New Tutorial: Cinematic Title Design: Fantasy FX!

In this exciting new Tutorial Series, we’ll learn how to create this cinematic title all inside of After Effects! This procedural effect can be customized with any logo and even reacts to environment lighting! This tutorial is jammed-packed with ways to customize the Bevel and create endless variations!

Watch on youtube in HD!

Download Free Particle FX

Download Free Saber Plug-in!

Project Assets

These Tutorials are getting more and more complex!! 👍 #editing

A post shared by Video Copilot (@andrewkramer) on Mar 30, 2018 at 5:52am PDT

Making waves with Punanimation

Meet Punanimation, the new directory of women, trans and non-binary people working with animation and motion graphics.

‘The Fantastic Four’ returns in a new comic series by Marvel

Marvel has announced the return of The Fantastic Four in a new comic book series, the news of which was teased on Twitter prior to the official video reveal. The company’s very first superhero team returns to pages after missing in action for years. (The Fantastic Four hasn’t been published in comic book form since 2015)

Marvel has brought in Dan Scott and Sara Pichelli (Guardians of theGalaxyRunawaysUltimate Comics: Spider-Man) to craft a new monthly series, writing and illustrating respectively, with new books featuring the group. The new collection is expected to be out each month, August onwards.

The series will find Mr. Fantastic, Invisible Woman, Human Torch, and The Thing return on board as part of the current two-in-one series, current reports suggest. “We always knew The Fantastic Four would come back. Reed and Sue will be coming back to the Universe and (the original) team will be re-forming. We were waiting for the right time and the right creative team to bring them back,” said Marvel editor-in-chief C.B.Cebulski in an interview.

Dan Slott, who has completed a remarkable decade writing Spider-Man this summer, is envisioning to write at least 55 issues for the series, which would get the heroes to issue no. 700. He said The Fantastic Four was the first comics he ever read back in 1965. “I started my adventures in the Marvel Universe with a freaked-out Reed Richards, the Watcher and the Silver Surfer. I’ve wanted this for so long,” Mr. Slott recalled.

Artist Pichelli was equally excited about working on the series. “I can’t wait to draw a lot of the characters, but there’s one in particular I can’t reveal yet. You will know why they’re my favourite when you read the book,” she stated.

Many had suspected that Marvel would discontinue the group, given that they are among the few characters that the company doesn’t have film rights to.“I think it’s pretty common knowledge at this point that Marvel isn’t publishing Fantastic Four because of their disagreement with Fox, (the film rights to The Fantastic Four belongs to Fox Studios) and to bring them back, Disney probably needs to buy Fox.”,” said Jonathan Hickman, (writer of the Secret Wars) in an interview last year.

But it seems that fans can rejoice as Marvel’s first family is finally set to return to entertain them. Though the story details are currently not revealed, Cebulski did indicate about the continuation of Chip Zdarsky and Jim Cheung’s monthly book Marvel Two-In-One, featuring the Thing and Human Torch in their attempts to find Mr. Fantastic and the Invisible Woman, both of whom disappeared years ago.

The post ‘The Fantastic Four’ returns in a new comic series by Marvel appeared first on AnimationXpress.

Mainframe Studios has its plates full with the new series debuting soon

WOW! Unlimited Media’s Mainframe studios continue to mark its presence in the kids’ entertainment market by revealing new projects fit for a range of audiences. The Vancouver-based studio is about to debut projects created to reach a wider audience. The company is embracing new digital options showcasing the innovative side.

Mainframe Studio’s live-action/ CG animated series ReBoot: The Guardian Code premiered as a Netflix original series today, 30 March. The action comedy is created by Michael Hefferon and is the first television series to create animation using Unreal Game Engine.

Mainframe is currently in the developing process of The Anybodies, a comedy adventure animated series. It talks about a 12 year old girl who discovers that she has powers of a shapeshifter after she is reunited with her real family after being switched at birth. The series is an outcome of the book trilogy by author Julianna Baggot (aka N. e. Bode). Directed by Mark Risley and co-produced and written by David Steinberg and Keetgi Kogan, The Anybodies will be another feather in Mainframe’s cap.

The comedy adventure series is aimed at kids in the age group of six to 11. Mainframe continues its bond with Barbie giving away 26 new episodes for TV series titled Barbie Dreamhouse Adventures. The studio has produced more than 30 animated Barbie movies with Mattel in the past years.

The company operates out of offices in Toronto, New York, Vancouver and Los Angeles, consisting of an animation production company Frederator Studios as well as VOD channels on digital platforms; the world’s first Hispanic animation network, Átomo Network, a joint venture with Ánima Estudios; and one of Canada’s largest, multi-faceted animation production studios, Rainmaker Entertainment.

With the debut of ReBoot: The Guardian Code happening today, The Anybodies is something to eagerly wait for till the launch.

The post Mainframe Studios has its plates full with the new series debuting soon appeared first on AnimationXpress.

What went into the making of Wakanda by Industrial Light and Magic and Craig Hammack

ILM VFX supervisor Craig Hammack

Marvel’s Black Panther was a box office rage in more ways than one. The Ryan Coogler directorial didn’t only smash every record on the books to smithereens en route to its $1.5 billion gross collections, but also touched hearts, all and sundry.

Among the many facets of the movie, the amazing visual effects, pulled together by as many as 10 studios across the globe, brought an ocular feast which made the viewing experience vivify all the more. Industrial Light and Magic were among the chiefs to have helmed the project and deliver a sizeable chunk of the VFX for the movie.

Supervisor Craig Hammack is known to have cast his spell with visual nirvana in Rogue One: A Star Wars Story, but was upbeat to lay his hands in a Marvel production for the very first time.

“Between our San Francisco and Vancouver offices, we had a crew of 252 people who worked approximately 13 months on the project. Our shot count for the movie was 414 shots,” he claims.

With so many studios involved, the work would naturally be divided, and the prominent task of ILM on the movie was creation of the pristine Wakanda, the African kingdom where it’s all set.Most of the ILM work was concentrated on establishing the environment of Wakanda. We did all of the Golden City work including all scenes in the Tribal Council Chamber and steptown streets. In addition, the most noteable ones we worked on are Wakandan border tribe scene where we first meet the rhinos; the panther dream scenes when T’Challa goes to the surreal ancestral plains; the hall of kings scenes, where their herbs are grown and the burial ceremonies take place; the end battle aerial dogfight; the return to Wakanda scenes at the beginning when they first fly through Wakanda and land on the landing pad and are greeted by his mother and sister.”

As aforementioned, Black Panther has many elements that make it cut from a different cloth, and the settings of Wakanda are certainly one of them. Futuristically beautiful while rich in flaura and fauna, the fictitious African land piqued many an imagination with the pulchritude of top order, and Hammack takes a trip down the memory lane to recall all that went into its making:Wakanda was inspired by many things. The natural environments were taken from real world locations that were photographed and scanned in Africa. The architecture and design aspects were driven by the concept art and reference book provided to us by the production designer Hanah.

Wowing Wakanda

“So the creation in CG involves an initial real world scanned location and photography that then gets sculpted and rebuilt to fit our needs. Then the main city architecture is built by our modelling department and given to the ILM generalists group led by Dan Mayer and Kevin George. That group assembles those major components and then continues to populate with tens of thousands of buildings and digital set dressing along with tens of millions of trees and organic elements. We end up with a general environment of the city and then very talented artists from the generalist group build out high detail sections for the specific scenes like the landing pad and step town market.”

Creating something grandoise comes with its own challenges. And here’s the one pertinent challenge while designing the Wakandan kingdom:I would say the largest issue we had to deal with was just the scope and scale of the city along with the unique requirements of mixing the old world elements of tribal africa into what is essentially the most highly technologically advanced civilisation on the planet. It makes for a very unique and specific look and feel that standard city building tools and techniques don’t achieve.”

The T’Challa dream sequence

But what was the co-ordination with other studios like?We were fortunate to have a great production team both at ILM and on the studio side.  There was constant communication flow and the production side coordinators were the hub of the information that flowed between all the facilities.”

However, creating Wakanda wasn’t still the stiffest challenge they would come across.

The climax of the movie witnesses the kingdom turning into a war zone as Erik Killmonger and W’Kabi’s tribe wage a colossal war against T’Challa and the Dora Milaje to capture Wakanda and execute the former’s sinister schemes. Well, the fight sequence may be on a par with Marvel’s astronomic standards, the process of making it emulate is what Hammack describes the most difficult. He says, “I would say the most challenging would definitely be the war sequence, which is the return to Wakanda. This is where we first get a good look at Wakanda. The variety of terrain combined with the eventual long travel shot as we fly through the city made for some very intensive work. The all CG environment on the landing pad was part of that as well.  This was particularly challenging as the scene is an important and long dialogue moment.”

The final fight sequence

“There is an added burden when it is a quite and simply staged scene like this. The audience has a lot of time to stare at the world without a lot of camera movement. If you screw that up there is a good chance that the audience won’t even pay attention to the dialogue at all,” he further added.

Travailing an experience it may have been, but Hammack also sees the other, rewarding side of it, implying the creative satisfaction and a sense of accomplishment that come after pulling it off, that makes the same war sequence, also his most memorable one.

When asked about his next VFX sojourn, he teased another high-octane actioner:Skyscraper, a Rawson Thurber directed action movie with Dwayne Johnson.”

The Wakanda landing pad sequence

The post What went into the making of Wakanda by Industrial Light and Magic and Craig Hammack appeared first on AnimationXpress.

Arena

Toys, mocap and some killer anim

PacRimUprising_Tokyo2

Giant robots! Here’s a new piece on Pacific Rim Uprising I wrote for Cartoon Brew, about Double Negative’s work on the film.

Global VR gaming market is expected to reach around $45 billion in 2022: Ken Research

With the VR industry steadily gaining pace, the market is expected to soar in the near future. Analysts at Ken Research published a report with some promising numbers for the VR industry.

Here’s what they stated:

Global VR gaming market by type (hardware, software and accessories), by devices (PC, consoles and mobile), by distribution channel (traditional stores and online stores) and by regions (EMEA, America and APAC), company profile of major players including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer, Oculus and Electronics Art

  • The VR gaming market is expected to be driven by the emergence of virtual theme parks and arcades in future.
  • Smartphone integrated VR gaming applications will drive the VR gaming market in future.

Analysts at Ken Research in their latest publication Global VR Gaming Market Outlook to 2022 – by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles) believe that technology advancement, correct positioning, tapping into new geography, focusing on mobile applications and tie-ups, and M&A will aid the global VR market.

Global VR market is expected to register positive CAGR of around 54.6 per cent during the period 2017 to 2022. The expected increase in the number of VR arcades worldwide will make a positive impact on the market.

The emergence of virtual theme parks is one of the biggest technological progresses of amusement parks which have made a positive impact on the VR gaming industry. Landmark Entertainment is planning to build the world’s first ever VR theme park in China by 2018. Oriental Science Fiction Valley in Guizhou province in China opened in 2017 is another example of such setup. It spans 330 acres and has 35 different VR attractions including shooters, virtual roller coasters, and guided spaceship tours of the region’s most scenic spots within its various sci-fi-inspired buildings. Another VR theme park opened in New York which is a massive playhouse dubbed VR World that offers 50 interactive experiences taking place in unique virtual dimensions on themes including art, music, science and fun games. Hero Central at Empire City Damansarain Malaysia set to open in 2018 will be one of the largest virtual reality parks in the world.

Smartphone-integrated VR headsets will propel the growth of the global VR gaming market. Leading smart phone companies such as Samsung and HTC have already entered the market with VR headsets such as Samsung Gear VR, HTC VIVE and others. They offer benefits such as portability, un-tethered aspect and ease of use and it can be used as a stand-alone device. The rapid growth of the smart phone market will increase the adoption of smart phones and tablets to provide an immersive experience in VR gaming.

The post Global VR gaming market is expected to reach around $45 billion in 2022: Ken Research appeared first on AnimationXpress.

Cinematic Titles Tutorial Teaser!

One step closer! Here is what we will be creating in the new tutorial series!

Of all the tutorials I’ve made, this one has evolved the most from it’s conception (several months ago) and has even surprised me at how far it could go! Especially with the cracks and growing moss…. Many strange tricks went into this one!!

One thing I love about making these short teasers is they give you the chance to test out your idea. How does it hold up in different designs or even different backgrounds.  I try to make every concept well-rounded… A good idea is always better when you test in the real world!

First Tutorial will be out tomorrow!

Watch Teaser on Youtube

And in case you missed it:

 

Kindness