SXSW 2013: What the Leap means to Motion Graphics


I had read about the Leap Motion Controller, but hadn’t seen it in action until SXSW 2013. The super precise motion-sensing device can track up to ten fingers within a three-feet area. Setting aside the obvious opportunities that the Leap opens up for those of us working in the interactive/experiential field, I’d like to focus on how the Leap might enter the workflow of a motion graphics artist.

There are three main ways the Leap’s ability to interpret 3D gestural data will allow for visuals to become ubiquitous that had previously been work intensive or cost prohibitive – as a 3D motion capture device, paired with a 3D sculpting app, and paired with a 3D drawing app. But perhaps the most exciting developments are happening when you modify the Leap to create home brew touch-screens.

Motion Capture for Keyframes

After Effects’s motion sketch is an oldie but goodie that I often go back to when keyframe velocities just aren’t hitting the timing quite right. More recently, the KinectToPin app has allowed for grabbing major joints (knees, elbows, etc.) as motion capture xyz positional data.

The Leap can grab the xyz of ten fingers at once, and lets you work from your desk (as opposed to the Kinect which requires space for the entire body). This could allow for quickly grabbing motion paths using your hands – in effect, creating keyframes in a way that feels more like acting or playing an instrument than point and click.

Perhaps we will use two fingers to experiment with creating a funny character walk, or animate a darting hummingbird with a back and forth of the wrist, or have the camera shake a specific way. This can all be done from scratch, but having the option to quickly motion sketch an idea and then finesse it will be an interesting alternative that may be speedier or create more interesting variations than a blank canvas. Here’s hoping for an z-position option in a future version of AE motion sketch!


Leap Motion Processing Library from onformative

3D Sculpting

One of the demos at SXSW 2013 was clay sculpting, reminiscent of Autodesk’s 123D Sculpt iPad app. Video experiments have already popped up of Unity, Blender, and AutoCAD integration, and I imagine eventually we will be able to get these inputs into Mud Box, ZBrush, etc.

My initial concern with digital sculpting is that instead of getting feedback through your hands, you’re getting it through your eyes. Even when “sculpting” on a Wacom or iPad, you still have the pressure of the stylus to a surface. The Leap allows for multi-touch zooming and rotating while pinching and pulling, but equally important will be how to dynamically and intuitively switch between tool types and controlling the strength of your sculpting tools.

I have yet to see any 3D models built with the Leap that showcase how it can beat a tablet/mouse + keyboard in terms of detail, but I’m not going to write it off yet. Perhaps the Leap’s most helpful role in this area is not necessarily replacing previous input devices, but supplementing them so that you can reserve your stylus/mouse for your sculpting tool, while your other hand gestures through menus or modifies camera views.


The Leap Motion experience at SXSW 2013 from The Verge


Leap Motion hands-on from The Verge

3D Drawing

In the Leap Motion hands-on demo above, and the 35 second mark of the Leap Motion Processing Library at the top of the article, you see a kind of 3D drawing/sculpting hybrid. By tracking the path of a user’s fingers, a model is created that’s a drawing in 3D space, reminiscent of Kinect and iPhone-enabled experiments such as Kinect Graffiti Tool, Graffiti Analysis 2.0, Movosity, and AirPaint. If these quick sketches could be easily exported as an .obj (or maybe even .fbx with animation) they’d provide an intuitive way to create organic looking 3D shapes quickly and easily.

I think this sort of 3D sketching has the most potential for creating new visual styles. For promising precedents, see Amit Pitaru‘s Rhonda and Seok-Hyung Bae, Ravin Balakrishnan, and Karan Singh’s EverybodyLovesSketch.


Amit Pitaru, Rhonda, (2003-1010)

But what about the day to day?

The three examples above indicate visual trends that could arise from the introduction of the Leap, much the way tools like Plexus, C4D’s Mograph, or Trapcode Particular allowed for visuals that were previously labor-intensive to become ubiquitous. The trick with any technique-based visual is that you’re using them on a job-by-job basis. Not all jobs require AE’s Puppet Tool, but when you need it, you’re really glad it exists. My last thoughts on the Leap would impact everyday, regardless of the brief you’ve been handed.

Jared Deckard’s experiments mounting the Leap upside-down to create a touch screen and creating an impromptu $70 Cintiq were the first tests that screamed “killer app”. If Adobe were to get on board with this type of Leap integration, I imagine it’d be a no-brainer for most artists to pick up a Leap to supplement their mouse and keyboard. Even for non-professional artists, combining the Leap with a desktop version of FiftyThree’s Paper could build a huge user base.

Deckard has a Javascript/HTML5 demo up of his open source graphics editor at inkmotion.org. I haven’t been able to test it, as I don’t have a Leap, but I’d love to hear about the experience from other developers (especially if you’re a tablet user).


Leap Motion Draw / Brush Demo by Jared Deckard

The Leap is set to ship on May 13, and has already announced that it will be bundled with ASUS computers. Their approach of opening up their SDK to developers and creating their own app store was a smart move in not going the way of the CueCat.

Gesture-based input technology, be it the Kinect, Leap, or some even newer-fangled thing, is going to become as common as the tiny video cameras that are now housed in every phone, laptop, and desktop monitor. Whether or not it’s a better (or even appropriate) substitute for the tablet or mouse in a professional creative setting will depend on effective software integration and rigorous user beta testing. I see it as a helpful addition to our toolset, rather than a wholesale replacement.

What do you guys think? I’m mainly a Photoshop/After Effects/C4D user with a keyboard, Cintiq, and 3-button mouse at the ready. I’d love to hear more our readers (particularly CG modellers) how they see gestural inputs entering their workspace.

Posted on Motionographer

Dante Zaballa: Pictoplasma Festival 2013 Opener


Pictoplasma Festival 2013 Opener (White Noise Edition) by Berlin-based Dante Zaballa. Sound design by David Kamp.

Hat tip to Wine after Coffee.

Credits

PICTOPLASMA FESTIVAL 2013 (White Noise Edition)
Conference and Festival of Contemporary Character Design and Art
10 – 14 April, Berlin

by Dante Zaballa

Sound Design: David Kamp

Animation: Leo Campasso, Dante Zaballa
Character Design & Colour-Key: Gabriel Fermanelli, Dante Zaballa

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Lagoa Launches, Blows Minds

I was invited to the beta of Lagoa.com (then called TeamUp) several months ago, and even in that early stage it blew my mind. As I toyed with a test scene, I couldn’t help feeling that I was staring into the future of CG — or at least a very interesting aspect of its future.

So what is it?

LagoaFerrariGarage
At it’s core, Lagoa is a cloud-based, photoreal CG renderer. In the simplest possible terms: You upload a scene from your favorite 3D package, hit render and watch the magic happen. With incredible speed, Lagoa produces photoreal imagery in seconds.

It’s incredibly satisfying to watch physically-based light glisten through your crystalline objects in about as much time as it takes to microwave some popcorn. (Or less.)

But wait, there’s more

Lagoa-UI

Lagoa is really a comprehensive, shared CG workspace. There’s a functioning node editor, a robust material system (bring your own or use Lagoa’s), an asset browser, an integrated chat room — all in your browser with no plug-ins required.

You can invite team members to collaborate in real-time or give you feedback on renders. I saw this happen during my testing period, and it reminded of the first time I collaborated edited a Google Doc. Except in this case, it was a 3D scene, which only made it that much more astounding.

Questions?

Lagoa’s not paying me or Motionographer to write this. I’m genuinely impressed by the software. But I’m also not a super demanding CG professional; I’m (at best) a hobbyist.

So I’m curious: What do you guys think about this? How would you use it? Do you have questions for the Lagoa team?

Posted on Motionographer

Danny Yount: Semi-Permanent Portland 2013 Titles

New piece from one of my favourite motion designers of all time, Danny Yount.


SEMI-PERMANENT 2013 TITLES from Danny Yount on Vimeo.

Thanks for the tip, Filipe. 

Posted on Motionographer

Tax Free Film: Omega Watches “Co-Axial World”


Given the equation, “it’s a world made of ________”, solve for watch parts and set quality to high. Parma-based Tax Free Film creates this beautiful piece for Omega Watches.


Credits
Commercial produced by Tax Free Film for Omega Watches
taxfreefilm.it
Directed by Franco Tassi & Andrea Gasparo
Agency: HMNS
Andrea Lazzarotti (design materials, texturing, models & lighting),
Brian Chinnery, Alessandro Bandinelli, Giorgia Baldissera, Mauro Baldissera (models & lighting)
Guido Zatti (models & lighting e lighting CG Watches)
Fabrizio Cuppini, Federico Tosi (concept design),
Federico Ghirardini (compositing and color grading)
Giulio Leoni (producer)
HMNS:
Luca Albanese and Francesco Taddeucci (Creative Directors)
Alessandro Palmieri and Fabio Milito (Art Directors)

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Lucinda Schreiber for Telstra

Great stop motion paper animation from Lucinda Schreiber for Telstra.


Directed and Animated by Lucinda Schreiber

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Conor Whelan: Windows & Midnight Over Sanctaphrax


Two personal projects by Dublin-based Conor Whelan. Windows meditates on the happy loneliness of traveling alone, while Midnight Over Sanctaphrax deftly uses depth mattes to reveal a magical city.

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BKYC & Théoriz crew: Extrapolis


BKYC and Théoriz crew combine traditional drawing with interactive animations in the pulsing landscape of Extrapolis.

Credits

BKYC (bkyc-visual.com)

Direction artistique & illustration: Olivier Bonhomme
Production & animation: Etienne Guiol
Communication: Arnaud Pottier

Théoriz crew (theorizcrew.org)

Direction artistique & développement : David Chanel
Production & animation 3D : Jonathan Richer

Sound design & musique : Nessim Zghidi (soundcloud.com/nazalmusic)

Illustration 3D : Tristan Spella (tristanspella.com)

Remerciement spécial à AADN ( aadn.org) pour son soutien

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Kim Taylor: A Living Moss & Celestial Dynamics


Two animations by London-based Kim Taylor, whose works often explore the imagery of science and nature.

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“Marvel” by BlackMeal

Paris-based Blackmeal loves Marvel so much, they decided to make an homage to the company’s 74-year history of creating inspiring characters and telling thrilling stories. We asked Blackmeal a little bit about the project:

Quick Q&A with Blackmeal

Was this a project for a client? Or did you do this purely out of love for Marvel?
It was just purely out of love for Marvel.

It looks like it is mostly traditional animation. Is there any CG involved? If so, how?
It’s hand drawn (frame by frame), but we cheated for some characters: Ironman, Cyclops and the end title were created in 3D (Maya).

Was it difficult figuring out how to portray all of the Marvel characters? How did you design each of them?
No, it was easy. We started with a basic idea: The world of Marvel can be explained with simple shapes.

Thomas Lecomte (animation supervisor) is amazing. He chose 11 characters and wrote a screenplay in a few days. After that, you cannot really explain … it just came naturally. Marvel inspires us.

What is your favorite moment of the spot? Why?
Our favorite is without doubt, the first explosion. This is where it all begins.

Credits

Design and animation: Thomas Lecomte
Art direction: Vincent Ben Abdellah
3D composition: Mael François
VFX: Donald Simonet
Editing: Matthieu Colombel
Sound: Mooders

Tip o’ the hat to Will Adams.

Posted on Motionographer