Gezundheit.

Virtually 5 minutes before doing the final edit we came up with the name “Gezundheit”. We wanted a short title and the only ones that weren’t short or good enough were “don’t sneeze in my cocaine” and “diet coke”, I felt “Gezundheit” suits it better.

Preproduction
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We took several meetings deciding the story and what we needed to shot. We ordered the scenes in what our mind was a good edit (even though it changed a lot during the editing to make a more dynamic trailer) and what we needed to accomplish them. We thought of using a jib and different other toys for the camera but in the end, due to the time limit we had, we didn’t.

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We had a pretty solid idea and then proceeded to do a shot list with some storyboard images and some pretend footage.
SHOT

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Production

We tried to follow the shot list, that we talked through and Jack made it with the corresponding angles we though. He placed the amount of pretend seconds in the edit we planned every scene should last just to have a rough idea but in the end we changed it a lot we had two main days of shooting, and a couple of days doing just a couple of shots we were missing. The second main day we had to reshoot some of the footage from the first day due to problems with how we did the lighting and audio.

Managing the camera, Sony NEX, was a bit of a challenge since I haven’t used it in depth so some basic things such as the audio input and light intake switches took some time to get a feel of it.

Jack mainly did the photography with a great taste and always thinking of the matching angles we should do.

The main place where we filmed it was pretty dark so we had to illuminate it and we encountered a problem since the walls all were white the light bounced a lot so that was an issue.

For the outdoor scenes we didn’t have a lot of trouble. We tried a couple of scenes inside the car and boot of the car but the camera was too big so we used a gopro and a canon. Also for the bar scenes we used a canon 60D because of the size.

Postproduction

I used Final Cut Pro X for editing the video and I found it good but not professional enough. As I have only used it briefly for some minor projects, it was difficult to get around some glitches it has i.e. it randomly produces green frames to the exported file and you have to replace the “damaged footage”. Another thing was the audio. It has simple adjustments that sometimes work but to properly edit the whole audio it lack the capability to export OMF’s so I couldn’t figure out how to do it. There are some long way things explained in several blogs on how to get away around it but you have to buy a couple of plugins. In general how the audio is connected always to one piece of video was annoying for me and every tutorial on how to edit audio didn’t explain it in detail.

We decided that some scenes, since the room where we filmed had a lot of echo, we should record voice overs. In my opinion they sound fake but better than the original. What I would have done differently was editing in another software so we could edit the audio in Audition. We forgot to record some roomtone during the shooting so that could have helped us a little since the roomtone I added didn’t quite match.

After a couple of rough cuts where the main dialogue scenes were untouched, Jack suggested a little bit of reorder of them so the story would be better and it worked. I first didn’t want to touch those scenes but in the end editing them make it more dynamic

Also I struggled doing the color correction inside FCPX. Mainly I think because we didn’t lit properly all of the scenes so it was difficult to try to match them. Also the footage taken in dark spaces from the gopro and the canons had a lot of noise that couldn’t be removed making the footage have a lower quality.

Effects and titles

The first thing in the project, after our first preprod talks, that I stared doing was the transition through the ground in the beginning.Our first idea was filming a dead body in a pool and then doing the transition but we decided it was easier and faster to do it the way it is. So I spend some day downloading textures and copyright free images to compose the transition. I used a technique called camera mapping and it worked. It’s not super realistic but it goes with the comedic tone of the trailer.

For the falling scene Idar worked with vanishing point. It was somewhat difficult since my feet overlapped with the table (and also my “acting” of falling fell short). For the title he used a couple of effects: shattering and grid.

We had another compositing to do when Idar’s character was slicing with a hatchet. We just added some blood squirts and since the scene was just fractions of a section it worked.

The audio recording went smooth since Jack calibrated the settings and mic to record. Me and Idar tried to act our parts and it matched the video, not perfectly but it worked.

In post our way of work was the following. While I was the main editor, Idar worked primarily with the after effects While Jack was doing the titles and helping me with the appropriate sound effects, music and editing decisions so it went pretty smooth.

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I think it took us a little bit more time than planned because of the environments we chose and also in my case for choosing FCPX but in the end I feel quite happy with the result. Obviously there are things that can be improved but as Jonathan said by making mistakes we have learned how to improve ourselves in the future.

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Now, the video:

… and a slideshow with some pics from the making of.

Here are our references for the audio:

So here are the links for the music:

Music:http://ccmixter.org/files/Headcrab/28638 http://ccmixter.org/files/cdk/37315
Sound Effects:
And for the Sound Effects: http://www.freesfx.co.uk http://freesound.org/people/Raccoonanimator/sounds/160909/, Apple Loops Sound Effects

Here is a video where you can see a breakdown some of the vfx that were done in the Hobbit. Pretty intense work may I say.

Very simple effect using a green screen similar to the ones we can borrow at Swin. Just masking and fast motion.

http://ae.tutsplus.com/tutorials/vfx/shoot-and-composite-a-speed-walking-scene-tuts-premium/

One question that I always had using AE was tracking an object that goes off screen. In another software called Nuke you can simulate and drag the position by using an offset command but in After Effects you don’t have that feature. So I found this tutorial for AE and it’s an easy way to achieve the offset track.

http://vfxhaiku.com/2011/12/how-to-track-an-object-that-goes-off-screen-with-adobe-after-effects/

So for the past year or two Cinemagraphs have increased their popularity over the internet and in audiovisual projects. Cinemagraphs are still images or still parts of a video where a repetitive movement/action happens. This gives a subtles effect when applied in a part of a whole video in which you are essentially “freezing time” but one element still has life.

I find it very interesting and simple, nonetheless, if used in a trailer or video, it should not be used constantly because I think by doing that the timeless effect could be lost.

Here are some very cool cinema graphs from Stanley Kubrick Movies and a tutorial on how to make cinemagraphs. Hope it’s useful for someone as it was for me.

http://filmmakeriq.com/2011/08/30-amazing-stanley-kubrick-cinemagraphs/

We shot some stuff just in case our main projects didn’t work. This is a second example.

For our second assignment we have to do a visual effects 15-30 sec video. I wanted to do a falling off a building, and as we were starting to film we were trying to use the portable green screen from the faculty but it was too small to fit all of my body in it.
We thought of doing just a shootout battle in a kind of silly way just using our fingers. We used the markII which makes amazing footage (and for the green screen we used the viewfinder which was of great help) but since the planning for this was very late and we spent the daylight inside filming green screen shots, (very good planning btw) so when we went to shoot an exterior it got pretty dark so we decided to shoot it again.

This time I already had the shots written down and visualized them in my mind so the planning was better and the shooting went smooth.

For this project I decided to edit in Final Cut Pro X, a software that I haven’t used a lot, so I wanted to get to know it better. It’s pretty simple to use and there are many tutorials online so I got a better understanding of the program. I first went through all of the footage and made a rough cut so I didn’t have to make compositing of the whole footage. Had to leave some pretty interesting shots, that can be cool for the extended version, due to the time limit and to try to build a story.

First I did the head explosion because I thought that would be the most complicated part but was pretty straight through. I filmed a plate for the background of the head explosions but, I didn’t realized that for the final shots we moved the camera so I decided to not use it and instead just use a freeze frame. I got into a problem while masking my head because a car passed in the back so I had to made another layer with a different freeze frame to mask out frame by frame that car.

After that I added some already matted blood and muzzle fire with a linear wipe effect to feather it and make it appear in a more realistic way. After I was kind of happy with the final product. I started adding the muzzle fire to match the “piu” sound that simulated the firing of a gun. All the muzzle fire I turned it into add in their respective blending modes to give a glow and transparency reflected in the elements around it. Since it was almost all still shots, I didn’t have to do a lot of tracking, just some manual tracking for some muzzles during the use of a slider.

I did a color correction within After Effects, and then tried to do it in Final Cut Pro but in the end I preferred the one I did in AE so I stuck to that. And then come with the idea of making the camera shake when my mate Idar fell into the ground so I tried using wiggler but couldn’t control it as I can so I remembered that in a couple of tutes they add the wiggler effect directly in the element with numerical values and an effects slider so I did it that way and felt quite contempt with that effect.

In the end I did the title graphics trying to settle an idea in the beginning and to keep the same style and go back to that first graphic idea (text colors, shadows and 3d positioning).

It was a straight forward job but time consuming. While rendering some glitches appear in my final video so I had to rendered it several times which made the process a little tedious (like creating green frames or adding black frames at the beginning and end). I tried an interesting feature to quickly share your editions through final cut directly to vimeo but in the end it never worked with my username so I did it the conventional way.

* Just a side note the music shortly used was from the final cut library as well.