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My God, it’s full of stars!

July 27, 2009

The camera rig we’ve used for Earth, Moon, and Sun has undergone a slight change for the Magic Tree House. We use a 5 camera setup, with Sky-Skan’s DomeXF proprietary plugin for AfterEffects to stitch all the cameras together. From what you can see in the picture, we got all the cameras pointed the correct directions with appropriate Angle of View. We went ahead and included use background shaded planes for the appropriate cameras so we don’t have to render stuff we won’t see. Sometimes however we need to blur certain elements in which case we would turn off those planes so that there won’t be a feathering on the master frames. In order to manipulate these cameras to where we need them to be, without letting them drift independently, a supermover holds the group node of all 5 cameras. A nurbs arrow shows what direction front is.

5camsetup

Now, this camera setup is what we used for Earth, Moon, and Sun. With EMS, we’d have our starfield referenced in seperately, but this time for MTH we decided to just combine the two and make it easier on our end. One of the first things I learned about astronomy since working at Morehead is that when you move from one planet to another in our solar system, there is hardly any star movement, if any at all. Essentially the stars are locked in space, and only move when we’re rotating the camera around. Since we didn’t want our starfield to shift in space, we applied a point constraint to keep the stars in the same position, relative to where the cameras are, but would also allow us to rotate the stars to accurately reflect where we are.

5camsetupstars

Quick Cuts on the Dome?

July 22, 2009

red_ceremonial_scissorsQuick cuts on the dome? Within a scene? MTV style!? Heeeeeellll no. Are you crazy?

Right?

Well, that seems to be the current golden rule of dome production. Quick cuts or moving from a wide to medium to close shot would kill the immersiveness of the dome environment. It would also be too jarring for the viewer. So everything lumbers along slowly and epic-ly. Don’t get me wrong, I like the epic reveal of the sun cresting above the earth as much as the next person. We’re actually doing a couple of those shots in our current production.

But are we locked into this medium-shot, slow camera pan or push with all of our scenes?  It’s visually tedious. Coming from the flat screen world, we want to cut. Cutting allows the viewer of a flat screen to see the entire environment – something that’s not necessary with a dome. But it also creates tension, builds emotion and gives some much needed visual variety.

Has anyone experimented with this? Are there any good examples out there of why it absolutely doesn’t work?

Lunar City

July 21, 2009

We’re reworking a shot from an old show we’ve been commissioned to convert to the full dome platform. We’re seeing what a colony on the moon may look like. Rather than go with something that is the equivalent of the MIR space station on the moon. I thought something much more fantastic, like a full city on the moon may be more inspiring to the younger audiences who see the show. Its still a work in progress, but its come a long way.

The city is equipped with its own fleet of touring taxi’s.

Challenging the Viewer in the Dome

July 10, 2009

071399802402_sclzzzzzzz_-11We’ve been curious here how we can expand the use of our dome beyond presenter led real-time and pre-rendered shows.  In these programs, the audience is being feed information while being for the most part, passive. After reading “Everything Bad is Good for You: How Today’s Popular Culture is Actually Making Us Smarter” by Steven Johnson,  I’ve become much more interested in how the gaming model works and how we can utilize it. In a nutshell, Johnson explains that video games are popular because they put the user in complex situations and challenge them to figure something out, as opposed to a more traditional method of spoon feeding ideas. He also shows similarities to this in more complex TV storylines from shows such as Lost. These challenges and mysteries, once solved, give a sense of satisfaction and a better understanding of material to the viewer.

We’ve been talking with Eric Knisley over at RENCI about experimenting with the Unity game engine on the dome and how we can extend the challenging gaming experience to some of our presentations. The difficulty, beyond technical issues, getting 200-300 people to play a game that is typically controlled by one person. People have experimented with IR and other techniques that have been sucessful for simple interactions. But maybe there are other ways to create presentations and even pre-rendered shows that really challenge the viewer to figure things out on a different level.


To Dome, or not to Dome…

June 13, 2009

We recently had a discussion on what lends itself to a dome. Seeing as Star projectors are no longer the center piece of the technology,we have an entire surface to expose and fill with content.
Space science has typically been the focus of Planetariums and is a primary focus even today. A dome offers itself to be a simulation of the sky above. Though as the technology gets more sophisticated it has become a way to illustrate space with a little “s”. We can deal with space inside a cell, or explore the volume of a dense molecule.

Some Visual devices we know work on a dome are as follows:
Moving to a large open area from a some what cramped one.
Moving through tunnels.
Flying along the surface of any object. (Moon, Mars, a really long line of text)
Flipping the horizon
Moving through objects
Shifting Perspective

Though a characteristic that seems to be prevalent in our continued exploration of the medium is motion. Still sequences seem to be a thing of the past. Even a slight rotation or scale is better than a static shots. I’m sure this list will continue to grow as we develop new ways to exploit the unique environment of the dome, and we define a visual language for how a dome is used.

Don’t call me Hurl-ey

June 8, 2009

I’ve been working on a scene in our new production Magic Tree House, and experimented with some camera movements. I’ve learned from the great Eric Knisley that you need to be very careful with motions of the camera, since sickness and disorientation can come very quickly in the dome environment. When I asked how you can prevent nausea from occurring in camera moves, Eric would explain it with one word: Stately. The classic entrance of the couple or girl coming down those large ballroom steps in those old movies was what came to mind after hearing that. Time to put it into practice! Here are two different approaches I took to this scene where we enter the treehouse for the first time. The first test was imagining the camera was attached to the head of the person. I thought that perhaps the reason why people would get sick was the combination of both rotation and positional translation of the camera.

Although I didn’t get very sick with it, the people I showed it too here did get sick while watching it. Maybe it was all those FPS games that I played for long hours that allowed me to get used to it. Also that I was the one who actually made it so I knew when motions were going to happen. Either way it wasn’t very successful for a larger audience. It may seem like its not so bad in the video while watching it on a flat screen, everyone really seemed to notice it in the dome.

So knowing that I was needing to tone it down a lot, I abandoned the idea that the camera was attached to the head of a person ascending the ladder. I made the camera move a smooth motion that was floating through space. Even though I miss the idea of making the motion more organic, everyone who was sick from the first example were much happier with this new one.

If anyone has any insight to their own experiences with camera moves in dome space, please feel free to share what you know by either leaving a comment or dropping me an email!

“Magic Tree House: Space Mission” in the works

May 7, 2009

mth2

We just started production on a new project, Magic Tree House: Space Mission. Based on the popular children’s book series, MTH is a show that we’ve been showing in analogue form since 2004 at Morehead.

We’re now working with the writer of the show, Will Osborne to convert the show to a digital format, spruce up some of the graphics and update the content so it reflects our current understanding of the Solar System (like reclassifying Pluto as a dwarf planet). The project is due to wrap in early September.

Thinking in 360 Degrees.

April 29, 2009

Seeing as 3d software is designed classically for the flat screen, there has yet to be much adaptation to working with 3d in a Fisheye view. So to help us understand what we’re looking at we use a rig that points 5 cameras in different directions. Generally focusing on what happens in the front, left, right and Up cameras. We do think about what should be happening behind the viewer, but it should never be there for very long, as we can’t see through the backs of our heads.

3dMax Workspace

stitch

The Magic Tree House & Tree

April 15, 2009

When I started to model the tree and its magical house for the upcoming digital conversion of Magic Tree House: Space Mission,  I did some research on the internets and found that some of the best-looking trees where going through the ZBrush pipeline.  ZBrush is a powerful sculpting program which works well for organic objects; I’ve seen many great things come out of ZBrush with a level of artistic detail that isn’t so easily or efficiently achieved in Maya.

zspheres Sculpted tree

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Let’s go Storyboardin’

April 9, 2009

Old

Creating storyboards in the dome setting is challenging to say the least. Traditional boards can’t quite make the grade in visualizing what the audience will see.

In the first image we see a extreme close-up of our rover traversing the surface of Mars.  I first thought to just board the sweet spot of the dome, where our attention will likely be focused too.  We’re missing a lot of what is seen outside the frame, which can cause many surprises when the animatic phase is reached. To prevent this from happening, it seemed to make most sense to storyboard in the dome medium. Much like using correct aspect ratios for tv or film storyboards, dome boards should be made to reflect the environment they’re presented in. Easier said than done of course. It’s a bit unnatural to draw a fisheye image and takes some time getting used too. It was made easier by having our own test dome to throw Photoshop on and start scribbling away.

Our second image highlights the sweet spot, while the third is without.

NewSweetSpot New