Pridružio se: 06 Jan 2012 Postovi: 137
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Class 2: This week we create the animatic for the ident using Adobe After Effects CS5.5. Although the work is quite simple, it is an essential part of the process and this will create a solid foundation for building upon over the following weeks. We will work with masks, 3D layers, parenting, shape layers and time-remapping. We will also discuss important concepts such as file management and organising your projects. Class 3: Model the joystick in Cinema4D. Covering many of the most commonly used tools when modelling with hyperNURBS including, knife, edge cut, extrude, loop and ring selection. We also look at an alternative method available when using the Correction Deformer. Class 4: Tracking the tunnel shot in Syntheyes. Using supervised tracking we will track and solve the tunnel shot. Covers general workflow in Syntheyes. Solving difficult shots. Clean up trackers. Creating a coordinate system. Exporting python script for C4D. Class 5: Style Frame, Render and Comp - Taking the tracking data into Cinema4D we can start to incorporate 3D elements into the live action plate. We will build proxy elements of the live action plate from the tracking data which we will use as shadow catchers and other composite helpers. This will also allow us to develop our 3D - 2D pipeline for the project, discovering which passes need to be rendered. Any problems associated with this and allowing us plenty of time to find solutions. Outputting out a still frame using multipass render layers will give us the opportunity to develop our style frame. Class 6: 3D Animation, Render and Comp - In this class we will animate the 3D elements. This is the first blocking stage and we will attempt to animate all the elements and prepare them for output. The render passes will be created, output and brought into the composite for review. Class 7: Creating the graphic elements in Cinema4D. Using the knife tool to create cuts for generating splines from the tunnel geometry. Cloner Object to clone graphics along the splines. SplineWrap to deform geometry along the splines. Class 8: Animating the graphic elements appearing through the shot. Working with effectors to control scale, visibility and time offset keyframed animation of cloned objects. Using constraints for dynamic parenting. Morphing with Pose Morph and baking the resulting morph to point level animation. DOWNLOAD:
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