Re: Semi OT - master scene and/or shot-by-shot (long email ahead)
| Date : Thu, 30 Nov 2006 04:38:09 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: Semi OT - master scene and/or shot-by-shot (long email ahead) |
Small, some more personal add-on (I haven´t been part of LOTR)
You may want to dig throught the various LOTR DVD boxes, search for the making-of for the Cavetroll sequence, shows Peter Jackson running around with a stick that´s tracked and linked to a virtual camera which gives him instant feedback to his (3D?)googles, using that to "direct" the shot and camera.
I guess something like that inspired me to build my own full.blown 3D-set for my neverending short, for a sequence of about 1 min, I´ll be able to "shoot" from every angle. It´s not been worth the pain in my case, I could have easily built three or four individual backdrops and "set-pieces" with better quality and detail in the same time instead of wasting days if not weeks making sure I´ve enough room for the camera, proportions look good for various lenses, lighting fits the mood, there´s several "hotspot" positions incorporated and so on. In the end, it´s great to have a well planned set but only if it´s a major location, like the couch and living room of Al Bundy maybe but even there you never see what they are actually watching on TV, just the back of it...
I can send you my basic set if you like, fully smoothable for close-ups,
in case you´d like to have something to play with or stage things in for a test,
in it´s current state it looks chickenshit against the most basic Max Payne corridor...
Great game, has a mod-editor and marvelous look, recommend Half-Life2 also
in case you guys really want to have as early a previz as possible, maybe even
during the (probable) moCap session to stage, layout and direct things in?
Btw, imho a storyboard is a tool to force people to decide on something asap, then progressively refine it (via pre-viz) and push it into a beautiful story.
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Thursday, November 30, 2006 3:57 AM
Subject: Re: Semi OT - master scene and/or shot-by-shot (long email ahead)
I´ve never done a 45 minute full-cg show but still wonder why one would want to work like that when I inflicts so much trouble and actually wastes energy?
I could see the benefits of timesaving for doing the previz sequence based, with multiple camera "filming" the same action from different angles all in one file and using the playblasts of each camera to have a relatively fast and reliable way of editing the sequence to the desired timing and mood BUT probably only if most of it is Motioncapture and facial capture anyway?
Otherwise you´d have to really animate the characters "looks_great_for_every_frame_from_any_angle_even_in_close" just to find out that frames 40-250, 400-600, 610-645, etc are headshots while the other shots don´t look as good as if everything would have been nudged in place to hold the pose?
On the other hand, for previz, where it´s more about composition keeping things together could be nice, althought things allways need an edit (at least to get an alternative) anyway, which is way faster in even the most rudimentary analog editing suite?
So yeah, saving time by cutting on doublette animation snippets is great but only if it gives more freedom in finishing those really necessary snippets then, e.g. you can reuse some animation, so it´s worth (or enables at all) spending the required time with it?
Like blowing up something for SFX, you also make sure you get it covered from many angles but because it´s only nuking once...
Hope you don´t take this as greenhornish wisecracking, I just liked the topic and would also really like to read the other opinions,
Cheers
tim
----- Original Message ----- From: "Bernard Lebel" <3dbernard(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, November 30, 2006 3:15 AM
Subject: Semi OT - master scene and/or shot-by-shot (long email ahead)
Hi,
We're about to start layout on a 45 minutes full-cg show.
A few of us here are debating the idea of doing the majority of the layout-previz and animation in a "master" scene. Such master scene would include basically all the cameras and animation for an entire sequence.
There are several motives behind this approach:
- To enforce continuity between cuts. The idea is to be able to playback the scene and have all the action take place more or less in one go. So we make sure, for example, that the character's hand that was at a given position on the cut out is not breaking the continuity at the next cut in.
- I have good reasons to think we won't have good old-style storyboards, or complete ones. It seems the plan is to have the layout artists do full-fledged storyboards in 3D, in order to reduce continuity problems but also to make sure things are always at the right scale in the FOV.
Now, I can see an interest in doing this for the layout/previz stage, but I have a hard time figuring how advantageous such an approch to animation can really be.
Continuity is a strong argument in favor of this workflow, but.....
- Accounting for "cheats" introduces some hazards. For instance, it's not uncommon, to fit a specific shot, to move props or even charactersfrom their "standard" location to another location, simply because thedirector likes it better that way. So it means that the animator might have to animate the position of props, stage elements and even full character rigs. As a result, some objects may just jump from one place to another.
- It is my understanding that shots that have requirements too complex to fit in the master scene would become separate scenes. So again I foresee a nightmare of trying to keep track of what part of what master scene has been done separately. Worse, what if we want to make modifications to the master scene, and then pipe these changes down to the specliazed scenes? I mean it certainly is possible, but then it need to be extremely tightly tracked, right? Lastly, from my experience, what everyone thought to be an exception or a special case actually happened to be quite a common scenario. I'm probably paranoid, but getting bit by an inadequate workflow is the last thing I want.
- That would also mean having animators (or else) "slicing" the animation and export it for the "special" version, and possibly migrating the "special" version back in the master scene. This is entirely possible by using the Mixer as a "montage table". But again, I see big red signs that say "PROBLEMS AHEAD", mostly because of human errors.
- Our characters have syflex simulations. Obviously if characters are jumping, bad things will happen. So we'll need to have some "rollout" frames between cuts for the simulation to get back in a stable state (unless the character is moving violently, of course). I guess this problem also applies to motion blur and various time-movement dependent effects.
- Then if we have to move objects around in the same shot, and we have to put delays between "action" time, then I see the whole thing becoming a nightmare in terms of management. It means someone will have to keep a very, very tight look at frame ranges and make sure this info is propagated.
Given all the previous points, where is the advantage of doing "master" scenes? I'd be interested in people who have tried this, if they have some thoughts to share.
Thanks Bernard --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi
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- References:
- Semi OT - master scene and/or shot-by-shot (long email ahead)
- From: "Bernard Lebel" <3dbernard(at)gmail.com>
- Re: Semi OT - master scene and/or shot-by-shot (long email ahead)
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Semi OT - master scene and/or shot-by-shot (long email ahead)
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