Source Filmmaker
A good sound effect for a contra zoom/dolly zoom
Working on a video and in one shot I do a contra zoom. there is no music and it's not really dramatic, just an overhead shot at the top of a stack of items looking down at a character. just gives the impression of height. but it doesn't feel right to have no sound to go with it. but I can't for the life of me think of a sound to use.

For those that don't know a contra zoom (or dolly zoom or one of many names) is where you move the camera away from an object and zoom in at the same time, or vice versa. makes the background look like it's stretching away or squashing in.

examples;

http://www.youtube.com/watch?v=gTuCTVJMdQA

http://www.youtube.com/watch?v=svEPWBxpYjo
Последно редактиран от raptornx01; 14 апр. 2013 в 7:36
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It's hard to recommend something without knowing what the vid is about, what the scene is and where the mood is going. But, here's a suggestion and a couple of hundred loops for you to consider...

http://free-loops.com/audio.php?term=instrument&page=6

Preview the Long Organ Riff

I think you just click the name of the file and it downloads in the format specified in the title.
have a character that just finished stacking some items. and she is looking up and admiring her work. the shot is from the top of the stack looking down as she looks up. then the camera effect looks like the ground is falling away making the stack look taller. whole vid is light hearted. originally the shot was just going to be her looking up, but decided to do the effect, well, for the hell of it. but now i have it and feel a sound should accompany the motion.
Look at the Gongsound.wav on the same page as the one I gave you above. You'd have to edit it a bit to take the second gong out. But that's easy to do in audacity.
The beauity of a gong is that you can stretch it out or compress it a bit without loosing the effect.
Последно редактиран от Pte Jack; 14 апр. 2013 в 8:26
Or the trumpet fanfare on the next page (7) of the link above
actually the gong might work. if i cut off the second one and cut off the start, drop the volume, then reverse it. (scratch scratch) hmmm......
yeah, it was a decent fit. thanks, gave you credit for the help.

finished vid in case you were wondering.

http://youtu.be/i8ugMpo-g0w
Whoa, wait what? sfmphys? Physics in SFM?? HOW COME I DIDN'T KNOW OF THAT ONE!!!
Thanks a million for bringing this to my attention raptor!
No prob. ^_^

it takes alot of trial and error to get the effect you want (i had to do that hit 50 or more times to get it to look right. tweaking things each time). but as this was my first time using it i suppose after awhile you can kind of gauge what it'll do.

also one issue is that it can't detect the floor of a map (any map), so everything just falls into infinity. but that is easily overcome. there are a couple of invisible combine walls just below ground level and one across the barn wall (that one is angled and moves forward a fraction to push the bales over just after the hit).

couple more vids on it,

http://www.youtube.com/watch?v=jen_cGIsrm8

http://www.youtube.com/watch?v=zY2TTc0GKh4
Flippin' excellent, and what a shock about the sfmphys... WOW!!!

And thanks for the creds, Always looking to help out where I can.

Now I have to ask the question, how did you render this in such toony form? Must be 3rd party video render software; Vegas??
Последно редактиран от Pte Jack; 15 апр. 2013 в 1:00
Thanks, and no prob for the cred.

But No. Activate ambient occlusion and select outline only in render settings. I did use vegas, but for cutting the clips together and sound editing only, no visual effects. Thats all done in sfm.

I actually like the cel-shading, but honestly, I think i'm the only one thats ever actually used it. I know I've never seen another video with it. and certainly not pony ones. in my previous effort i got a couple comments on how did i get the outlines/cel-shading. one guy was so convinced i hadn't used SFM but another program he started arguing over it. XD

http://www.youtube.com/watch?v=wAbp_A1ETyM

You should either do a guide on the process or even a vid, I'd like to learn this technique.
Първоначално публикувано от raptornx01:
I actually like the cel-shading, but honestly, I think i'm the only one thats ever actually used it.
Eek, Here I go again.

Black outlines and cel shading are two different things. Cel shading is when lighting is drawn as two or more distinct shadow tints, instead of a smooth transition. Zelda Wind Waker is a good example of a game that's cel shaded, yet has not black outlines:
http://www.blondenerd.com/wp-content/uploads/2011/01/link-windwaker.jpg

Cel shading can be simulated in Source games (including SFM) by giving the model a "lightwarp" texture with a hard transition instead of its usual gradient. This is the result:
http://tf2.gamebanana.com/skins/109382

... yeah. Don't mind lil' old terminology nutjob R234 ;P
That's ok, I forgive you. :P XD

Първоначално публикувано от Pte Jack:
You should either do a guide on the process or even a vid, I'd like to learn this technique.

not really much to tell. just right-click on the viewport, select render settings, make sure ambient occlusion is checked and select outline only from the dropdown menu. the same for the export setting. that's it.

I found that in the export settings my very first day using sfm. Honestly, i thought the only reason it wasn't used was cause no one liked it. it never occurred to me anyone familiar with SFM wouldn't know about it.

then again. thinking about it, most videos I see everyone uses the default field of view setting. So, fisheye lenses everywhere. Guess that should have been a clue. lol
You must have a heck of a lot of bounce or rim light or some of type of light in that, because when I select AO/Outline only I do get a bit of that toony effect, but my models still look like models, not celled characters. I've tried playing with a light or two, but still end up with the samething...
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Дата на публикуване: 14 апр. 2013 в 7:36
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