Weekly Overview
This week, we continued refining the motion capture setup and made progress toward our final showcase. We explored additional demos with various mocap methods, which provided valuable insights for our workflow. We also finalized our showcase plan and used Saturday’s playtest session to test and adjust it as needed. Additionally, we refined the scene to ensure it aligns with the vision for our final showcase.
Festival Plan
Our final presentation will feature four distinct sections, designed to introduce guests to the concept and applications of Virtual Production. In the hallway, we’ll set up a television that will display an introductory video on the genres and principles of Virtual Production, along with a showcase of our demo videos. Moving into the green screen room, guests will have the opportunity to experience a real-time demonstration of both motion capture (MOCAP) and in-camera visual effects (ICVFX), offering a hands-on look at these technologies. Additionally, we’ll dedicate a section to display the physical assets we created, highlighting the tangible elements involved in our virtual production workflow.
Final Documentation
We’ve begun organizing our final documentation, outlining the structure to ensure a comprehensive record of our work. The document will cover each phase of the project, including planning, technical setup, and workflow processes, along with lessons learned and reflections on challenges we encountered. We’ll also detail the different technologies and methods we tested, providing insights into their effectiveness and limitations. This structure will help us present a clear, in-depth look at our project, making it a valuable resource for future virtual production projects.
Environmental Art & Optimization
Dynamic Environmental Effect triggered by collision box
To add more dynamic elements inside the scene, we designed spinning playing-cards that can be triggered by collision detection real time, using the motion design function in UE 5.
A dissolve effect used for the painting 2D-3D transition.
We are planning to include a ICVFX shot where the actor looks at the painting and it starts to dissolve into a space.
The heightmap seem to be costing a lot of performance.
We switched back to using a mesh with lower polycount.
Next step: continue optimizing lighting