- Decide on story, create beat list
- Sketch out thumbnail storyboards
- Import rig into empty scene with namespace
- Repeat for additional characters, change colors in hypershade to differentiate characters
- Build simple sets using primitives and basic shaders
- Block out character poses using character set
- Retime blocked animation
- Add cameras to scene
- Animate moving cameras
- Create edit in camera sequencer
- Playblast individual clips and edit in premier, or playblast sequence from camera sequencer.
3D Camera Techniques
Tuesday, October 1, 2013
Project 1 workflow
First pass animation for project 1 due next class!
Wednesday, September 11, 2013
Syllabus
The Art Institute of California – San Francisco
Course Syllabus
Course Number:
MA2212
Course Title: 3D
Camera Techniques
3D Camera Techniques
Course Description:
In this course
students learn techniques used in pre-production and /production
including cameras, lenses, mounting equipment, framing and
composition, and natural and studio lighting.
Course Length: 11 Weeks
Contact Hours: 44 Hours
Lecture: 22 Hours
Lab: 22 Hours
Credit Values: 3 Credits
Course Competencies:
Upon successful completion of this course, the
student should be able to:
- Apply industry-standard storyboard and scripting techniques to animation
- Demonstrate the ability to create shots from storyboards
- and other source material.
- Understand production schedules
- Discuss camera techniques in computer animation
- Manipulate camera and lights in virtual atmosphere.
- Understand the application of lights in a traditional studio setting vs. digital studio setting.
- Apply camera and lighting principles in a practical situation
- Manipulate Camera and lights
- Adapt physical camera and lighting techniques to CGI
- Understand the relationship between camera and subject, background, light and movement.
- Control different light properties, including ambient, spotlight, tracking, etc.
- Apply the language of cinematography
- Understand the principles of editing, art direction and production design as they relate to cinematography.
Course
Prerequisite(s): MA2204 3D Animation
Grading Scale:
All assignments must have
clear criteria and objectives to meet. All students shall be treated
equitably. It will be that student’s right to know his/her grade at
any reasonable point that information is requested by that student.
The criteria for determining a student’s grade shall be as follows
(on a percentage of total points basis):
A 100-93
A- 92-90
B+ 89-87
B 86-83
B- 82-80
C+ 79-77
C 76-73
C- 72-70
D+ 69-67
D 66-65
F 64 or below
Process for Evaluation:
Attendance and Participation 10%
Project 1 -15%
Project 2 - 25%
Project 3 - 50%
Project 1 - Primitive Drama / 0:10 - 0:15 / 10+ shots / Due Week 3
- Pick one of the following scenarios and visualize it in a 10-15 second playblasted 3D animatic:
- Two characters find both find a coin/treasure. Who gets it?
- One character is chasing another. Up ahead, there is a gap in the ground. What happens?
- One character is waiting for another. Draw out the suspense, and then have the other character arrive. What happens?
- use simple primitives to build sets
- use the simple rig to animate your scene.
- block basic poses to tell the story; don't worry about detail animation (walks, etc)
- Playblast the scene and edit it into a 1280 x 720 .H264 movie clip.
Project 2 - Movie Remake / 0:30 - 0:45 / 15+ shots / Due Week 6
- Pick a 30 - 45 second sequence from a film that has at least 15 different camera shots/cuts.
- Recreate the entire scene using built or found models and available character rigs.
- Character animation should include poses needed to tell the story.
- Use basic shaders and lights to color and tone the scene.
- Playblast the scene and edit it into a 1280 x 720 .H264 movie clip.
Project 3 - Final Project 3D Animatic / 0:45 - 1:00 / 25+ shots / Due Week 11
- Create a SIMPLE story and visualize it in a RENDERED 3D animatic.
- Recreate the entire scene using built or found models and available character rigs.
- Use basic shaders and lights to color and tone the scene.
- RENDER the scene(s) and edit it into a 1280 x 720 .H264 movie clip.
Student
Evaluation/Grading Policies:
- Class time will be spent in a productive manner.
- Grading will be done on a point system.
- Points for individual activities will be announced.
- All work must be received by the set deadlines.
- ABSOLUTELY NO WORK WILL BE ACCEPTED AFTER THE FINAL CLASS MEETS WEEK 11.
Classroom Policy:
- No food allowed in class or lab at any time. Drinks in sealable bottles allowed in classroom.
- Edible items brought to class or lab must be thrown out.
- If student elects to eat/drink outside class or lab door, missed time is recorded as absent.
- Attendance is taken hourly. Tardiness or absence is recorded in 15-minute increments.
- Break times are scheduled by the instructor at appropriate intervals.
- No private software is to be brought to lab or loaded onto school computers.
- No software games are allowed in lab (unless in course curriculum).
- Headphones are required if listening to music during lab. No headphones are allowed in lecture.
- Any student who has special needs that may affect his or her performance in this class is asked to identify his/her needs to the instructor in private by the end of the first day of class. Any resulting class performance problems that may arise for those who do not identify their needs will not receive any special grading considerations.
Disability Policy Statement:
It is our policy not to
discriminate against qualified students with documented disabilities
in its educational programs, activities, or services. If you have a
disability-related need for adjustments or other accommodations in
this class, contact the Disabilities Services Coordinator at
415-276-1060.
Academic Honesty Policy:
Students are expected
to maintain the highest standards of academic honesty while pursuing
their studies at AiCA-SF. Academic dishonesty includes but is
not limited to: plagiarism and cheating; misuse of academic resources
or facilities; and misuse of computer software, data, equipment or
networks.
Student work that appears to violate AiCA-SF’s
standards of academic honesty will be reviewed by the Committee on
Academic Honesty. If the work is judged to have violated
standards of academic honesty, appropriate sanctions will be given.
Sanctions include but are not limited to course failure and academic
termination.
Suggested Course Outline
Lecture: Intros. Film Language, Aesthetics, Frame Composition.
vector. Simple character rigging.
Lecture: Storyboarding, Pre-visualization & Production Planning. Spatial
Connections: Line of action; cutaways; bridges and establishing shots.
Connections: Line of action; cutaways; bridges and establishing shots.
.
Lecture: Project 1 critique, Framing and Aspect ratio. Depth: The third dimension. Editing
Basics. Story Progression, and tension building.
Basics. Story Progression, and tension building.
of storyboard with Instructor.
Midterm: Present storyboards to the class. Scan storyboards in, so that the digital format can
be projected. Pitch Story to class, Go through storyboards once, reiterate with more detail
during the second pass.
Lecture: Adding Camera Movement to the mix. Crane, Dolly, Track and Pan. Should the
character dance or the camera dance? Movement and it’s relationship to story intensity.
Camera lens change versa Camera movement change.
Lab:
Setup a telephoto, normal, wide angle, Dolly, Zoom, Zolly Cameras in given scene. Work
on environments for final project.
Lecture: Script breakdown, Story Progression, Arcs and Beats. The relationship between the
story structure and the visual structure.
Depth of Field, motion blur.
project.
Homework:
Finish working on environments. Start thinking about characters for final
project.
Lecture: Editing. Shot duration, cutting, patterns, montages. Overlapping action. Cutting on
action. Transitions.
Adding sound to the scene.
Lecture: Staging Dialogue. Two subjects; Three subjects; four or more subjects. Point of View,
Subjective and Object Cameras.
your camera shots in your scene. Instructor will give help on Character rigging and setup
issues.
Homework: Develop shotlist. First pass of camera layout for scene,
Lecture: Using Color and lighting as visual components in Film and Games. Rendering versus
playblasting issues. Adding camera shake to an explosion. Creating a handheld camera effect.
Lab:
Handheld and shake cameras. Lighting Setup.
Homework:
Finish lab and work on Final project.
first pass done.
Thursday, April 18, 2013
Rhythm and Pacing
http://movieclips.com/7KbQH-the-matrix-movie-virtual-combat/
http://movieclips.com/RQv5A-the-island-movie-good-job/
http://movieclips.com/dSF4-bolt-movie-scooter-chase/
http://www.youtube.com/watch?feature=player_embedded&v=lOaV06ruMqg
http://movieclips.com/Yk4A-zodiac-movie-the-diner/
http://movieclips.com/xdVp-the-social-network-movie-i-deserve-some-recognition/
http://movieclips.com/CqfDv-amelie-movie-love-at-first-sight/
http://movieclips.com/cHS6-amelie-movie-helping-a-blind-man/
- Contrast and Affinity:
- 1st shot - deep
- 2nd shot - deep
- 3rd shot - flat
- Plenty of creative 180 switches/cuts here
- Everything here is ying/yang -
- Morpheous wears black, neo white.
- Morpheous' gestures are subdued, neon's elaborate
- Neo's camera into shot pushes in (to suggest he is the learner, the absorber)
- M's shot pulls out (to suggest he is the teacher, and has info to give)
http://movieclips.com/RQv5A-the-island-movie-good-job/
- Shaky cam everywhere!!!
- Note the many ways the directors frame the train wheels flying off the flatbed. Variety and contrast = visual intensity!
- Note how the quick pacing in the beginning is contrasted by the slow pacing at the end, where the bad guy's vehicle is destroyed.
http://movieclips.com/dSF4-bolt-movie-scooter-chase/
- Breakdown first 1:30 - note camera moves, framing, pacing.
- Note how the camera moves, follows, starts, stops, etc
- Note the surprises the camerawork allows the audience to experience
- Note how the camera stops moving after certain portions of the chase, allowing the actors to keep moving in the frame and the audience to rest and absorb.
http://www.youtube.com/watch?feature=player_embedded&v=lOaV06ruMqg
- The camera leads Loiotta's character to Deniro
- The zolly (zoom + dolly) changes the perspective and suggests that the relationship between the two characters has just changed
- The zolly also puts the audience in a strange space, specially...similar to what Loiotta's character is going through.
http://movieclips.com/Yk4A-zodiac-movie-the-diner/
- Gyllenhal's character uses the salt and pepper shakers to illustrate the abstract geometry of the crime scene they are talking about.
- The waitress delivers the check at the moment Ruffalo's character realizes who the killer is.
- This helps emphasize the beat - check please = realization that the case is solved!
http://movieclips.com/xdVp-the-social-network-movie-i-deserve-some-recognition/
- the cuts in the first sequence are matched to the rhythm of the accusations
- Zuckerberg is centered in all of the shots, and everything in the room is used as a means of zeroing in on him
- woody allen intentionally separates the two actors in this shot to show the divide between them
- Owen Wilson's character is a blurred reflection in the shot featuring the girlfriend
- Are these characters being brought together or pushed apart?
http://movieclips.com/CqfDv-amelie-movie-love-at-first-sight/
- This sequence features some really really really lovely camera moves
- The moves of both the camera and actors tends to be upwards, complementing the uplifting feeling of being in love
http://movieclips.com/cHS6-amelie-movie-helping-a-blind-man/
- The pacing in the beginning of the sequence is slow - this is the setup.
- The pacing during the blind man walk sequence is quick - suggesting the fleeting glimpses the blind man is getting from Amelie
- Group boarding exercise - start to 1:25
Thursday, April 4, 2013
Notes on space in film
SPACE
- Deep
- offers illusion of 3d depth on a 2d screen
- no
real depth in screen space, illusion is conveyed through depth cues
- perspective -
1, 2, and 3 point (draw buildings)
- perspective creates VANISHING POINTS and LONGITUDINAL PLANES
- Audience's
eye will be usually drawn to and on-screen vanishing point (
- draw railroad tracks)
- draw two vanishing planes, with actor on outside, then actor on inside, at VP. Compare the two.
- perspective -
1, 2, and 3 point (draw buildings)
- size
difference
- separating objects/actors into FG, MG and BG helps create depth
- movement
- moving
parallel to the picture plane:
- objects further away will appear to move slower across screen
- objects closer will appear to move faster
- draw track runners to demonstrate
- moving
parallel to the picture plane:
- objects appear to move faster the closer they are to the camera
- dolly in/out = moving camera closer or farther from the subject
- draw scene with FG actor and two BG actors, then dolly in
- FG actor will get larger faster
- tracking shot - camera dollies left/right
- with one FG and three BG actors, FG actor appears to move faster horizontally in screen space.
- crane shot - camera is moved vertically up or down.
- same FG/BG actor combo - FG actor will drop out of frame faster than BG guys
- objects that are closer to the camera will have more visible texture
- fog
- must have objects affected and unaffected in both the same shot in order to be an effective depth cue
- light objects generally appear closer, dark objects generally recede
- can also be reverse, depending on lighting and arial diffusion
- warm colors generally appear to be closer
- cool colors generally appear to be further away
- objects lower in the frame appear to be closer than objects higher in the frame (maybe because they appear more accessible?)
- overlapping objects in the frame create depth
- blur vs sharp
- emphasizes the 2d aspects of the screen space
- flat
cues:
- frontal planes and NO LONGITUDINAL PLANES
- size consistency
- movement
- movement parallel to picture plane = good
- camera
movement - pans, tilts and zooms
- help emphasize flat space because the relative distance between/size of objects does not change in the shot.
- textural
affinity
- same amount of textural detail
- reduced tonal seperation
- reduced color separation (affinity of color)
- reduced overlapping shapes
- inverted
depth cues
- inverting
or reversing depth cues can help flatten deep space
- tone: placing brighter obis in the BG and darker ones in the FG
- color: warm BG, cool FG
- textural diffusion: make BG obis have more texture and FG ones have less
- size difference: place larger objs farther away, and small ones closer.
- inverting
or reversing depth cues can help flatten deep space
- combo of deep and flat space cues
- occurs
when viewer is unable to understand the actual size/spatial relationships
between objects in the frame
- lack of movement -
- objects of unknown size or shape
- tonal and textural camouflage
- mirrors and reflections
- disorienting camera angles
- DEEP
SPACE
- dramatic
- exciting
- edgy
- can be used to release tension
- calming
- comedic
- disarming
- can be used to build tension/claustrophobia and awkwardness
- wes anderson!
- combo of both
- mysterious
- disorienting
- chaotic
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