SilhouetteFX

Rotoscopy. Masking process.

No time again, so BASICS.

* DO AS LITTLE WORK AS POSSIBLE.
EFFICIENT, AND NOT SLOPPY.

*YOU ARE AN ARTIST.

*ANALYSE YOUR SHOT.
BREAKING THR SHOT APART.

*MOVING SHAPES AND NOT POINTS.
SHAPES AS A WHOLE,
MATCH THE SHAPE OF THE ORIGINAL MOVEMENT.

*IF IT AIN’T WORKING… TRASH IT.

PS: THIS IS A RIP OFF FROM A FRIEND’S BOOK. BUT IT WAS REALLY USEFUL, WHEN I STARTED DOING ROTOSCOPING IN AFTER EFFECTS. BOUJOU BASICALLY KILLED ME BACK THEN.

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NOW ABT SILHOUETTE INTERFACE.

*Import media from file menu.
*create a new session, choose the media when do this.
*make the format in the in the option proper.
*choose the node you need.

*Update: Drag. For real-time update in mouse movement.
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Shortcuts

I-zoom in
I-zoom out
F-fit to screen
H-zoom to 100%
Space-bar– pan
Ctrl for– zoom in and out with mouse scroll…… Drag the time slider…

Realflow Magic Daemon!!

You can go through a ton of videos and you will still come back to the French one. It’s on the top list of YouTube videos for REALFLOW tutorials. You hardly understand a word of it. I might be trilingual, but got zero clue about French. *Found about that through comments*

Now back to the point to remember. Am tight on time.

So it’s going to be about to the point, NOTES.

*THE GEOMETRY HAS TO BE INACTIVE.

*IF POSSIBLE USE VOLUME KF THE EMITTER RATHER THAN SPEED.

*FOR THE PARTICLES TO TAKE PROPER SHAPE, IN MAGIC MODE USE NEAREST FACE AND NOT RANDOM SHAPE.

*AND RANDOM WITHIN FACE SHOULD BE NO.

*KEEP THE INTERNAL(INT) PRESSURE OF EMITTER LOW, FOR CLIMBING EFFECT. (CANT FIND A BETTER TERM.)

*TURN VISIBILITY OF OBJECT OFF TO SEE WHAT PARTICLE LOOK LIKE.

*APPROACH STRENGTH AND ESCAPE STRENGTH ARE EQUAL, MEANS THE PARTICLES won’t STAY STEADY AND WILL KEEP ON GOING BACK AND FORTH.

*APPROACH STRENGTH IS MORE THAN ESCAPE STRENGTH, THE PARTICLES WILL MISBEHAVE AND NOT STICK TO THE OBJECT.

*LESS THE DIFFERENCE BETWEEN THE APPROACH STRENGTH AND ESCAPE STRENGTH, MORE SPLASHES IN THE SIMULATION.

*HIGHER VALUES IF APPROACH AND ESCAPE STRENGTH, lengthens THE SIMULATION PROCESS.

*DOUBLE CLICKING ON THE NAME IF THE parameters, OPENS CURVE EDITOR.

*MAKE SURE THE ANIMATION CURVE FOR ACTIVE AND INACTIVE MAGIC DAEMON, IF SIMULATING MULTIPLE OBJECTS, IS A STRAIGHT LINE AND NOT GOING UP OR DOWN.
A 2D STAIR LIKE BUTTON, IS USED.

*PAY ATTENTION TO MESH, AS TO THE SIZE OF THR CELL.

Eyeon/Blackmagic Fusion Expressions

If one is new to compositing, one’s first choice would be Fusion. For one its less heavy than After Effects, and basically cheaper than Nuke. Its free, with limitations, that you would probably not use as a STudent. A beginner anyways goes through Youtube and does what anyone in their right mind, or with a little bit common sense should. Start learning from there. One of the scary things, especially for a beginner is coding or expressions that is involved, for some really cool stuff. And I came across a tutorial with such intresting details, that I thought I should jot it down.

So here goes.

First the link.

NOW, these are applied to the pCustom node, Particle tab.

getr1d(age,0.5)

get= get value

a colour value

r=red

d= if the value are out of bounds, fusion will read the h values of bitmap of the incoming bitmap

get the red channel of the first input and that should be based on the age of the particle in x, and o.5(which is the centre) in the y.

 

After this in all honesty, everything went right above my head.

 

So thats that for now.