• Virtual Eye Cricket

    Virtual Eye Cricket

  • Hyperfarm

    Hyperfarm

  • Architectural Visualization

    Architectural Visualization

  • Urban Development

    Urban Development

  • Sports Graphics

    Sports Graphics

  • 3D Immersion

    3D Immersion

  • Mobile Development

    Mobile Development

  • Broadcast Effects

    Broadcast Effects

  • TV Commercials

    TV Commercials

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • Virtual Eye Cricket

    Virtual Eye Cricket

  • Hyperfarm

    Hyperfarm

  • Architectural Visualization

    Architectural Visualization

  • Urban Development

    Urban Development

  • Sports Graphics

    Sports Graphics

  • 3D Immersion

    3D Immersion

  • Mobile Development

    Mobile Development

  • Broadcast Effects

    Broadcast Effects

  • TV Commercials

    TV Commercials

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
Get our latest Sports graphics news at ARL's Sports division Virtual Eye
Get our latest Sports graphics news at ARL's Sports division Virtual Eye

Miharo

25 Feb 2013

Above: Miharo CompW Playlist - (19 December 2013)
- Full render-and-composite clips of Miharo and Whata. CompW is 5 shows featuring the letter 'W'.


Above: Miharo CompT Playlist - (18 December 2013)
- Full render-and-composite clips of Miharo and Whata. CompT is 5 shows featuring the letter 'T'.


Above: Miharo CompR Playlist - (11 December 2013)
- Full render-and-composite clips of Miharo and Whata. CompR is 5 shows featuring the letter 'R'.


Above: Miharo CompP Playlist - (5 December 2013)
- Full render-and-composite clips of Miharo and Whata. CompP is 5 shows featuring the letter 'P'.


Above: Miharo CompN Playlist - (20 November 2013) (playlist updated 27.11.13)
- Full render-and-composite clips of Miharo and Whata. CompN is 5 shows featuring the letter 'N'.


Above: Miharo CompM Playlist - (22 October 2013) (playlist updated 12.11.13)
- Full render-and-composite clips of Miharo and Whata. CompM is 5 shows featuring the letter 'M'.


Above: Miharo CompK Playlist - (22 October 2013) (playlist updated 07.11.13)
- Full render-and-composite clips of Miharo and Whata. CompK is 5 shows featuring the letter 'K'.


Above: Miharo CompH Playlist - (24 September 2013) (playlist updated 16.10.13)
- Full render-and-composite clips of Miharo and Whata. CompH is 5 shows featuring the letter 'H'.


Above: Miharo CompI Playlist - (15 August 2013) (playlist updated 19.09.13)
- Full render-and-composite clips of Miharo and Whata, plus Miharo solo. CompI is 5 shows featuring the letter 'I'.


Above: Karakia - (09 August 2013)


Above: Miharo CompA Playlist - (25 June 2013) (playlist updated 28.07.13)
- Full render-and-composite clips of Miharo and Whata, Miharo solo and Whata solo. CompA is 5 shows featuring the letter 'A'.



Above: Miharo Titles - (20May 2013)
- The video above has the following changes incorporated into it, (a)Motion blur on the Miharo character, (b)New burnout particles when Miharo 'takes off', (c)Camera chasing Miharo as he collects disks, (d)an explosion of the same disks Miharo has just collected at the end of 'the chase', (e)A new, white, Miharo logo and animation to final position (5:4 logo-safe on a 16:9 buffer), (f)Miharo coming to rest and giggling stage left as the logo is revealed (turning the head looked ugly), (g)Camera moving into the coloured 'O' at the end, (h)trees in the far background have been made smaller and pulled back along the z-axis to add to the illusion of depth, (i)and a timecode layer rendered on top for reference.

There is also an 800-frame (white on black) track that's been rendered out just to provide an alpha channel control source for vision mixing footage into the white disk-centers at the top and tail of the sequence. Additionally, there will also be a separate animation (with alpha) that is just the disk spinning at the start of the sequence.



Above: Week 12 Clip2 (part-of-titles fr.215-338) - (13 May 2013)
- Showing a new variant of explosive particle.

Above: Week 12 Clip (part-of-titles fr.215-338) - (09 May 2013)
- The video above is just a short clip from the title sequence, but it covers several requests within it's 4 sec. duration. First, the new waharoa animation from Dan has replaced the older version - Second, Miharo's takeoff explosion is more like a burnout (that trails him) than just an explosion - Third, I chose the simplest disk of 3 supplied as the burnout particle (tech reason: it had to be modeled) - Fourth, I ran the Miharo cartoon render layer through After Effects and put some motion blur on that layer (which also includes the burnout)... so the final comp is an After Effects one. I'm thinking this could be part of the normal production pipeline, Miharo is motion blurred :)



Above: Week 10 Development Report (Late) - (29 April 2013)
- The short render above (with frame numbers) primarily deals with what happens after we've followed Miharo through the forest. His 'rumble' has been increased (sorry, the objects that make Miharo don't play well with bulges - especially all the cogworkings) and extended, his eyes bulge during the rumble and then close tightly as he mouths 'Miharo'. The logo enters a bit more flashily, with individualized letter movements and a quick spotlight pass before settling to a central position. Miharo, meanwhile, comes forward of the logo and then exits stage right, giggling (it's practically impossible to make Miharo look 'back' at anything, unfortunately). Then we zoom into the logo 'O' as a way to transition to the show proper. I have recently discovered that the cartoon renderer (being the layer that Miharo is on, the background is rendered seperately with a different shader) doesn't support render effects, eg: motion blur... this is a shame because in all other regards it's given us the look we want.

It turns out that editing the part where Miharo is being followed through the forest is pretty major, involving re-animating Miharos' actions and 'disk-pulls' along with the panning edit... I still don't think we'll be able to 'read' his expressions if we're behind him trying to catch up, but I'll give it a go. I'm also still waiting on a particle graphic to replace the orange Miharo disks that explode out of his back on take-off and logo-reveal, and a replacement Pa-gate animation from Dan.



Above: Week 09 Development - Titles Progress (18 April 2013)
- This update is another progress report on the Miharo title sequence. Changes from last time include depth-of-field on the background and forest, hollow disks that sit behind the trees that support them, Miharo mouthing 'kia rite' correctly, a pa gate that behaves better than the last version (although it will ultimately be replaced with a Dan 'special'), and the Miharo logo entry staggered-by-letter. Still to do are the replacement pa gate, replacement explosion particles, editing of the camera-pan through the disks and a better way of Miharo exiting once the logo has appeared.



Above: Week 08 Development Titles Video (09 April 2013)
- This update is a progress report on the Miharo title sequence as laid out in the Animatic (v2) below. Miharo is talking, looking, blinking and moving his arms throughout. The forest of knowledge has been fleshed out, slowly 'thickening' as Miharo begins to move forward, and receding as Miharo enters the 'logo-reveal' space at the end. The mini-disks Miharo pulls from each larger disk in the forest also make an appearance for the first time. The Miharo logo elements are all in this video, but they still need to be prettied up a bit. Work still needs to be done on the two 'explosive' pieces of the sequence (where Miharo takes off and where the logo is revealed), the times where the mini-disks get plucked from the larger ones, the line/stroke around Miharo, and some effects work on top of it all.



Above: Week 06 Development Video (animatic 2 - 27 March 2013)
- 2nd animatic of the Miharo! titles - primarily to block out the animation and determine what goes where and when. Miharo delivers his mihi (speech activated) prior to 'take-off', but not during the end 'Miharo-eh!' exclamation (I'll have to do it manually, as this speech was not supplied). Also, this second run is more in keeping with Dan's vision... Miharo pushes the orange Disc aside and talks, and as he moves into the scene we see the beginnings of the Miharo 'forest'. Miharo takes off outside the gate to the forest, the camera pans quickly to try and catch him, then... we see Miharo visiting each of 6 Discs in the forest (where he will collect mini-discs? to put in his hull), before coming into a clearing where the logo will explode out of his back (this version of the logo sequence has been animated very simply just to get the timing, the 'ask' is for a definite 3D look to the logo entry/explosion). Not present at all in this animatic are moving arms or tail-koru, and head movement/expressions after 'take-off'.



Above: Week 05 Development Video (animatic - 19 March 2013)
- 1st animatic of the Miharo! titles - this is primarily to block out the animation and determine what goes where and when. Miharo is consequently a stripped down version of the model, as I'm presently only interested here in where he is onscreen. FYI, the mihi takes half of the sequence to complete, so the spinning disks in the second half have only 2 seconds of screen time each. Of course, there's a lot of stuff missing here, but it should give a clear idea of where I'm heading... I'm hoping you like 'the bounce' on the disks and trees. Please steer me right on the following in terms of etiquette: Miharo should never completely turn his back on the camera (i tried to avoid this), and I'm not sure whether blasting off in front of the marae is such a good idea (but I like the wobble after Miharo exits, upper right corner). Miharo will appear with the logo at the end, I just left out inserting him until I figure out a nice way for him to 'deliver' the logo.



Above: Week 04 Development Video (screen capture - 13 March 2013)
- A video progress report on modeling, secondary animation, 3D additions, 2D to 3D conversion, arm-rigging, expression controls and a planned start on the title sequence. Below: The full viseme set for spoken Maori, and an incomplete set of facial expressions.




Above: Week 03 Development Video (6 March 2013)
- showing progress on modeling and secondary animation - here, Miharo's face is in 'neutral, mouth closed' position. Please note that the small cog next to the shoulder has yet to be animated, and I still have to model the small 'scales' that bob up and down just above the pulley/fan belt, also the 'food' that will travel along his esophagus.

- Some important points: I have animated Miharo above with a slight roll to his surfing motion - this allows us to see the 3D-ness without going overboard. Also, I have just set up the render machine today - the software renders and composites the background to a 1920x1080 target at a rate of 2 seconds per frame. Please note that this video was rendered and uploaded in HD, so Miharo's 'lines' are consequently finer/thinner.



Above: Week 02 Development Video (25 february 2013)
- showing modeling, expression and animation progress (anything you don't see here hasn't been done/animated yet) - 'surprise' and 'smile' expressions are interspersed with a mouth-closed, 'neutral' expression, which may prove necessary for believable speech - also, note the arm rigging that allows Miharo to reach to his 'back', but not his puku (as the arm interferes with the cogs when he tries to reach that position).



Above: Week 02 Screen Capture (25 february 2013)
- A look at Miharo in his 3d modeling environment, with modeler's voiceover.



Above: Week 01 Development Video (18 february 2013)

  • All
  • Apps
  • Cities
  • Effects
  • Nature
  • Systems
load more hold SHIFT key to load all load all
  • All
  • Apps
  • Cities
  • Effects
  • Nature
  • Systems
load more hold SHIFT key to load all load all
  • All
  • Apps
  • Cities
  • Effects
  • Nature
  • Systems
load more hold SHIFT key to load all load all

ARL SOCIAL FEED

Your Privacy and Us - Animation Research Ltd, PO Box 5580, Dunedin 9016, NZ - ph +64 3 477 2995 - email info@arl.co.nz
We use cookies to track visits to our website. We do not store or share personal information.