How-to: Lightsaber - working with CG props
This was a private little project to try to insert and use a CG prop into
some live footage. The footage was shot with my old video camera,
so the quality of the original images were not good. This little
tutorial shows how I did this. This will not be a step-by-step tutorial,
but rather a description of the main tasks.
Download animation (AVI)
I wanted to have a lightsaber floating through the air. I would
then grasp it and turn it on. This would involve designing and building
the lightsaber in Lightwave. I then had to animate it and somehow
match the saber movement to my hand movement. Matching the light
would also be a topic.
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I realized that I needed some physical object to grab and
hold in the live footage. This would make sure that my fingers and
hand was in a suitable position, and it would also give me something to
track. I found a piece of a vacuum cleaner that had the right thickness.
The item was black. I marked it with white tape and hung it vertically
in two thin threads from the ceiling. |
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The saber should be flying in from the left rotating.
At some point I would make it line up with the live object, and this was
when I would grab it. When I grabbed the object, the threads would
snap, and I would be able to move it. |
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I modeled and textured a lightsaber in Lightwave.
I made sure the diameter would match the real stand-in object. |
The next task was to animate the saber. It should have a rotating
movement in the beginning of the shot. From the point where it lined
up with the stand-in, I would track it to the stand-in object. I
found that using two null objects made the tracking easier. I made
two nulls in Lightwave that I tracked to the two marks on the stand-in.
I parented the front null (NULL2) to the one nearest my hand (NULL1).
I also made the NULL2 point at NULL1. Then I animated the two nulls
so that they always were in the center of the two white markers.
Because I had NULL2 pointing at NULL1, NULL2 actually had both movement
and rotation quite right, so I was able to parent the saber to NULL2 and
get a good match. I did this parenting using the Parent plugin from
the Polk collection by Worely. This plugin let me dynamically parent
the saber from the point where the tracking began leave it unparented before
that time. Then it was just a matter of animating a rotating movement
up to the line-up.
The saber would be reflecting. I built a room with walls, ceiling,
floor and the end of the bookshelf and gave the surfaces the right colors
so that the saber would reflect the environment. The saber is not
a mirror, so it is not necessary to build or texture this environment in
any detail.
My hands needed to cast shadows on the saber. I built some crude
hands that I animated more or less the way my hands moved in the footage.
These hands were set 'Invisible to camera' so that they did not show up
in the rendering, but their shadow s did. The environment was also
invisible.
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The finished rendering looked like this. I rendered
the saber, the saber alpha channel and the shadows separately. |
I then brought everything into combustion.
The tasks inside combustion would include
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Final tracking
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Removing the stand-in object where it was visible
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Masking to make my fingers go in front of the saber in the right places
The tracking done in Lightwave was not 100% perfect. I used the tracker
in combustion to make the movement of the saber more acurate.
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I then needed to remove the stand-in object from the beginning
of the shot, before the saber covers it. I did this by using fram
102 of the footage as a separat layer. In this image, the stand-in
has been moved from its initial position so that the background is visible.
I then made a mask so that the only visible portion of this layer was where
the stand-in had been. This image shows the effect of this layer
before it was mad 'invisible' by color correcting it and feathering the
mask. |
The last thing to do was to mask out the saber object where my fingers
should be visible. The image below shows the first mask dealing with
the tumb. The points on the masks were animated to follow the movement
of the hand during the shot. This masking process (especially the
animation bit of it) took some time to get right.
The flare from the red light was done using a flare effect in combustion
which was tracked to the light on the object.
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