Re: Semi OT - master scene and/or shot-by-shot (long email ahead)

Date : Thu, 30 Nov 2006 17:41:14 +0100
To : <XSI(at)Softimage.COM>
From : "peter boeykens" <peter_b(at)skynet.be>
Subject : Re: Semi OT - master scene and/or shot-by-shot (long email ahead)
 
This is a huge thing to get right from the get go, and I'm happy to see the topic surface.

We had to deal a lot with this particular problem too, and we have also decided on a shot-by-shot basis.  Though some of the advantages worth noting with some consideration for a "master set".  If you're doing syflex, and there's a buncha characters walking from point A to point B, the FX side of me would like to have that done altogether.  We could run one sim, and the cameras would switch in the set and no preroll except the first one would be needed.  Otherwise, you'd have to line up shots back to back and see sorta anticipate syflex in motion and that's a total PITA.  You can sorta sim/model your initial state and begin the syflex sim from there, but it's not foolproof.  And on the lighting side, one light rig would work and be continous throughout.  For some sequences this might be a better approach if the data size is predictably manageable. 

Data-wise, master scene don't work well, and that's what ultimately led us to do it shot-by-shot.  We are heavy in mocap, and dealing with that much data in one large chunk is just not possible for a studio our size.  Sometimes, it's just easier to get scenes to open and work, solving continuity issues later.  I personally don't like to wait 40 minutes for a scene to load only to tweak one keyframe or nudge a light for one shot.  My only concern is that you mentioned fudging some shots to get composition.  This is only my second show, but I'm guessing all layout guys must go to a school where they teach them nothing about shadows, and insist on placing characters and object floating everywhere.  Pop in a light and turn on shadows and it looks like a genie went on a rampage in your scene. 

It's late and I'm basically repeating what all the other guys have said.  But in short, I'd favor the shot-by-shot since it's easier to fix and you'd compartmentalize damages should a file get corrupted.  Let the smartie FX guys figure out how to do sims, cause it's not like there aren't tools to facilitate the need.  This topic should be taught in CG 101 to both artists and supervisors because majority of the problems that occur throughout a show begins right here, and cascades until it ends up in the form of a train wreck when it hits lighting. 
having been hit by that very train, I would like to stress the importance of continuity in layout.
In said project that was a major obstacle, originating at least partly from the shot-per-shot approach.
 
Shot per shot or working on one master, both have arguments running for and against them, and outweighing each other.
Whichever approach you choose, a main concern should be adressing its shortcomings and finding methods to get the advantages of the approach you didn't choose.
 
If you go for the master, you'll need to assure flexibility to adapt for individual shots, while keeping the master manageable and stable.
If shot per shot, continuity across shots should be a main focus.
 
Peronally I would go for a master scene per sequence for the layout, and after that split up shot per shot once you start refining.
The exact point of crossover is open to discussion and will depend on your pipeline, approval process, perhaps on the individual sequence...
 
You could see an assets focused approach as some hybrid, allowing you to define the best approach per type of asset.
eg: set layout could be per sequence, character animation per shot,...
 
integral to this is keeping everything saved external to the scene: use referenced models for everything, animation streams, xml data or presets,... the more the better.
your final scenes should be assembled from these external elements, in a repeatable (scripted) way.
you should be able to reconstruct the scene at any time from its very basic, referenced, elements: all the parts that make up the set, camera, the characters and their animation, fx models, master light rig, passes, fxtree if you work with it,...
This way you dont loose whole scenes through corruption, you can focus on what you need for the task at hand, without the penalty of having all else in the scene, changes to the assets get propagated through the departments and to the individual shots,...
 
there's  tons more to say about this, and each project you do could change your view on the subject.
just my 2 cents.
 
 

peace,

Lu



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