Mobile Style Sheet
Finally, this blog’s layout flows better on a mobile device with a smaller screen. If something’s off, tell me in the comments 🙂
Here are some CSS rules that I’ve found to be quite useful for mobile devices:
This tells your smartphone that you have thought about its smaller screen size and you don’t want it to fit everything onto its screen as a PC would:
<meta name="viewport" content="width=device-width" />
Import your mobile style sheet after all your other styles so you can override them.
<link href="css/mobile.css" rel="stylesheet" media="screen and (max-width:768px)" type="text/css" />
This is an alternative way you need to use inside a .css file or style-tag:
@import url("css/mobile.css") screen and (max-width:768px);
You don’t have to define a minimum width for your page but if you do (I wanted the menu bar to wrap after a specific menu item) do it in em units so it’s relative to the font size.
body {
min-width: 30em;
}
For your mobile device, you probably want to reset some horizontal margins and paddings to make the most out of the small screen. These are keywords to reset stuff if you have defined specific pixel, em or percentage values. Also, floating elements horizontally might also not look good on small screens.
width: auto;
margin: 0;
padding: 0;
float: none;
Keep in mind that an element’s CSS rules are applied according to priorities. The more specific a rule is the higher its priority and an override for it must have at least the same priority. Consider this example of a margin on a paragraph inside what could be two layout-specific div containers (the main one with an id tag called ‘content’, the nested one with a class tag called ‘blogpost’):
#content .blogpost p {
margin-left: 2em;
}
This rule will not reset the margin since it is not as specific as the original style definition:
p { margin: 0;Â }
You need to use either one of these. Although using ‘!important’ might seem like an easy solution it should be used sparingly since it will override a lot of things that you didn’t intend:
/* be at least as specific in your override */
#content .blogpost p { margin: 0; }
/* or force this rule onto every paragraph */
p { margin: 0 !important; }
Large images are a problem because they will force the smartphone to increase the page width which results in a smaller font or the need to scroll horizontally. This snippet, which is even useful for your blog’s regular style sheet, scales down images dynamically to fit the available width of its parent container:
img {
/* auto-fit images to column width */
max-width: 100%;
height: auto;
}
An article about bad VFX business practices
Scott Squires has written a very very lengthy article about “Bad Visual Effects Business Practices” which everybody should read despite it’s length.
Did I already mention that it’s long?
But I can relate to so many issues:
Too many layers of approvals
If a task requires approval by 5 different layers of managers, that’s a problem. Each manager will have a different idea of the results required and will likely produce 5 different and conflicting notes or corrections.
Not understanding overtime
Management and those typically looking at just the numbers think that 12 hours is producing 50% more than 8 hours work. They’re wrong. As the number of hours go up the productivity of workers is going down.
Some comments on Scott’s article also raise interesting points:
“The bidding model hails from the construction industry and is meant to come with a fixed blueprint. (…) That’s why they dropped it on the movie set. Camera teams were like, “you did not tell us you’d be doing 100 takes”. So time based pay was adopted with a plan and a budget…” –Â Dave Rand
Yet, VFX shots are still a fixed bid even though the directors nowadays want full control over how every piece of glass is flying away from an explosion that’ll be on screen for half a second. It’s ridiculous. The most fun I had as a VFX artist was for an advertising company on a project with enough budget and people who knew their trade. Most work for Hollywood movies on the other hand was endless change requests by the director about the tiniest specks of dust in the remotest corner of the screen, burning buckets full of time and money in the process.
Smoothing a Shaky Camera Move in Fusion
Inspired by the Shake “SmoothCam” tool or F_Steadiness in Nuke I’ve written a plugin for Fusion that allows you to automatically smooth or stabilize a shaky camera move. Fortunately I had found a public domain program by a Finn called Jarno Elonen that determines an image’s transformation (scale, translation, rotation) based on a variable number of points. Without knowing anything about “reduced echelon matrices“, “least square fitting” or the “Gauss-Jordan Elimination” (those Wikipedia pages give me the creeps!) I managed to translate the code to LUA and it worked perfectly.
The secret is to interpolate the motion vector image down to as little as 2×2 values. These can then be fed as points to the algorithm. Even my naive approach of using a garbage matte to simply zero vectors that have distracting motion seems to work.
There’s also a video on YouTube about it as well. It’s a demo of my beta version that has an outdated interface but the way of using the Fuse is mostly still the same.
I don’t know how robust it is to various kinds of shaky, jittery, wobbly footage and some GUI decisions might seem odd. But on more than one occasion I was limited by what Fuses can currently do. Still, I think it works well enough to publish it to the Fusion community.
Download the plugin here: SmoothCam_v1_0.Fuse or read the manual on Vfxpedia. Photo credits for icon: CC-BY Nayu Kim
The Hobbit – Yet Another Disappointment in 2012
I really would have wanted to end 2012 with a nice movie-going experience. I tried to ignore people lamenting about 48fps or stuff that wasn’t part of the book. I had never read the book.
Before the movie started there was a trailer for the new World of Warcraft update called “Mists of Pandaria”. And it had Kung-Fu-Pandas in it, fighting orcs. It was the most ridiculous thing I had seen in recent months. Little did I know that this was foreshadowing the movie I was about to watch.
‘The Hobbit – An Unexpected Journey’ is basically the same thing but roughly 3 hours longer. It’s an attempt to blow up a tiny story to not only 9 hours but to Lord of the Rings epic-ness while making it look like a video game cinematic. The term cinematic is actually quite ironic. While video games have tried to look more and more like movies (by their themes, camera angles, animated or life action cut scenes and the use of machinima) it seems like the future of blockbuster movies is to look more and more like video games:
Level 1 is the Shire. Go on a journey, battle some foes, meet some allies… until you reach Level 6 – The Goblin Cave! Press A to swing your sword and B for a special move to decapitate your enemies. The Level Boss is the Goblin King himself! Attack his vulnerable spot and when your energy level drops low, press Up-Down-Up-Down to make Gandalf appear and save your ass.
Sorry, Bilbo, the princess is in another castle. Stay tuned for parts 2 and 3 – available next year.
For a movie essentially geared at a young audience who might not even have seen LoTR the movie is an astonishing mix of childish themes, brutal (yet blood-less) hacking and slashing and dialog scenes that drag on for way too long.
The movie’s first 15 minutes are filled with shots of dwarfs eating cheese, juggling plates and two musical numbers.
After two thirds of the movie I had to accept that nobody’s going to get injured or die even after falling downhill for hundreds of meters. I accepted that one of the dwarfs and the goblin king looked like “Fat Bastard” from Austin Powers. I was no longer surprised when Gandalf just showed up and saved everybody at the last moment using his magic powers again and again – this happened at least three times during the movie.
And the HFR thing?
For a movie that is so intend on selling an experience and showcasing new technology (instead of, you know, making you feel sympathy for fictional characters on screen) “The Hobbit” actually tries hard to make you loathe it. The high frame rate irritated me every other minute with its “sped up” effect that you might have heard about. It’s an optical illusion and my fellow movie-goers didn’t notice it but to me it felt like watching a TV documentary about the movie, not the movie itself.
The 3D felt forced as well. I might be from a dying generation of movie-goers but it still irritates me when there are elements in front of the screen while being cropped at the edges. Fast-moving sparks, butterflies or gold coins still are a flickery mess to me even at 48fps. And landscape shots still have that miniature look to them because directors and DOPs insist on using an exaggerated interocular distance.
In a way it’s comforting to know that even huge productions like this suffer from that shit that James Cameron successfully avoided in Avatar. But that’s probably because one disappointed moron in the target audience of 16 year-olds (“omg the 3D was non-existing I could have left my glasses off”) weighs heavier to any producer than somebody who is pulled out of the movie by miniature landscapes.
All of this overshadows the fact that the VFX are of course top notch. Except for one or two scenes you never think about the fact that Gandalf and the dwarfs are composited together for their difference in size. Closeups of wargs and eagles are great and the level of detail in the dwarf city or goblin lair is breathtaking.
In hindsight I should have watched the 24fps 2D version to apprechiate all of this.
6/10
“Damn Damn Good:” Movie Bob’s positive review of “The Hobbit”
“I hope the worst is behind us”: Red Letter Media’s more negative review of “The Hobbit”


