Showing posts with label class notes. Show all posts
Showing posts with label class notes. Show all posts

Tuesday, May 12, 2009

Scene Modifications/Notes

Scene Modifications/Notes

Sh1Sc1
Use Shot_Cam () (from bottom left)
Show Gate opening on the first sweep.  Take first steps at the end of the scene, walking off camera.
Animate through the end so we are cutting on the action

ShSc1 & ShSc2 will be sharing the same file.

Sc1Sh3
Stand up at end and start walking

Sc1Sh4
Start from behind the camera.


Sc2S1
Room

Sc3
Erica: Attempt to make Squeak jump over traps
Ruben: Duplicate the bottom left tree in yard to allow Squeak access 

Sc5


Squeak Rig
(Whether in FK or IK mode, currently both controls will display )
In FK mode: use + controls
In IK mode: use the circular IK controls

Tuesday, May 5, 2009

5/5

TO DO:
1.) Finished story reel to z drive.  Finish up rigs and models.

2.) Divide up shots and scenes to add settings, cameras, characters, props
Whatever scene you do, write down what is still needed.

3.) Decide who will set up which shot(s):
Reference in the scenes and characters necessary.
Set up a separate camera: "Shot_Cam"
Place characters roughly where they are in storyreel
DO THIS IN STURM COMP LAB TO ACCESS THE Z DRIVE

Nick - Sc 8 & Sc 10
Erica - Sc3 & Sc4
Tati - Sc1 & Sc2
Beau - Sc6 & S
Grant - Sc6 Sh 4-8
Ruben - Sc5 & first 3 of Sc6

==================    ^   By Thursday    ^    ==================
 ================= ================= =================

4.) Material and texture gathering (over the weekend)

5.) Camera fine tune and lights

6.) Set up AE project for final

7.) Sound

8.) Additional things to consider:
We will be blocking this weekend

Thursday, April 30, 2009

Books

Reference Sources:

Scott McCloud
"Making Comics," "Reinventing Comics," "Understanding Comics"

4/30

References
Setup default project:  File>Project>New
(Make sure that the source folder is for the appropriate folder)
File>Create Reference
***Be sure to have the entire fileset copied over from yours to the server, and vice versa

XSheet

Speech
Don't over-do the phoneme poses, and don't move too fast.
Don't match completely, nearly all of the time we get partway there
Emotion affects the shape and exaggeration of the mouth
Start by looking at how much the mouth opens/closes (put hand under chin and notice how much things get moved, and timing); the spacing and timing of the opening are crucial, the smaller parts of pursing/etc are the next step, and the teeth/tongue/bottom lip are the more final details.
Muppets are great for viewing references, as far as the open/close and timing


Andy Rig
Don't mess with the gray values
Face Sliders & On Face --> set to 1 and turn on

AutoStretch should probably be off initially.
Stretch can be used if we need a little stretching

For Feet, the Parent setting:
andy_world will keep the feet planted to ground
andy_root will focus on keeping the body together.

FOR NEXT CLASS
Find a photo and frame the Andy face to try and get the image's emotion (DO NOT USE ILLUSTRATIONS)



Thursday, April 23, 2009

Tasks

Storyboard work
Sketches need to be done today, and submitted on Friday so that we can 

Tactigon
Elements of the 8-bit game - determine what collectibles will be needed.

Modeling Scale: 1 unit = 1 meter
Characters
Ben - done
Squeak - Damon, Beau & Erica

Outside
House - Grant
  Yard [trees/bushes; fence; cameras; traps] - Ruben

Room
Nick & Tati (decide amongst yourselves what you would like)

Roof
RPG
Control Panel

Scale (work in meters)
Work in Meters: Preferences (box in bottom right) -> settings -> Working Units: Linear: meter
Display -> Grid Options -> Length & Width: 10 units; Grid Lines every: 1 unit; Subdivisions: (up to you - 5 or 10 is probably good)

Tuesday, April 21, 2009

4/21

Look on the iTeamwork site for more information and updates

1.) Story reel - Tati
2.) Materials List - Nick
      From simplest to most complex
      (may include Squeak rig)
3.) Art Direction - Beau
      Color Pallet
      Lighting
      Look/Feel
      Complexity
4.) Schedule/Producer - Ruben
5.) Modeling - Erica
6.) Layout - Grant

Bill: bring in "Acting for Animators"  summary (Ed Hook)

Thursday, April 16, 2009

Storyboard Refining

Sc1 - Ruben
Sc2 & Sc3 - Erica
Sc4 & Sc5 - Tati
Sc6
Sc7
Sc8
Sc9
Sc10

Storyboard

[Naming convention: Sc = scene, Sh = shot]

Setting info
Time: Dusk
RPG on roof - on a track

Scene 1
Shot 1  >>Taken from the security camera perspective
--Wide shot - Crane shot
Looking down
Fortified Fence, visible traps
Ben winding through yard to check on traps
 
Shot 2
--Long/Medium shot.
Ben looks up at the security camera.
Security Cam - on corner of house.

Shot 3
Ben checks clamp trap on ground
RPG is visible in the background, not particularly highlighted
Shot 4
Ben checks control panel by door, and enters the house

Scene 2
Shot 1 >> Shot from back
--Long shot/Wider angle
Sits down at the computer
We see wall with collection
Boots up computer

Scene 3
Shot 1 >> level with Squeak
--Wide shot (less than Sc1Sh1)
Squeak and house context; map in hand (reading, not carrying)

Shot 2 >> OTS - over the shoulder
Map lifts into view; house & yard in background
Shot 3 >> backs up even more
Squeak jumps off fence
Lose sight of Squeak briefly, then he is seen briefly as he gets deeper into the yard, following the path on his map

Scene 4
Shot 1 >> Over the shoulder
See the screen, the game, and the high score

Shot 2 >> Frame-in-frame - edge of screen is at edge of frame for context; Ben's POV
Zoom into the game
Tactigon is showcased

Scene 5
Shot 1 >> Long shot (roof)
Squeak scurries along the roof to get to the power box
Power box is at end of the house (warning labels on side), opposite end of the dormer

Shot 2 >> Slightly raised, angle
Down length of roof; box in foreground; Bens dormer in background
Squeak at box, unplugging power
House lights go out
Squeak plays with the power cable

Scene 6
Shot 1 >> From front of the house
--Crane/slightly above level of window
Ben comes out of the window and onto the roof
Squeak isn't in this shot

Shot 2 >> Same/similar camera as Sc5Sh2; reverse shot
Squeak hiding behind power box
Ben spots the plug

Shot 3
Reverse to Ben plugging in

Shot 4
Squeak jumps out - menace
Pounce on head; scratch; bite

Shot 5
Ben backpedals
Squeak runs around and behind

Shot 6 >> Between the leg shot - Ben menacing
Chase

Shot 7
Setup of chord trap
> loop, or pull taut

Scene 7


Scene 8


Scene 9


Scene 10


Thursday, April 9, 2009

Visual Storytelling - Cinematography

In the comment section you may find notes from the DVD shown in class April 9th

4/9 - Discussion

Tension and climax aren't strong at the moment.
Think about poetry - pack as much content as possible into the fewest words.
Why do we care about the characters?
  • We don't have multiple episodes in which to build up the characters.
Think about jokes in terms of the structure, and then the punchline
Starting in the middle of the action gives some context, can be used to establish relationship between characters.
If the animation can be modestly represented in a 3-panel comic, it could probably use more substance.




Tuesday, April 7, 2009

4/7

3-Act Setup 
(Timing)

1st: Setup; start in the middle of an action (especially in shorts)
2nd: Confrontation/complication (i.e. biting the wire - how does it lead up to
3rd: Resolution

Think about the ending, and work the story around to reach that point.
Ideally, run through story in 3 sentences (1 per section), and complete the arc to see how it is.

Cinematography
  • Shots: camera framings, and how they change
  • Shots build up scenes
  • Common process for the shot progression: Wide for setup --> Medium to show several characters --> Close to focus on an individual
Scenes:
1 - think about location/setting
      Research settings - find reference pictures, descriptions, etc.
2 - tell us about characters in the scene
      think about the rigs, features, traits
3 - think about how we enter/leave the frame (are people already there?  what's going on?)
4 - how does everything exist within the environment?  What effects does it have on characters/objects, and how do they influence it?
      Multiplanar environments - background done in layers (origins - with layers of glass; less movement the farther back the layer is)

Shots:
1 - pacing - think about timing/speed
2 - how are shots cut together - think about connections
3 - what is best to set mood?
4 - what is best to tell story?  how does the shot play up strengths/weaknesses
5 - what's the framing
6 - angles and visual storytelling
7 - depth of field - by default, 3D has no depth of field effect, all parts are equally visible
      >tone down the colors for items not in focus;

For next time:
1) Post finalized story arc: 3 sentence summary; think about full character development
2) Post ideas about scenes.
3) Play with rigs, and make decisions.  If you discover new options, post them to blog.

BILL - bring in quadraped locomotion information for Thursday

Tuesday, March 31, 2009

3/31 - Class references

On the subject of innovation and creativity/originality, along with visuals and whatnot:

Braid - Xbox 360
Time based gameplay elements
Gamespot Review
Gameplay Vid


Flower - PS3
Gamespot Review
Video
Video 2

Okami - PS2/Wii - Visuals
Intro Video
Gameplay