Short Film: “Lost and Found” Edited in Premiere Pro

This is a cute little short film I made with Wyatt Mitchell and Kathryn (Katie) Adelsen called “Lost and Found”.

No VFX were allowed to be used in the film. It was an exercise in making a film for VFX people who may not be familiar with telling a visual story.

This was shot on Canon 5D and we all took turns shooting it.

The day of the shoot was the hottest summer day in 2011 in Chicago. We had 2 hours to get it shot – we worked between classes.

I edited it in Premiere Pro with the group around me, so we could make decisions about the cuts as a group.

Katie plays the woman that drops the wallet, Wyatt plays the guy on the bench, and I play the woman that finds the wallet.

Enjoy!

Happy New Year from Leslie Lello!

Hi Folky Folks!

leslie_lello_visual_effects_VFX_animation

Happy New Year! This was one a project that took a number of different stages.

This project started in Maya and was created for a modeling class.

I textured the boxes, Christmas tree, floor and floor.

Then, at the last minutes I decided to add alphas to create a more realistic look to the leaves of the tree.

But it got a bit crazy with +200 alphas so I didn’t think it would transfer over to Soft Image very well

But it actually transfered over just fine.

I created the lighting in Soft Image, and then created a new floor and walls (and fireplace).

Additionally, I had a great time creating the glass and bottles for this shot. The details can’t be seen with this wide shot, but I loved applying reflection to the table.

Wishing you a happy new year!

Leslie Lello

“Juan and Bob’s Secret Lair” – Shooting and Editing Greenscreen

This is a project I created last year.

I was cinematographer on the project and since it was greenscreen, we shot the plates first and then moved into the greenscreen room to shoot the actors.

When we shot, we got a number of takes with the “cloned” character in different positions.

This allowed me to then layer the different performances of the same actor once I brought it into editing.

I also edited this entire piece in Final Cut Pro and used Keylight to remove the greenscreen.

And the easter egg in this short is the sound effect I used for when a new replica of the “cloned” character appears.

The sound is actually the film’s first AD farting into the mic which I think is really funny, especially that I got to use it. Gotta love film school!

Walk Cycle in Maya: “Samy’s Mom”

I made this walk cycle in my Animation class a few weeks ago…

This animated walk cycle is based on a character I used to improvise years ago. I had to shoot reference video to create the walk cycle.

This is the reference video I shot in order to create my walk cycle in Maya which I call Samy’s Mom. I couldn’t help getting into character… ;-)

Star Farmers: A Pipeline Project

I worked on this project last semester as part of my Pipeline class. (Yeah, I took it first semester, which is really weird).

So this was a collaboration among the 6 VFX students that were in class this summer.

Considering three of us (half the class) had our first exposure to Maya during this class, we did a really great job.

We started with storyboards, which Wyatt Mitchell turned into an animatic in After Effects.

Meanwhile, the students that had started in January were creating textures, environments, props and fixing up a Morpheus rig to be appropriate for the characters we needed.

Because we shifted the story a bit to make this more like a children’s play, I was able to work on 2D art in Illustrator and Photoshop that would be made into textures for the the set of the children’s play.

Later in the class I animated some of the clips in Maya.

Here’s one clip…

And here is another… (It’s difficult to see, but I animated the characters on stage as well as the Baby Earth character.)

And finally, we ended up with our “final project” which is still a work in progress…


TEAM MEMBERS:

3D: Dakota DeMarco, Devin Wambolt, Katie Adelesen, James Gajoch, Leslie Lello, Wyatt Mitchell

Sound design: Ferdinand Gonzales

Music: Daniel Marvan

Waltz with Bashir

In my effort to see a variety of animated material, I took out Waltz with Bashir from the library, which is the first documentary to be fully animated.

It is about Israeli veterans of the First Lebanon War, their stories, and 1982 Sabra and Shatila massacre.

it was an extremely clever way to tell the stories of these men.

There was a storyline that was equally compelling that connected the stories, but I feel that this was an especially brilliant way to tell these “flashback” stories because it allowed for the documentarian/director Ari Folman, to go into each story in a visually vivid way.

There is a point in the movie when one of the men is saying that war is like a bad acid trip. I think that is the reason why using animation was such a powerful way make this movie.

It could have been done through live action, but it seems to me that any event or period in history that is highly tenuous and emotional also seems to be a bit surreal, and that feeling of disorientation was brilliantly captured through the animation.

Yet at the same time the movie stays grounded in reality, as well, by leaving the war scene and returning to the veteran talking.

It has a nice balance.

It’s not surprising that it won so many awards and was nominated for an Academy Award for best foreign language film.

And, as an animator, it made me want to make a short animated documentary, which I never considered doing before viewing this movie.

Finished Reading Droidmaker


I finished reading Droidmaker and the second half was just as interesting as the first half!

I really liked it when the book got into the details of the three Star Wars movies!

Star Wars and Star Trek II: Wrath of Khan were unprecedented for their time and had a huge impact on the beginnings of computer generated 3D visual effects on movies.

Star Wars (IV) only had one 3D visual effect, the plans of the death star in the scene where the rebel army is planning to attack and destroy the death star, but the fact that a feature film had even one effect in 1977 was outrageously progressive for its day.

Before that, people like Loren Carpenter created computer generated short films like “Vol Libre”, but the field had been relegated to those with a fascination for the work, not because anyone (but a handful of people funding the research) thought that there was any practical or artistic use to computer generated imaging.

Even Xerox, which had researchers like Alvy Ray Smith and Ed Catmull working on very advanced pet projects for their day, dismissed the work by them because the company though that the research had no practical value.

Star Wars was the first movie to show that there WAS practical value to 3D computer imaging (besides use in the military and auto industries) and really fused the interaction between the scientists, who were researching the mathematical, programming and hardware aspects of the field, with the filmmakers and artists who desired these tools and technology to make their movies.

Another movie that was a major push forward in the computer generated visual effects field was Star Trek II: Wrath of Khan. Nothing like the Genesis Effect had ever been created as realistically. Because it was created to impress Lucas, who was always aware of how the camera moved in a scene, the camera had to both look real to an audience, but also show Lucas that there was a use for such imaging in the movie world because no cinematographer could have actually gotten those images from practical models.

Additionally, the star fields were thoroughly researched from the true layout of the galaxy, creating a much more 3D realistic effect than in Star Wars as the camera moves through space.

The effects in Khan inspired Lucas in the way the artists and scientists working on the project had desired, and research continued to be funded by Lucas so that greater discoveries and accomplishments could be achieved. This has lead to advanced techniques, much more complex applications, and fully computer-generated animation feature films (like Pixar movies) that we have today.

Woman’s Best Friend: End Credits

These are the end credits to “Woman’s Best Friend” the short animated film (approximately 15 minutes) I completed this year.

“Woman’s Best Friend” was originally written as a live-action movie and a love story, but things changed at the last minute and I cut the script down from 24 pages to 15 pages.

I am especially proud of this project because I only had a month to learn the program Anime Studio Pro and complete the project, including post-production.

I was taking an After Effects class at the time and the dude teaching the class was like, “No way you’re gonna get that done. Aim for less than 5 minutes, kid. You’ll have a better chance…”

“Thanks for the support, Teach!”

I got it done, and it may not be Pixar, but I think it’s good and I’m very proud of it (and I’m more into South Park than Pixar anyway.)

Reading Droidmaker

I am half way through Droidmaker, the book by Michael Rubin that outlines the beginning of CG, starting in the 50′s with George Lucas’ childhood.

As a child of the 80′s it was fun to be given material that connected the dots for me.

All of the memories of computers, movies and electronics I was exposed to as a very small child had very little relation to each other except for the fact that I look back at them fondly (ahhh… video arcades, how I miss you so!)

I had no idea how all of the technology from the 70′s and 80′s weaved together. I did know that Lucas had a high impact on CG, but had no idea he drove industry research for several decades and that his team made many of the discoveries we recognize as commonplace today (I now think of this book every time I use a Blinn shader).

I have zipped through Marin County several times when traveling (I used to live in Los Angeles and loved visiting the redwoods in Northern California) and always wondered about the mysterious Skywalker Ranch. I guess it’s good I didn’t consider trying to drive by to see the place, in true Star-Wars-fan fashion, because the book mentioned that there are actually several areas that the work on those Lucas’ great works was masterminded and brought to life.

Droidmaker presents the history of computer generated visual effects in such a way that allows the reader to appreciate the beginning of this field with great understanding and appreciate of the current state creating visual effects today.

There are intense similarities in the way that these images were generated thirty years ago compared to how they are created today.

For example, the use of wireframes and polygons to model surfaces was a concept I found odd, until I realized that in the 50’s the first computer to generate images was polygon based, created by mathematical equations as they are today.

In the 70’s, Ed Catmull and his fellow students at the University of Utah were making hands and faces with these wireframe polygons. They were able to manipulate these images so that even flat, polygon surfaces could be curved, as in the case of the teapot, giving us the modeling style we have today.

Rendering still takes a long time, though nowhere near as long as in the 70’s and 80’s. However, I can relate to what the artists on Wrath of Khan must have felt when they rendered the Genesis Effect over Christmas holiday, only to come back and discover that the camera in that shot was moving through the mountains, and that they had to redo the entire sequence. I rendered sequences for my 2D thesis last year on my clunky, 3 year old MacBook, that would take an entire day, and sometimes they had very obvious miscalculations that required fixing and then re-rendering. Most recently, I have rendered an animation for this semester’s pipeline class and then found that I had to fix and re-render the clip because the animation was off, even though it looked good in the pre-render playout.

Today, obviously the computers are more powerful, and so the rendering takes much less time, but sometimes the pre-render plays slow in Maya or I just miss a tiny but important element that I spot in the render (like my character not moving as naturally as I thought he was) and I have to go back and correct it.

Finally, I have come to understand, not only through Droidmaker but through the pipeline class, why there are so many people on the visual effects credits in movies. I always knew that this work was very precise and labor intensive, but I didn’t understand the process through which a team would go from start to finish. Not only has my experience in pipeline helped me to understand this, but also the history of the field, because these departments developed in the timeline of visual effects history to meet a specific need at a specific time in history, like texturing the teapot or compositing the cave in Wrath of Khan.