While freelancing at SF's finest Autofuss, Munkowitz conceived and directed this pitch for the mighty Fox Sports MLB package. The concept, dubbed Kinetic Theory, explores the motion and dynamics of baseball, using imagery inspired by Time Manipulation, the Science of Optics, and Data Imaging Techniques including Projections and Prismatic Aberrations. The execution was a blend of these imaging techniques while being supplemented by delicate, modern design elements...
Info: Perhaps the most important aspect of the package was the B-Roll delivered to FOX Sports to allow them to make promotional edits on their own within their usual small production timeframes.. The plan was to have Autofuss prepare an easily executable toolkit that could simulate the visual of baseball footage being projected onto surfaces that exist in the baseball family, ie leathers, woods, concrete, and a few organic screen textures... The execution of the technique would be split between the two studios, where Autofuss would do the specialized hero shots and FOX would produce their own sets using supplied textures and simple 3d camera pitches with simulated lens optics...
Info: To make things even more delicious, the team provided an edit of all the motion research they conducted during the pitch timeframe, utilizing the in-house Phantom Miro for high-speed shots and also including a series of projection and refraction techniques.. The ultra-talented Devon Whetstone and Ian Colon were a dream to collaborate with for the live-action assets and certainly provided Munko with an optimistic glimmer for future collaborations...
FOX MLB Credit List:
Production Company: Autofuss
Executive Creative Director: Randall Stowell
Executive Producer: Julia Gottlieb
Head of Production: Micah Gendron
Pitch Concept: Bradley G Munkowitz
Design Director: Bradley G Munkowitz
Lead Designer: Bradley G Munkowitz
Editor: Ian Colon
Director of Photography: Devon Whetstone
Additional Photography: Ian Colon, Danny Koenig
Here I want to show you how particle deforming/sculpting is possible using the matrix object. Using this method, you can also affect the particles with Mograph effectors, and apply Dynamics as well.
Please apologize that there's no sound, I try to explain the setup here step by step and hope to make it clearer
- a simple standard emitter is created
- the emitter is linked to a matrix object, which gives us matrices exactly where the particles are
- a cloner generates clones (spheres in this case) and is linked to the matrix object, thus the cloned spheres are where the matrices are
- the matrices can now be affected via various deformers, in this case a twist and a camera deformer for particle sculpting, by simply making the deformers children of the matrix object.
- mograph effectors (a random effector here changing the size) can be applied
- dynamics can be applied, and using the "follow position" parameter in the dynamics tag all clones try to follow their initial position while staying dynamic and still collide with other dynamic objects (the torus in my example)