layering of X particles [inaudible] that. You can also see the asanoha pattern that I was talking about earlier is kind of still prevalent within these designs as well. And we also used it in Aramaki's Section 9 office scene still kind of the same idea, having particles wisp around it, some simple geometry that we comped in After Effects. We also, as I said before, helped envision the shipwreck scene. So, Major was told that she died on the shipwreck and her brain was salvaged to create the shell. And basically what we did from here was we created some sketches after we got off the phone with the production company and figured out what we wanted this to look like. We decided we had to have some digital kind of particles flying around, have this kind of…I don't know if you've ever played with one of those toys when you were a kid where you take the pens, and you push against the pens, and it creates, like, the version of your hand on it. So this was kind of an initial concept that we wanted to push. It's this voxel grid concept, so everything, all the elements that are created are created from little boxes, you know, like Minecraft or something like that. And these boxes break off from a main source and create some sort of element. And these were some of the initial style frames that we came up with to help convey this idea. We did some quick tests and X particles, very simple, essentially what I did before. We take an object, bring into Cinema and emit voxels in a volume. And X particles does this very quickly. It was really easy to set this up, and then we began adding different speculars and reflections to this. Like with any shipwreck, there's casualties. We had a lot of dead people floating around. We had to emit particles from all these guys as well and do whatever we did to the ship wreck scene to these guys as well. They kind of look like little snowmen when they're emitted. We changed the particle size and changed some other elements within comp. And here is a short break down of one of the final looks of this concept piece. Now, this piece wasn't used in the film, so this is about as far as we got with the animation. There are different parts of the memory sequence that were added and were not. You can see the voxel grid, the different pieces of UI and kind of other elements that we used to populate the entire scene. If you've worked in film before, what ended up happening was you kind of prove yourself on each concept. So we have the initial hologlobe sequence. And if we did well, we'd get awarded with more work. And if you don't do well, then you don't get to stay on the project very long. So luckily, we were able to do some work that the director liked. And the next scene was how to deal with this conference room. And the idea was we had to envision these holograms that would be called up within the space. And we wanted to give these holograms all a bit of their own look and feel. They needed to feel unique and different. We wanted to come up with several different options for them to use. We had a more particle-based layering system for some of them, and also, you can see kind of the voxel grid pattern that we used before and also several other dot matrix kind of looking patterns. If you've seen the film, you're familiar with this room where they bring up these different key elements. We had to place all these different elements within this room and figured a grid was probably the best way to do this. So we created this dot matrix style grid, and the actors would call up use different elements. We had to populate it and make it look visually appealing and keep all the elements within the same type of look and feel. Initially, when we got this brief, we were given photogrammetry assets. And if you're not familiar with photogrammetry, photogrammetry is essentially when you create geometry from real life using an array of cameras. So cameras are strewn around you, and they're capturing 3D data. I wanted to show you kind of the density of this mesh because that's one of the issues with photogrammetry is it's essentially used for reference. And a lot of the times, you'll have to completely rebuild it or drop the polygon count using a poly reduction tool, and that's what we ended up having to do. But we took this mesh, and we began running particle simulations on it. This is one of the first simulations we ended up doing, which I'll break down in a second. I'll show you how to make that. And we had quite a few other particle layering concepts where we're playing with the form of the model and emitting from different vertices and polygons. We also created a voxel-type grid. This gave a lot of options for shadowing and ambient occlusion and reflection, gave a good amount of depth to all the models. And here were the five final concepts we came up with. You can see they're all kind of particle-based, some more organic, some more digital. And I'm going to go ahead and show you how to make the one right here. Okay, all right. Let me just go into… Okay, so here is the final animation. It's a bit on the heavy side, but you can see… What we did was we did a few different tests. The idea was that we take this photogrammetry asset that I will grab. Actually, I'm going to not go in through there. Okay, so, this is the model we were given. So, it's the same mesh that I showed you previously. You can see kind of the eyes flying out. It's not a very clean model. This is why we ended up having to clean these guys up, and you can see the density of the mesh. It's not really workable in any type of situation but it's a fantastic reference. So we're going to take this and copy it off and stick this in a new scene. Okay, all right. So, we have this guy in here. You probably are all familiar with the polygon reduction tool. This is going to be our best friend in this situation. Let me go ahead and bring this down here. It's going to think for a bit because it's such a massive mesh. And we're basically just going to reduce it down to 99%. And then we are going to take it and current state to object, delete that. Okay, all right. And now what we're going to do is we're basically going to use this as a volume. So the idea here is that we're going to take emitters from X particles. And the emitters are going to hit this model. And as they hit the model, particles will spawn inside the model, and we're going to add some turbulence. They're going to fly around. There's few ways you can do this. This way gives you more flexibility on where the particles begin appearing which is good if you're doing some sort of hologram kind of look because you want the particles to reveal it over time and not just kind of fly all over the place. So we're going to create this guy. We're going to pull it up. We're going to pull the emitter up like that so it covers the entire model. I want to make sure it's working correctly. Okay. Then we're going to duplicate it and create a mirrored version of it and flip it around on the other side. Okay, all right. And we're going to take our two emitters, and we're going to apply the same settings to both of them. So we're going to add…we're going to change the life span to 40. And we're going to have a random variation of 40 as well. We're going to emit for 40 frames. Okay, all right. And then what we're going to do is we're going to add a collider tag to the model. So this is going to allow all the particles that are spawned within the model to stay inside. And we're going to bring the balance down. We don't want them to fly around too much. And then the important part comes when we add our third emitter, and we're going to call this "Spawn" just so we can be a bit organized. Okay. Then we're going to go down to our collision object, go into Spawn on Collision and enable that. We're going to bring our spawn emitter into there. And what we want to do is now take these two initial emitters, and we're going to hide them. So they don't even need to be seen. And we're going to hide our geometry as well. It's going a bit crazy right now, but it's starting to work. And we're going to change in our Collider Tag that they spawn only once. So we don't want them to keep spawning. It creates a massively dense scene. Then we're going to take our two emitters, and we're going to add a turbulence effector to them. All right, and we're going to take our turbulence effector and add a curl. Curl turbulence is so sexy. It looks good all the time, so we're going to add that. It gives a lot of variations. You can kind of see what the particles are doing as they're coming out. And basically as they're hitting it, they're spawning these different particles. So we want them to be…if you want them to be spawning more in a certain place, you just move the emitters to that place. And we're going to move this one a little bit closer. Okay, and what we're going to do is we're going to take this null, and we're going to add some movement to it. So we're going to take it and spin it. If you guys have seen Thumb Wars before, they talk about spinning a planet. We're going to spin this model. Okay, and we're going to do it at 180 degrees. And so now it's giving a bit of variation on where it's showing up. They're kind of floating around all over the place. This isn't what we want. So we're going to add a modifier and a [inaudible] surface modifier. And this is going to keep all the particles inside the model. And we're going to bring up the pull to 100%. And you can see it's starting to do what we want it to do. You can also increase the amount of particles within this model. And what we're going to do is now add a trail, XB trail object and bring in our spawning emitter into this trail object. And it's going to start giving us that look. But we don't want these trails to be emitted through the entire scene. So we're going to turn off that and give a trail length of, let's try 15 variation. And also, we want our spawning emitter to stop after a while because we want it to be kind of a transitionary element. So we're going to change it to, like, 20. And there you have it. It's kind of…you can kind of move these guys around, these two emitters up here and change. You can bring them up to his head and down to his body. You can do this with really any type of object. And what you're doing is basically, you can use this as, like, some sort of mat or some sort of transitionary element. But you can apply this to really any type of object. Okay. The largest deliverable that we had for this project was the solograms. And if you've seen the film, we basically created 200 assets to populate this entire world. And these solograms were a massive part of that. The solograms were basically these massive, as you can see in this photo, advertisements living next to skyscrapers. And you can see them in the trailer for the film. And the idea is that we were trying to…the word "sologram" comes from…Rupert Sanders coined this term, and it means solid hologram. It's a very kind of simple idea. But the idea initially was that these holograms would feel solid, not glowy, not transparent at all, and they'd be living in kind of a neutral daylight type space. So they wouldn't look like a traditional hologram. But what ended up happening over the course of the development is to have them to kind of stand off the background in the night scenes. It began adding transparencies and glows to really help them kind of light up the scene. And it started looking really, really nice. Some of the other assets we created was a whole load of civic signs and shop front animation, so not only just the solograms. So we created a large amount of these conceptual kind of civic signs to help populate this city from, you know, walking, do not walk, crosswalk signs, bus stops, a whole slew of different assets. And we provide the director with these slates, with concepts of how they might look. And then they would give us feedback, and we'd change that and then model in Cinema 4D. You can see some of these assets maybe in the film, in the trailer. You saw these animated graphics on the road as they're flying around in their vehicle on the car. These are all kind of an idea to help really bring the city to life and give it this really futuristic feeling. Unfortunately, in the future, we also have speed cameras as well. We really fought against this one. We wanted it to be a fun world where you can drive as fast as you want. It's not Germany, unfortunately. Yeah, we had one of those assets as well. Here's a quick breakdown of all those assets living together. We have solograms in the background. We have civic signage, shop fronts. All the shop fronts were basically these restaurants signs, donut stores, massage parlors, like, pretty much anything you'd find in a futuristic or modern day city. Depending on the part of the city, the elements took a different look and feel as Major begins going into the darker inner city type parts of town. We're giving the textures a bit more of a worn look. They're less luminant, slightly more muted, and especially as she's heading towards the redlight district. It's looking a bit more dilapidated, a bit cooler, a bit less inviting. These were one of the original shop front concepts we came up with. This is a hot stone massage. We had quite a large list of these shop front deliverables. And what we'd do is send these to client, they'd approve it, and we'd build them out in Cinema 4D. We created this entire visual effects pipeline for this because we essentially had to…with most motion graphics artists, you don't have to UV map your objects. You don't have to bake everything out and send to a visual effect pipeline. So we had to create this entire process from scratch which helped us to deliver this large amount of assets. And you have to fit this into a visual effect's company pipeline perfectly, because if not, they'll send it back, and you'll have to redo it. So we spent a little bit of time on R&D to really hone this process and create the tools that we needed for it. This is a short video of some of the night shots that we did in Ghost in the Shell. And it'll show kind of the a lot of the solograms and civic signage that we worked on. ♪ [music] ♪ Okay, so, this large amount of assets that we had to deliver, basically what happened is every sologram that we had had a video of an actor doing some sort of movement. And each video was translated into photogrammetry. So there's an array of cameras around them capturing all their movements and all the different types of actions they were doing. You can see in the corner of some of these concepts actors doing some sort of movement. And then we had to create concepts based on those. Some of those concepts were very solid concepts based on production and kind of director notes, and others had no concept whatsoever. We were given photogrammetry and image assets that had to be developed in-house. So this gave us a lot of flexibility and had a really good time, actually, developing a lot of these. I mean, there were hundreds of these videos and most of them didn't get used in the film. But it was incredible the amount of ideas that they came up with for these solograms. So as you can see, there's this photogrammetry asset that we were given. We created a concept. It was signed off, and then we added some sort of animation to this. All this animation had to be baked within Cinema 4D. We couldn't bring any textures from After Effects. We couldn't add any, like, line work or traditional UI stuff that we normally do. So it all had to live within Cinema 4D and be transferable to another company. So that was quite the challenge. This was one of those concepts that we didn't actually have a concept for. We had a girl that was doing this kind of like miming typing motion. And we had to sit in a room and kind of figure out what she would do, what kind of actions and what kind of advertisement she would be part of. We had several different assets like this. You can't put the idea of learning Mozart in just a few minutes. The future is awesome if you have kids and you want them to learn piano, this is the tool to use. And another one of those assets was this idea for medical depression pills. It's not the happiest of ideas, but, essentially, the concept, they didn't have a concept, so we had to create this idea that you take this medication. You're so happy. Your head explodes with confetti, and you don't really care that it's happening. So what I'm going to do is break down in this asset and show you how we created the confetti and just show you the photogrammetry asset that we worked with. Okay, so, we received this really dense piece of photogrammetry. We'd freeze the animation just to bring it into Cinema 4D because it was such a dense piece of geometry and add some sort of X-particle-type animation to it. This confetti-type animation is very much transferable between different types of effects if you ever need to create, like, fireworks or anything like that, you can do this type of animation as well. So, what I'm going to go ahead and do is open a new scene. We're going to start with an emitter and turn this emitter into a circle. So the idea is that the particles are going to fly out. They're going to cone out within, like, kind of an angular-cone-type shape and fly up, stop, and then slowly trickle down and spin. So, what we're going to have to do is we're going to change this to ring only because we don't really want the particles to emit inside the sphere. We're going to change the cone angle to 30, and this is going to give this kind of, like, outward kind of explosion-type look. And then we're going to head over into our emission and change this to Rate, keep it on Rate and change this to 15 frames because we only want a short burst of confetti flying out. And we're going to change the speed and really ramp it up to, like, something like 2000 because we really want this to be like one of the things that you go to, like, a Lakers game. They have those confetti or shirt kind of guns, and they fly really fast, and they slow down. Okay, and what's really important, and something you don't want to forget, if you're using the Spin Effector at all, you need to go into your extended data and add Use Rotation. Because otherwise, when you add the spin effector, nothing is actually going to happen. If you go over here to your emitter, and we're going to add our speed modifier. And we're going to change our speed modifier from Incremental to Acceleration and drop it from Exponential, drop the exponential number from 5 to -1,800. And you'll be able to see this pretty immediately. It's flying up here, and that's looking slightly better, better than flying off everywhere in every direction. And then we're going to take a gravity object because we want these to fall down after that. Go to Gravity, and you can kind of see how that's starting to work a little bit. It's still kind of clumped into a single ring. We're going to add some variation to this and go back into our emitter and start to add some variation to our speed as well to give it a bit more. Okay, cool, all right. And then we're going to go ahead to our generator because if you're going to add a spin to any of these particles, you have to have it generating some type of geometry to view the spin. And we're going to go to our generator and grab a plane. We want to drop the segments. We want to keep this as light as possible. It's always good to keep some sort of streamlined workflow where you're not dealing with massively heavy pieces of geometry. We're going to drop this down to 10 and 5. It's going to create a nice small rectangle for us, put this into our generator, and you're starting to see it working. It's not really doing much right now. It's just staying flat. So now we're going to take our…go into our X particles and add our spin modifier. Okay, and then we're just going to add a random kind of amount of spin just 10 per frame, and go down here, turn the randomness on, change that, 10 each. And then you can start to see it flies out and trickles down. You can change this using a few different modifiers. You can go into your Turbulence and add a bit of turbulence to it, and that will start to push it around and add some random values to it. If you want to create, like, fireworks or some sort of animation like that, you just head over to your object and change from circle to maybe, like, a sphere. And you'll be able to see it just flies out, and what we probably want to do is change our emitter to emit 5 frames so it's a bit faster. Yeah, so, you kind of get the idea. And this is how we created that confetti-type animation. They're all flying around. You can add more spin to it if you want. Yeah, okay. Cool, all right. And back to the presentation. So, like I said before, we created quite a few bespoke back end workflow tools for this project. We really had to kind of delve into the visual effects community and figure out what tools will work best as far as organizational and file-delivering-type streamlined workflows. What we ended up doing was creating an entirely bespoke Shotgun toolset that was integrated with Cinema 4D
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