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Home » Community » Case Studies » Mac 'N' Cheese with Tom Hankins
Watch the short here! Mac 'N' Cheese is a two minute short film that takes the viewer away on a mini flight of fantasy. The project was a graduation film produced by students in The Netherlands.

The project has become a favourite of the staff here at eyeon and when we had the chance to chat with a member of the team .... well... we jumped on it!

We spoke with Tom Hankins about the project, his team, how they made everything work, and what made the work so gratifying.

Read on and hear for yourselves how creative Fusion artists around the world are and where they are going.

We spoke with Tom Hankins about the project, his team, how they made everything work, and what made the work so gratifying.

Starting Up


Our last year of school had started and we finally had a chance to work on a project we really wanted to do: our graduation film! We started off around January 2011. Roy Nieterau, Gijsvan Kooten, and I met up a few times in Hilversum, where our school is located, to chat about what we wanted to create in the next few months. Small ideas were discussed and we all parted to work at home, separately.

I started the character designs and art direction while Gijs was working on the first storyboard and Roy started developing an auto-rigger and some other cool toolsets for Maya. Our school did not provide us with a place to work or even computers until the second week of February. To us, the actual production started at that time. You cannot really work effectively when your team is so far apart. Working in the same room as your team is the best advice I can give anyone who starts such a project.

The first week started working together, we decided we needed some help. Guido Puijk, a third year student and friend of ours, was added to the team. We now had the opportunity to work out all the crazy and challenging stuff we wanted to produce.

Pure Fun

The idea to create something like Mac 'N' Cheese started a few years ago. We just wanted to make something awesome without a story, moral, or message. A short enjoyable ride, without too much thinking. The idea was to focus entirely on directing, editing, and animation.

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The right lighting, composition, and colors would give the film its ambiance and feeling. Our main goal was to give the audience the chance to have a little fun before returning to work or school, just for two minutes. We hoped to create an internet movie for a young crowd which would go viral!

We were very much inspired by Team Fortress 2 as well as Meet Buck (a French short, created by some very talented students). They use a popular 2D-ish style none of us had done before. Everything relies on the texturing and the use of a cell-shading technique. We had to develop everything as we went along.

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At first, We focused on storyboards and concept art but the school's deadlines pushed us to start working on the film while although we were not sure about the actual storytelling aspect. Nevertheless, the concept art and development was focused clearly, also the backgrounds, characters, and global line had already been drawn. We knew what we had to do.

Tuning Our Brains

I started working on the 3D models for the characters while Gijs and Guido were modeling props and the environment. Roy was busy creating the auto-rigger for the characters and made an easy-to-set-up car rig, ready to be used in every scene with intense animation. From that moment on, it was almost pure focus on testing textures, shading, and compositing for me while Roy started working on animation tests and Gijs and Guido did some finalizing on the last prop models. The whole animation crew - Roy, Gijs, and Guido - were able to quickly switch and focus on the animation. It took us about two and a half months to animate the entire film.

As inexperienced animators, we had some trouble working out all the ideas we had made in our heads. It also took some time to calibrate all our brains, get them to think the same way in every scene.

During the beginning of the animation process, I was editing all the playblasts provided by the others. This way I could both direct and edit. If you do not animate yourself, it is easier to cut stuff out. The edit changed immensely over time! Once the first scenes were completely finalized, animationwise, I could finally start lighting and rendering. At this point Roy took over the editing; giving me the focus I needed to set-up, light, and render every scene without losing track.

We had a bunch of excel sheets to keep track of all the progression. Some shots had to be redone, others changed and some even re-rendered. Documenting all of our progress, choices, and comments prevented a lot of screw-ups and miscommunications.

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Over 50 High-End Shots!

We quickly realized we had to step up our game if we wanted to roll with the big boys out there. After Effects was not going to cut it for us, we needed a program more stable, more powerful, and more reliable. I had been working with a little program called Fusion, at a compositing job I was hired for a few months back over at House of Secrets, a Dutch animation and VFX studio. These guys have amazing technical skills, so I was able to pick up Fusion quickly. I had only been using it for a few weeks but the node-based setup and capabilities made the choice to use eyeon Fusion an easy one. We had also been working in Maya, for our 3D department; modeling, rigging, animation, shading, lighting, and rendering, with the help of Mental ray.

I was able to create nice shading networks and work with lots of render layers and passes I could eventually use in Fusion to composite all the shots. Both of the characters have 3 shaders on 3 different layers. The first layer was a simple color pass with just the hand-painted textures, also outputting the motionblur pass, RGBA 16bit float, like all the layers. The second layer was the shadow, lit by one light, rendering a single RGBA pass. The R channel would have soft shadows (controlled by a ramp), the G channel would have hard shadows, and the B channel would contain the ambient occlusion. The third layer we had output was a falloff pass, the R and G channels respectively containing a soft and hard falloff, the B channel a mask, hand painted in Photoshop based on the color texture.

Some scenes also had an extra rimlight layer. The environment was set up quite the same, only using one shader containing shadow, falloff, and ambient occlusion. I also used a Z depth for the depth fog. The cars are basically set up the same as the environments. All the elements had to influence each other, shadow wise. This was a pretty tough job to set up as some objects would cut in front of others. Creating a simple cut-out shader would take care of everything fitting together in comp. Even after motionblur, everything would work properly. The hardest part was probably working with objects that change position and actually come from behind another object to then cut in front. As I stacked all the layers up, this caused some problems here and there. Some extra mask passes would often fix these issues.

This was a lot of hard work, but the intuitive way of setting up and recycling scenes within Fusion is extremely powerful. Almost every shot in our film had two characters, cars, a back-and-foreground, plus some extra particle elements. The shading method was specially designed to be assembled in compositing. All of these renders went through a series of individual nodes before being composited together. You do not want to create a new comp for all of these elements in all of the shots, we had over 50! Working with Fusion gave me the opportunity to easily clone all the previous setups and make everything work with minor adjustments.

The instancing feature was amazing too, without going through the entire comp looking for all the corresponding nodes when I needed to change a value, I could just change one and hook up to the other, similar, nodes. A huge timesaver!

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Making Choices

I chose to

I chose to use Motion vectors instead of 3D motionblur within Maya, this way I could control the amount of displacement at every frame. It is also far more economic when rendering. This is actually why I chose to render everything separately, when post motion blurring the program does not know what is behind certain objects, this causes artifacts. If you stack all of your elements together you can blur them separately.

Setting up post-motionblur was easy as Maya outputs a 2D motion vector pass which Fusion understands. When switching inputs from vector Y and Z to Red and Green you will get the result you want. It just melts everything together and the entire dynamic is more understandable. Now, it’s always easy to commit so-called 'shuttercrime', so we had to watch it with the motionblur. It is a fantastic technique but you do not want to overdo it. Also, with the 2d-ish painterly style with snappy animation, sometimes the least amount of motion blur would do the trick.

Another wonderful filter is the erode/dilate, you can use it as a 'median' to reduce noise and artifacts, extend or subtract your edges, or use it, as I did, and create a painterly style. We used this in every shot on all of the backgrounds. Gijs would sculpt the rocks and ground in Zbrush, then use decimation because triangulating the mesh gave the wonderful result we were looking for. My shader made use of the unsmooth surface, with a few ramps controlled by falloffs and the scene lights, we got a great effect. Once rendered and sent off to Fusion, the dilate filter smudged all the triangle shapes together making it look like paint daubs or strokes, this was really cool and superfast!

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We used the last week to learn TVpaint and paint in all of the 2D effects in every shot. Smoke, dust, sparks and speculars for the eyes were hand painted every frame. This created a very nice effect, giving the movement a little more charm.

Staying On Top

We are not writing our own macros at this point Roy, our TD, is working on it. We chose Fusion for the future; we'll be using it a lot. Fusion provides you with the opportunity to work under the hood, artists and TDs have the freedom to create whatever they need within the package. You get a great start, a great base, and if you want, you can extend/expand.

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The freedom provided within these programs also gives room to screw

The freedom provided within these programs also gives room to screw up sometimes, this happened every once in a while, but we always managed to get on top. We used each software to its full extent and built a solid pipeline and manageable workflow.


[Roy: We are really looking forward to using a programming language that is supported by many applications, like Python. We're beginning to dig into the use of Python in Maya as well as Fusion and try to create a manageable pipeline that allows for much bigger projects. Therefore Fusion, as well as Maya, both fit perfectly into our dream of creating a feature film sometime in the future.]

No Shame, No Fear

We had to pull ourselves away from our PCs every once in a while to discuss what we were doing. Kind of like when painting, you must take a few steps back and analyze your work. If you don't, you'll keep on going, even if what you are doing is wrong. We'd ask each other:  "What are we telling the audience in this scene or shot, does it say what we want it to say?"

This actually turned out to be the hardest part in production, telling a tale without telling a story. How do you let the audience bond with your characters? How do you make it clear to everyone what happens in all of the shots? Why would they care?  We hit most of most bumps in the road in this area. But still, these brainstorm sessions were pretty inspiring and funny at the same time. Our motto actually was "Is it insane enough?!" We got some crazy and very good ideas by just drawing or acting out the sickest scenes or actions we could think of and extracting the best out of every example.

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You need to feel no shame, don't be afraid of telling a stupid story or joke. Just thinking out loud and debating about all the ideas at the same time made it an extremely resourceful method for us. We chose whichever part was doable and figured out the rest. People passing by must've thought we were having psychotic breakdowns or something but it really paid off. If you make your idea 200% insane, distilling it to 100% is perfect and most importantly: doable within the time limit.

A Quick Snack

Coming up with a title probably took us the longest amount of time… ever! Our working title actually was Eastwood Junction, the village where the short starts. We were convinced this probably was not a good idea and experimented with many names, some food related, some drug related, and many more. 

Eventually we chose Mac 'N' Cheese, it simply sounded right.  It is not based on the characters, but more on the idea of simplicity. Our film is simple and easily digestible, a quick snack. Plus it's easy to remember and fun to say!

Future Plans

I started the company Colorbleed with Roy, we will be working alongside House of Secrets. When we get assignments through Mac 'N' Cheese we'll put the team together on a short term basis. We would, of course, love to create and direct full length movies or even shorts, but we don't have the resources to pull that off at this point. We're very much interested in CG and live action integration, as well as full 3D productions. Hoping the future will provide us with some nice offers! For now, all of us will be working commercial jobs for TV and internet. The big dream is to eventually own an awesome studio, working on projects in film and TV.

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We are all pretty much self-taught 3D artists at this point, our school merely served as a platform over the last few years, a very resourceful platform for a crowd with the same interests. You learn the most from the people you talk to and share with every day. This is why we deeply care for the CG community out there, pretty much everything we know comes from the artists who share their ideas, experiences, and knowledge. We want to pass this along and keep on sharing. Even though our mailboxes fill up pretty fast every day now, we still try to make time to answer everyone properly.

We want to keep the community alive, so don't hesitate when you have a question! Contacts us via: info@colorbleed.nl.

Thanks for giving us the chance to share our production with the world! ~ Tom Hankins

Visit the Mac 'N' Cheese website and watch the video here. Enjoy!

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