This week the group and I had our second and third meetings, during the meeting we discussed where everyone was up to I regards to the task distributed last week. At this point I had completed the treatment, the primary characters and my secondary character, breeze had completed her environment concepts, but matt was still doing his character concept, I gave him an extra week to complete it while breeze and I moved onto the 3D assets. This meeting however was conducted after a meeting with the client who looked at our current completed works and gave feedback to enable us to improve and show what stage the project was at.
Describe and show visual examples of typical 3D Modelling & Animation Project Stages.
The initial phase of the animation pipe line is preproduction, it begins with the main concept which is then turned into a full story. Once the story has been set in stone the script, shot sequence and camera angles can be worked on.
The storyboard helps to cement the development of the storyline and is a key stage of the animation process. It consists of drawings in a comic strip layout. It is mainly used to help visualise the animation and communicate ideas clearly. It helps detail the scene and any changes in the animation and is often accompanied by note to help describe what is going on in the scene such as camera movements. Storyboard are very effective in group environments as the provide a visual reminder of the plan which can be referred to throughout the project.
Once the story boards have been approved, they are sent to the layout department. This department works very closely with the director to design the locations and costumes. After this they can begin to stage the scenes, this is done by showing the various characters in numerous positions throughout the course of each shot.
Model sheets are drawn groups of pictures that display the various possible expressions that a character can make and all of the possible poses that they may use. These drawings are created to maintain the characters detail and to help keep the character design uniform while other animators are working on them across several shots. During this the character designs are finalized so that when production begins the model sheets can be sent to the modelling department so they can create the final character models.
In order to give a better understanding of motion and timing of the complex animation sequences and visual effect heavy scenes, the pre- visualization department within the visual effects studio creates very simple mock-ups called animatics shortly after the production of the story board. This helps the director plan how they will go about staging the sequences as well as how visual effects will be integrated into the final shot.
After the storyboard has been completed and approved the project enters the production phase. This is where the actual work starts, using the guidelines established during pre-production. Some key elements are the layout, modelling, texturing, lighting, rigging and finally animation.
Now that the storyboard has been approved the project enters the production phase. It's here that the actual work can start, based on the guidelines established during preproduction. Some major parts are layout, modelling, texturing, lighting, rigging and animation.
Using lo-res models or blocks of geometry in the place of the final set and characters, the layout artist is responsible for creating a rough animation to the animators as a guide. What they create is essentially a 3D version of the storyboard. During this stage the camera move, depth of field and the composition of the models is approved by the director. Its then the modelling departments responsibility to deliver these approved sets, props, and character models in the final layout stages.
Modellers are split into two departments, organic modellers tend to have a sculpture background and specialise in building the characters and other freeform surfaces, hard surface modellers however use a more industrial design or architectural background, and as such they tend to model vehicles, weapons, props and buildings. Modellers turn the 2D concept art into high detailed and topologically sound 3D models. A technical animator and enveloper then put a skeleton in the model and develop the skin of the model. The model may be handed back to the modeller who will sculpt facial expressions and specific muscle tension and jiggle shapes if required. Once the model has been approved it is then sent to the rigging and texturing departments, who complete the final stages in preparing the models for animation and rendering.
Creating a texture from scratch or through an existing image, texture artist are responsible for creating shaders and creating textures as per the scene requirement. Working in tandem with the surfacing and shading departments, textures are created to match the approved concept art which was delivered by the art department. Textures are created in the form of maps which are assigned to a model.
Lighting artists have to think about lighting each individual scene, they also have to consider how they will bring all of the elements that have been created together. Lighting TD’s combine the latest versions of the animation, the effects, the camera moves, the shades and textures into the final scene and render out an updated version daily. They are required to establish direct and reflected lighting and shadows for each shot, ensuring that each shot fits the continuity of a sequence.
Rigging is the process of adding bones to a character or defining the movement of a mechanical object. A character TD will make test animations that will show how the creature or character will appear when deformed into different poses, based on the results on these tests corrective adjustments can be made. The rigging department is also involved in developing cloth simulation.
In modern production companies, the practice of meticulously planning a characters performance frame by frame is applied in 3D graphics using the same basic principles that were first developed for 2d animation. Motion capture can be used at a studio to digitize the motion of real actors, a great deal of time will be spent cleaning up the motion capture performance. The effects team produce elements such as smoke, dust, water and explosions however development on these aspects doesn’t begin until the final animation along with its lighting has been approved.
Post-production is the third and final step in film creation, it refers to the tasks which must be completed after the filming or shooting ends. This includes the editing of raw footage to cut scenes together, inserting transitions, working with voice and sound actors and dubbing. The three main phases are compositing, sound editing and video editing.
The compositing department brings together all of the 3D elements produce by the previous departments to create the final rendered image ready for film. General compositing tasks include rendering the different passes created by the lighting department to create the final shot, paint fixes and rotoscoping as well as composing the effects elements and colour grading
This department is responsible for selecting and assembling the sounds in preparation for the final sound mix, ensuring lip sync and adding all of the sound effects required for the final film
Video editing is the process of manipulating and rearranging shot to create the final film, it is during this stage that any unwanted footage is removed. Editing is a crucial step in ensuring that the film flows in a way which achieves its initial goal.