View Full Version : FXWars! TRON TRIBUTE !: Garrick Campsey & Kyle King, Open Entry

04 April 2010, 09:48 PM
This is Kyle King and Garrick Campsey's entry.

Ok, I'm done!

Here is video link to 720p w/audio youTube:

Here is video link to 720p w/audio vimeo:
(still processing as of this post)

This weekend, I focused on completing the sound, and adding in destruction passes. I also tried my hand at visually matching all the background environment layers of the video, for more foreground character separation. I attempted to enhance the colors in the video as well. The destruction passes were accomplished by rendering wireframe passes of the models and then masking in those passes on top of the established passes, per shot. I tried to line up the mask's path animation to match the impact points. I also added in lots of sparks passes. There are also destruction passes added into the final shot. Around 13 destruction simulations are present in that one. Sound effects were accomplished by recording electric razors, breaking bricks in my garage, throwing around bass drums on concrete floor, and other things. The Willhelm scream is still present in the video, once at the beginning when the bike hits the ground, and once at the end, as the bike is screeching in the last recognizer. Any questions, comments, or whatever welcome! :)

04 April 2010, 08:56 PM
So, here is the first in a series of videos we'll be posting about this challenge.
This video deals mainly with the construction of the Tron character model.
I chose to base the model design off of the "Tron 1.9" look, meaning I used the style presented in the first Tron Legacy trailer released by Disney as reference for building the character.
We look forward to comments!


vimeo: (

04 April 2010, 09:28 PM
Here are a few images put together showing the Tron model. Wireframes included.

04 April 2010, 04:52 AM
Damn, good start! I definitely like the direction you are going - a darker version of Tron, but still using some of the styling from the movie. Welcome to the forum!

04 April 2010, 06:25 PM
Here is an update to the thread.
These video links deal mostly with the skinning of the Tron character. A muscle rig was created to work in conjunction with the Biped rig, but was abandoned due to the complexity of skinning so many muscles without the ability to mirror the weighting.
Look forward to comments!

youTube video:

Vimeo video:

04 April 2010, 09:00 PM
Whew! So, we're almost done with the lightBike (modeling & rigging). And we've put together a short "Rezz In" animation.
Everything is still a WIP; nothing has final lighting, textures, or compositing - but it's starting to come together! :)

Tron "Rezz In" stills from video:

Tron "Rezz In" video links:

Lightbike 0.9 "MakingOf" video links:

Lightbike v1.0 model images:

and here's a desktop pic of the lightBike v0.9 (2000x1124px):

We look forward to comments!

04 April 2010, 09:47 PM
If you look at the last two images that Garrick posted you can see that I started adding detail to the bike that Garrick had started modeling. I took his base mesh and am looking to make it a little more aggressive and add harder edges all around. Changed up the tread and will be moving on the rear of the bike soon.
The front still needs to be adjusted, needs more detail on the inner side and I plan to open up the area a bit by widening the huge hole you can see through :)

05 May 2010, 06:58 PM
Here is some progress on the bike. Continuing to make it more aggressive

05 May 2010, 07:35 PM
Digging the bike look and design man. Really cool how the back plates fold into the back half.

05 May 2010, 09:37 PM
You guys are showing up some really strong stuff. Hope to see more soon. Good Luck!

05 May 2010, 12:41 AM
Compositing tests done.

05 May 2010, 05:12 PM
Scanned in the storyboards and turned them into shot(x).gifs. I think this is an interesting way to show how the story is developing without resorting to endless video links. Now that all the models are built and rigged, the story is developed, and the compositing tests are done - it's time to animate!

I've tried to draw the storyboards to clearly illustrate the action that is happening at the time. Once the blocking passes are done, I'll put together a timed animatic and start trimming down each shot's duration. Once the locked-off edit is together, the animation will be refined, VFX sims will be done, the environment will be modeled - and then we can start rendering layer passes and compositing final shots back into the edit. Then sound design.

Look forward to comments!

****Due to posting rules I can only post a few .gifs at a time****

05 May 2010, 05:14 PM
Here are shots 7 - 11.

05 May 2010, 07:32 PM

some nice updates and good progress here! I like your Rez a lot, well done! waiting for more ;)


05 May 2010, 06:17 AM
here is the 1st pass at shot 1with a bit of compositing applied for no good reason :[

05 May 2010, 02:07 PM
The bike is looking good. The animation of him jumping into the bike looks a little floaty.

05 May 2010, 04:57 PM
Here is an update to shot 1:

I agree, Mustan9. Thanks for the input - it helped me realize the characters center of mass had no drag or inertia in the first animation. With this shot, I'm trying to go from 'normal' time to 'slow time' and then back again, so there will be some float, but I don't want the characters movement to feel unnatural - so I'll have to walk a fine line. I've reworked the leg and com to have a better flow. Starting on shot 2 later today.

05 May 2010, 08:15 PM
here is shot2 blocked out:

pls note these are not final animations - these are blocking passes. i'm not spending longer than an hour or two on each shot (for now).


05 May 2010, 10:51 PM
here is a short edit of shots 1, 2, and 3 together:

this is very rough animation - i'm looking to edit each shot down, see problems with shots coming together, etc... I am not focusing on detailing the animation right now - I'm going after the 'broad strokes'... from the video so far, the timing will need to be completely redone on shot 1 (possibly abandoned), and then shots 2 and 3 will need major rework. More to come soon!

05 May 2010, 02:07 PM
Very cool stuff guys. I really like the whole look and feel of everything. Are you going to do anything special to the Recognizer? Anyhow, looking really good!

05 May 2010, 04:12 PM
I may do some more modeling to the recognizer, but that will have to be balanced with it's part in the story. I'm hesitant to add glowing lines to the model, because they are supposed to be ominous and ninja-like in this story. I'm trying to use them to convey the feeling of quick, overwhelming force, so for the most part they are going to be heavily motion blurred and very dark until they drop to the gamefloor. They will probably have lights that are animated and glowed, so we can get the effect of them 'coming to life' or 'announcing their presence' to the hero (like a computer powering-on). We'll see how the rough cut comes together and then base their visual appearance on the role they play in the end.

05 May 2010, 11:07 PM
today's update - i cut together shots 2, 3, and 4 into this short video:

work needs to be done on shot 3, where the lightbike contacts the ground - it seems funny and un-natural. shot 4 introduces the bad guy, which we should see at the end of shot 3 for a moment (according to storyboards). the badguy's movement in shot 4 is also clunky - to be fixed later - but it's starting to come together :)

05 May 2010, 02:19 AM
an animation test for the recognizer, along with some sound fx:

05 May 2010, 12:35 AM
todays update:

reworked badguy intro (shot4), limited animation to hand gesture then takeoff. I'm going to use audio to sell this shot - audio that I'll be adding this weekend. I also reworked shot3, but I'm still not happy with the physics on the bike, so I'll rework the keys again tmrw. More to come!

05 May 2010, 10:26 PM
todays update:

- added in shot5, badguy attacking. I dropped the character meshes from the files to speed up the playback - they will be added in later. Since the bike is the root object and the character is linked to that, it only makes sense to animate them separately (for now). I also reworked shot3, where the bike impacts the pyramid. I changed this interaction to be a slide into an almost uncontrolled landing. this will be refined further as I'm not completely happy with it. more to come!

05 May 2010, 01:26 AM
today's update:

reworked bike coming down pyramid. reworked battle in shot 5 too. recorded some audio today, but unfortunately the mic was omni-directional and what i was trying to record wasn't coming from everywhere. :(

05 May 2010, 02:50 AM
I modeled up a new recognizer based on a lot of ideas I had floating around in my head. I wanted to remake the character's appearance and function to fit more in line with the role it plays in the story we're working on, so I borrowed from the first Tron and the Tron Legacy concept art that was posted recently.. I tried to marry a bunch of styles together and came up with this:

And created a new kind of recognizer in the process...

One that can hunt much more effectively. So the character has an 'idle / hunting' mode, and then switches over to 'attack' mode when it begins to descend upon it's prey. I'm trying to incorporate more of an 'aerial predator' feel to the character as well. Think of it as a recognizer 'baring it's teeth' right before it bites.

The next few shots coming up use the recognizers, so I had to really decide if the old style was what I wanted, and... nah... :)

Here is a link to the animation test:

05 May 2010, 07:32 AM
Cool take on the transition from one state to another. My only feedback would be not to have it spin 360, makes it feel light. Maybe only rotating 90 degrees for a hard locking click with some settling time.

Food for thought, keep on rocking it!

05 May 2010, 01:17 PM
Very cool stuff!!!
I like the new recognizer a lot, but the animation where it transitions at the end does seem too fast, it makes what was a menacing shape a little too cartoony? Anyhow, still looks really good!

05 May 2010, 06:17 PM
Whew! Lots of work done for this update. Major rework done on the animations and the camera moves. I did a quick environment test last nite (sky plane, ground plane x3, background cylinder) with a 2048 map and the results were acceptable with motion blur applied. I'll build 4k versions from reference images shot on my canon 7d if I have time. I also got to record some impact sounds today. I'm trying to make everything completely DIY (sound, models, etc...) but I'm a little clueless as to how to record a huge pane of glass breaking without breaking a huge pane of glass. I will not resort to vandalism :) - I'm probably going to buy some cheap cups and toss em' into a wall with the field recorder nearby, then slow them down.

Here are stills from the environment test:

Here's shots 2-11 (with environment test 360):

Kiel & Jim - you're both right! I'm going to try to add more weight into the animation. Maybe it should have more of a slow out instead of such a snappy initial action. I might go study some transformers trailers :)

05 May 2010, 10:58 PM
Here is a much more complete video featuring Kyle's animations:

Everything is still a heavy WIP, but it's getting so close to being done! Just finished a 4k sky texture, about to begin on a quarter cylinder 4k "mountain city" landscape texture. Some little improvements coming to the game grid, along with environment objects to model, car engines to record, etc..

05 May 2010, 02:23 AM
here is today's update:

reworked a lot of the camera moves, added in riders on the bikes, lots of animation updates, along with a tighter editing job. shot8 of the badguy dying (flipping bike) has not been reworked, but it will be :)

05 May 2010, 03:35 AM

For this update, I added in the last shot, and rendered it with the WIP rendering setup. I'll need to rework the environment. Shot8 of the badguy dying was reworked as well, and Kyle's bike was added into that scene. I've also rendered out shot5 of the badguy attacking, and removed the 360 environment test at the beginning of the video. I'm going to start shifting focus to the fx passes now :)

05 May 2010, 06:03 AM
Looking pretty cool guys! A minute long, Dazam! Dunno how your churning through it, but keep up the incrediable efforts.

Really excited to see the new animations and such.

A note on the final shot, I would give it just a bit more breathing room to sell the impact and allow the viewer's anticaption to build up a bit more.

05 May 2010, 08:25 AM
I think you've got a lot of it down, but some things need to slow down a bit, they're moving too fast which seems unrealistic.

05 May 2010, 03:38 PM
Kiel - You're right on the money man! That last shot does feel a bit rushed. I was thinking of jumping into developing the fx passes, but now I'm planning on going back and spending some time with the keys for all the animations. I've never tackled an animation (with bipeds) over 10 seconds before, so I'm definitely learning alot! It's great practice :)

DarthViper - You're right too man! A lot of the animation feels really fast, which is my fault. I gotta remember to slow things down - cause I keep speeding them up. I really think that is a side-effect of watching the same clip on repeat over and over again (tired eyes). To me, it all makes sense - but not necessarily to the viewer. I'm going to have to converse with the Kyle and figure out a game plan for updating all the shots.

One thing I learned during last week's animating extravaganza was rigging up the scene. I had never thought to do this before, but I linked all the objects in the scene to a dummy object and then animated the dummy object as a 'scene velocity control' (This is for the bike shots). This helped to separate the camera animation from the overall animation in the scene. I was having trouble getting the camera target and the camera to behave properly while whizzing by at 300 mph, and linking them up to inherit the dummys movement solved the issues. I also linked the camera target to a dummy object, animated the dummy object, then applied a noise controller to the original camera target, so I could have full camera target control but still have camera shake intensity that can be keyed and modified easily.

Food for thought :)

05 May 2010, 09:21 PM
Amazing work the dummy camera is a cool idea, and your avatar is hilarious!

05 May 2010, 12:17 AM

For this video, I did a quick rendering setup with the new environment for all the shots. This is a WIP rendering setup - it's a little dark, there's no GI, and it's all single pass. I switched over to a sky dome with a 4096 map instead of 4 quarter cylinders with 2048 maps.

ParamountCell - thanks for the encouragement! :)

05 May 2010, 12:31 AM
Nice nice.. keep it rolling.. thumbs up!

05 May 2010, 03:53 PM
Here's this weekend's update:

for this update i tried to focus on the animation, timing, and storytelling aspects. i also began developing the glass destruction sim, and the sparks during the bike collisions. i'm not happy with the sparks :(

i've also nailed down the final resolution size and compositing process i'll be using to put the shots together. to control the glow, the liteLines are being rendered as their own pass, with another pass of the bike sans liteLines underneath. a good example of this is when the badguy begins his 'revving'. i've animated the liteLines pass' opacity to simulate the lites coming on as he begins to accelerate. i'll probably do this for the recognizers too as it's super easy and there's nothing to key in 3d :)

i added in another shot introducing the recognizers before the badguy dies - trying to establish the main characters early on, and completely reanimated the bike falling down from the glass window. there are inconsistencies in the video, but they'll be fixed :)

i'm using rayfire ( for the destruction sims and just a plain ol' 3ds particle system for the sparks

05 May 2010, 05:55 AM
I really like the effect of the bike lighting up as he revs it. Considering it's just an opacity change, I'll have to conclude that sometimes the best solution is a simple one :thumbsup:

05 May 2010, 04:02 PM
Had a few hours to work on the environment objects and light rigs:

I setup a bike light rig that I can reference into all the other files to update the other shots. There's 8 lights on each side of each tire on the bike, linked up to inherit their respective tire's rotation. There's also 3 brighter lights underneath the main center piece of the bike, again inheriting the motion of the bike. I've also linked up even brighter lights to the bike's animation rig to serve as main, fill, and rim lighting. I'm not totally happy with them - so they'll probably be reworked and then updated across the shots later.

The building pictured above was the result of abandoning the cliff wall idea from the Tron Legacy trailer. Originally, the good guy was to be jumping out of the cliff wall, but I don't want to spend the time unwrapping, texturing, and setting up the displacement map for the wall - just for one shot. I've used copious amounts of light to compensate for the lack of textures - nothing is unwrapped, it's all polygon IDs (except for the sky dome and floor). I'll probably add more lights :)

I've also added in moving arrows underneath the surface of the gamefloor. This serves a dual purpose: to introduce more parallax into the shot, and also to marry the previous shot better (as the arrows become a repeating visual motif). I'm going to add alot more 'techy' stuff underneath the game floor later on. This was inspired by's coverage of the user-interfaces of Iron Man 2:

I've also changed the sky color to be more blue, then shifted the hue of the goodguy from blue/green to orange. I'm playing off the blue > orange complement. Hmm... the jurys still deciding on the badguy's color - and the recognizer's color.

I'll post a video link when the next batch of composites are done :)

Kay - Thanks for the encouragement man! Your video post was awesome! I hope to see you and your team enter into another challenge.

Grantmoore - I've found that sometimes the simplest solutions are also the fastest to implement - not always the best quality, but there's usually a sacrifice in 3D. Considering how much work I've laid out for myself, I had to start setting the renders up to control them when compositing, otherwise I'd be tweaking opacity keys in 3D and re-rendering for eternity. Using this approach, I was able to key the opacity effect in minutes - and see the feedback immediately. I'm going to try to really use the render passes to my advantage - for example, any impact to a lightbike should be accompanied by the lightLines flickering. This applies to the dataDisc, badguy, and recognizers as well - so you'll see this opacity effect in almost every shot :)

05 May 2010, 06:23 PM
Looking very cool man! That lighting is gonna be killer!

05 May 2010, 09:23 PM
Kiel - I hope the lighting is going to look good - I just read an article about Pixar animators and one of the comments was about using strong camera moves and distracting lighting to hide bad character animation. I'm guilty of that with this shot, but with the deadline approaching... gotta make a compromise. I will be completely burying my head in animation soon though - I'm addicted to it now! :)

05 May 2010, 08:36 PM
Worked on the lightBike's light rigs and light walls today.

I'm not completely happy with the light walls.

05 May 2010, 09:31 PM
very good progress. everything is getting better and cooler..

05 May 2010, 06:10 PM
Had some more time to work on the litewalls. I think I'm done with the look development/materials/bikeLightRigs. I'm going to spend this weekend updating the scene files and rendering/compositing/editing alot. Hopefully I'll have a short video ready by Monday or Tuesday (maybe even with sound).

We'll see :)

Here is a link to the video turntable of the images below (@720p):

Kay - Thanks man! I'm going to keep working hard on this, I'm really enjoying the challenge. :)

05 May 2010, 04:05 PM
That's looking good.

In the Tron Legacy film the wall behind the bikes is made of some type of glass. It comes out of the bikes as a hot molten glass and then hardens. There are small ripples in the wall near the bike as it's coming out and I think it's partly reflective like smooth glass.

Hope that helps. Great work so far :)

06 June 2010, 05:05 AM
I managed to put together a 1280x720 video with 5 of the shots rendered and composited. I also slowed down, finessed, reworked, and generally massaged all the animation's keys on all the shots. I had a lot of fun putting together the lightwall shot, and I think the recognizer's have alot more character now that they have a color. Still no audio though - I'll be changing that soon, promise! :)

Here is link to 1280x720 youTube video:

mustan9 - totally right man! I had been thinking of how to do the molten glass effect, and I think it worked out pretty ok. I'm sure there are better ways to do it, but I chose to use masks to feather between a rendered pass of the light wall without noise and one with noise applied.

06 June 2010, 09:46 PM
warning: this post has nothing to do with the tron WIP video - just looking for feedback from smart minds.

I'm thinking of creating a short video after the Tron video is finished (June 15th).
I would be designing, modeling, rigging, animating, lighting, editing, compositing, etc... everything, so this isn't another "will you help me for free on my crappy idea" kinda things. What I need help with is... motivation. Feedback. Making things better. Honest eyes. Lots of mentors.

The point that I'm trying to arrive at is that I think the CGtalk forum and comments really help me stay motivated and working on a project. Now, I want to do a personal project.

So... here's my question: if I wanted to post a short film WIP thread and have encouragement and support, where should I post it? I'm just looking for a nice thread to update every week for about 52-54 weeks, with the intention of the thread being to hone my modeling, rigging, animating, lighting, compositing, editing, and storytelling skills, while also creating a demo reel around 2 minutes in length and getting my name out there. This would be on the opposite side of the spectrum from the Tron video from a production standpoint, meaning that the focus would be quality and not efficiency, although there are a lot of tricks I picked up from the Tron video that makes creating this short a realistic endeavor.

Any thoughts or comments regarding how/where I should post this future WIP thread are welcome. I've noticed that there isn't an ideal forum for this kind of post - I've looked into the Animation WIP forum, but it seems the feedback is focused on just that, animation. Also, sorry for posting this in the Tron WIP thread, I didn't know where else to post my question.

06 June 2010, 12:20 AM
In the WIP section they recently opened up the focused critiques section. Perhaps this would be an appropriate home for that kind of a thread. Wherever you end up sticking it, put a link in your signature to the thread to increase the number of views and possible critiques you might get.

06 June 2010, 10:46 PM
For this update I added in a WIP audio track. I've focused a lot on the first 10 seconds, and the rest is ok, but lacking polish and has some temp audio placeholders near the end. The audio is also clipping.. alot. I'm not knocking it, it's just not done yet :)

WIP with audio @ 1280x720:

As far as recording the audio goes, the bike sounds were captured by recording my car (hood open and near muffler) and revving the engine up. I had to throw out a lot of awesome engine sounds because I didn't have a windscreen for the field recorder I was using. Beyond recording that, the bike sounds were further manipulated by applying tons of compression, some chorus effect, and graphic eq. Then the bike sounds were layered, faded into one another, pitch-shifted (for variation within the cuts), and panned according to where and when the bike was in each shot. Other secret techniques were used as well :)

For the impact sounds, I recorded slamming a bunch of stuff. For example, some of the bike impact sounds are my microwave door being slammed and then slowed down and chorused. They are far from Hollywood© quality, and I'm not totally happy with the way they sound. I'm going to record more foley this weekend, as finally getting the audio together helped me to realize what I'm missing.
The glass sounds were recorded in my garage, breaking fragile, random things that I no longer needed, then applying compression, eq, chorus, etc... You get the idea. I'm also layering in 'emphasis sounds' like bass drums being hit at the same time as you hear the glass break. I think the low end sound helps the impact, as the glass sound frequencies are mostly high to mid range.

I also pulled weighted-down floor toms (drums) across my garage cement floor, then manipulated that sound into place as the bike slides around. I also added in the Willhelm scream to the bike sliding around. If you don't know what the Willhelm scream is, then you probably won't get the audio joke, as I'm essentially using a cliched piece of audio of a guy screaming in a new way (to emphasize the bike screeching on the ground). Does it work? I'll let you decide. BTW, the Wilhelm scream is the only piece of audio that I'm using from the internet, and I'm only using it as an inside joke. I may drop it from the final video.

GrantMoore - I like your idea. I checked out the forum and it seems like an ideal place to begin the kind of thread I want to start. Now if I could just learn how to stop ranting when I post...

06 June 2010, 02:31 PM
Great, great, great work! Just out of curiosity, what are you using for renders? Mentalray? Around how long per frame does a render(s) take for you? I'm just curious about other peoples set up.

06 June 2010, 04:18 PM
Jim - I'm using 3dsMax's default scanline rendering engine with vector motion blur, frame times at 1280x720 are around 1 to 3 minutes (for each pass), and I can knock out a bunch of passes if I leave my quad-core machine rendering on it overnite. I contemplated using MentalRay and/or Vray, but ultimately decided against them due to their rendering times versus the deadline. It's probably just my lack of expertise using the engines, but rendering at 1280x720 with full global illumination/ambient occlusion, real moBlur, and all the bells and whistles would leave my poor machine rendering for the next year... And there would probably still be noise in the lighting solutions. :(

I found it easier for this project to render out passes with the default scanline, then control them in a compositing program. In my case, it's just After Effects. And nothing fancy either, I'm just using masks, blurs, and levels to marry the passes together.

I would also like to add that the default scanline rendering engine in max has severe limitations. Examples: mesh memory, raytracing, and global illumination. As long as you keep the limitations in mind and work within those confines, there's no problems and it's extremely fast. But... it can't do everything. For example, MentalRay and Vray have their proxy objects, while Max's scanline doesn't, and will quickly choke up if you try to render A LOT of polys (this is also dependent on your ram). Forget about raytracing too, even at just one bounce (depth level) - I've had some of the scenes from this Tron project spit out memory errors and be straight up unrenderable with the scanline. I had to modify the polycount in the scene to get it to render with reflections. Sometimes I had to delete entire meshes and rely on passes and compositing to bring the scene back together. Organizing and setting up the scene files efficiently becomes crucial if you find yourself starting down that path. And if you're trying to calculate GI with moblur with the scanline, the frame times start to rival MR and Vray, so there's no point in using the scanline then. So, for my next project, I'm going to be using a blend of scanline/mental ray/vray depending on what the pass calls for. A background pass of just an environment that doesn't need any special lighting can be rendered quickly in the scanline, but a pass of a hero character would probably be rendered with MR or Vray (and saved as passes for compositing later).

06 June 2010, 04:29 AM
This is the first pass at compositing all the layers together, then adding the composites into the edit. It doesn't have any sound, due to a new shot I added that I think helps the story make more visual sense (it doesn't add to the story). I can't wait to document the problems and issues that manifested when creating this video, then figuring out better ways to do it next time. :)

Composite #1:

also did you guys see John Hayes' new character post? amazing.

06 June 2010, 02:04 PM
Absolutely awesome, fan-friggin-tastic! My only complaint is that the blue bike doesn't blow up. :)

Also is there a reason the light cycle trail is on for only a little bit?

06 June 2010, 04:03 PM
Jim - Hahaha, your complaint is the next thing on my todo list! :) I have wireframe passes of the blue bike already rendered that I'm going to add into the video, along with some particles and debris passes. Hopefully, it will look like it's blowing up. If I have time I'm going to add in the rest of the liteWalls, but I kind of put myself into a corner due to the way I decided to build the light walls (it's not pretty). It currently takes some hours per shot to get the walls built, so I'm compromising the walls for more destruction passes. If I had the opportunity to go back, I would of built the lightWalls differently, but it's too late in the game now. :(

There's a lot of passes to be composited. I'll be burning the mid-night oil until Monday! :)

06 June 2010, 04:08 PM
Ok, I'm done!

Here is video link to 720p w/audio youTube:

Here is video link to 720p w/audio vimeo:
(still processing as of this post)

This weekend, I focused on completing the sound, and adding in destruction passes. I also tried my hand at visually matching all the background environment layers of the video, for more foreground character separation. I attempted to enhance the colors in the video as well. The destruction passes were accomplished by rendering wireframe passes of the models and then masking in those passes on top of the established passes, per shot. I tried to line up the mask's path animation to match the impact points. I also added in lots of sparks passes. There are also destruction passes added into the final shot. Around 13 destruction simulations are present in that one. Sound effects were accomplished by recording electric razors, breaking bricks in my garage, throwing around bass drums on concrete floor, and other things. The Willhelm scream is still present in the video, once at the beginning when the bike hits the ground, and once at the end, as the bike is screeching in the last recognizer. Any questions, comments, or whatever welcome! :)

Dirk Bialluch
06 June 2010, 04:16 PM
Great job! With sound the sequence really comes to life :) Given the short amount of production time the final length of the movie is quite impressive.


06 June 2010, 04:18 PM
Really, really great job! I don't what else to say.

One question I do have is with cameras, it's not a critique or anything, more a of a general how to. How do you place the camera for nice shots? I had a hard time doing this, and was just wondering is this just something that people learn through trial and error and practice or are there some good guidelines for how to set up shots?

Anyways, great job, you've got my vote for the winning entry.

06 June 2010, 04:51 PM
Wow, fantastic entry! No critiques from me at all... love the wilhelm scream at the end :thumbsup:

06 June 2010, 06:39 PM
One question I do have is with cameras, it's not a critique or anything, more a of a general how to. How do you place the camera for nice shots? I had a hard time doing this, and was just wondering is this just something that people learn through trial and error and practice or are there some good guidelines for how to set up shots?

Jim - thanks for the vote man! Here's my thoughts on camera moves:
For the camera moves, a lot of the decisions were made with reference of the Tron Legacy trailer present. I don't have any real experience with shooting "the way you're supposed to", so I just kind of invented, borrowed, stole, and tried different camera moves until I found ones that felt right. I decided early on that 'dailies' would play a crucial role in developing the video. Everyday I rendered out preview versions of all the animations, then edited that together to see how it felt. Every. single. day. The vast majority of the camera moves were terrible, so I went back and revised them over and over again until I was happy with them.
All of the main action and visuals were storyboarded before hand, so the "intention" of the shot was already established, I just had to figure out how to "emphasize" those intentions. One example is the shot where the goodguy pulls out the dataDisc. The original idea was just a top down view of the hand grabbing the disc - easy, virtually no animation, and dull. Once the intention was established, I decided to emphasize the shot by completely focusing on the disc. The camera move in the video starts far away then zooms in quickly, then orbits around the disc. This move was chosen to keep the viewers focus on just that object, everything else is cropped out. So for me, its more about playing up the story telling aspects of the shot, rather than just filling the frame up with cool stuff that doesn't relate. :)

06 June 2010, 06:55 PM
Great work Grak! Truly amazing that you produced this amount of content to such a high qaulity withen the given time frame. Top notch.

06 June 2010, 07:38 PM
Dirk - Thanks man! Your light bike FX blew me away! I've got a long ways to go before I could even attempt what you've done. :)

Grant - Thanks man! Your Tron guy is awesome! I think your entry should win based on concept alone! :)

Kiel - I'm humbled by your skills, sir. The next video I'm going to do will be more focused on character animation, and I'm drawing a lot of inspiration from you! You're tops man! :)

06 June 2010, 12:59 PM
First I would like to thanks you for joining our last FXWars challenge.

I would love to hear you and your team opinions and ideas for the future...

Roberto's Bullhorn: Tron Tribute Postmortem: LET’S TALK (

Thanks again for all your effort,

07 July 2010, 04:11 PM
This just featured on G4 TV:

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07 July 2010, 04:11 PM
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