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2008-09-25 16:11:46

大概:进入了实例动画阶段。放上一张图。这个工作流程分为了四个步骤。基本上就是为团队合作定下的条款。注:例图里的blender版本为2.33。是何用意还不得而知。关注中。

 

First day of Animatics, nothing more fun then making things without care of detail! I can’t help but smile.

Just a quick update on Pre-Production progress =)

After a lot of great outcomes in the concept stage, we have now reached the infamous ‘Animatic’ stage.

For those who are unfamiliar with the term; An Animatic is generally an animated storyboard, compared to drawn storyboards, they can help show more in terms of timing and movment in a shot (and can be used well in conjuction with drawn storyboards too). The other very helpful aspect is that we can block out a whole scene for example with simple shapes in 3D, and then we add the final props and characters over and delete the placeholders!

Example:

Today we worked out the details of workflow for the Animatic ?C> Final Image. Some decisions we made were to use the Animatic as a true guideline to the proportions of the final sets, we will make block 3D outlines of the sets, and then use them like a basic trace to help us incorperate the final detailed Props and Characters movment, it will also help us communicate on the scenes we are working on to keep the film consistant visually as we all will be working on different parts of different scenes:

Animatic Level 0 (OpenGL render ’solid’)
- Using the animatic to sketch out layout of 3D sets, how they will flow from the one before and after, and finding a medium for general style.
- Basic block dummy’s to represent characters used with only sliding motion to show timing of moving from one place to another and various key elements to a shot/scene.
- Possibly very basic prop colouring
- Early tests in camera angles of shots and pre-emtive edit.

Animatic Level 1 (OpenGL render ’shaded’)
- Dummy Characters resembling slightly more detailed human form, basic rig and only minimal amount of animation, mostly key poses.
- Maybe some basic colours and lighting.
- More possible changes to camera angles and editing to save on adding detail and rendering too many frames in final

Animatic Level 2 (OpenGL or Rendered)
This more then the others is a grey line (for us this will be using the animatic we make for each scene as a guide for final props etc), we are guessing and lightly planning but we may even skip a step completely in one scene compared to another, art is rarely 100% to plan ;)

- Start adding in detailed props over block placeholders, replace placeholder characters with finished characters.
- Start creating materials, textures.
- Adding more passes to animation detail.

?C> Final Renders

As we slip through this phase we’ll see how our planning goes and when we reach the end of this stage we’ll blog our findings to how it all worked with a team setting!

PS. Being put forth with the responsibility of the Behind the Scenes materials, photo’s etc. I am planning something for the next week you may enjoy, so keep on the look out =D


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