Thursday, 3 January 2019

3rd Year Pre-Production Project - Conclusion - A.Brocklesby (b5037592)

Looking back at the work i have achieved and the things i have learnt during the course of this pre-production course i cans say i have learnt a fair deal i can use in my own work and also any other work the university would have me do. some parts i feel would be best left behind and when it comes to my own work i do for my own enjoyment i feel i shall probably continue with my own 'renegade' style but for professional works like in jobs or for the university such as my thesis film i feel that many of the skills learnt can help me greatly. and the story i came up with for this projects is one i feel particularly proud of, to the point i may even fully animate it when i have the time. there are some parts i admit i found tedious and the monotony of story boarding is still something that drains my enthusiasm but i do respect it is a vital part for animation and producing.

3rd Year Pre-Production Project - Week 12 - A.Brocklesby (b5037592)

This week was the final week before my project hand in and after numerous hours and some late nights i have successfully managed to complete my work. christmas and new years were also in this week so not much work was done other than to finish it up and one late night completing the final touches to my works. i feel i have completed an adequate piece of work that will be sure to impress.

3rd Year Pre-Production Project - Week 11 - A.Brocklesby (b5037592)

Last lesson of the year today before christmas break so we had a quick review on what we have learnt and what accomplishments have been made. i learned a great deal on what i can do to improve mine and also learned that people react positively to my animatic with its ideas and themes receiving praise but the lack of sound was addressed making me resolve to double my efforts to find some good music and effects to put into my work. i also resoled to make improvement to my five second animation after seeing the quality of my peers animatics and storyboards.

3rd Year Pre-Production Project - Week 10 - A.Brocklesby (b5037592)

Continued on with our audio work this week using the same program as before but this week we were paired up and given microphones to go record some effects of our own to use, i found this very useful as i was able to get some effects i had been wanting for a while, some of which did not turn out the way i wanted unfortunately but i have been able to use some in my animatic. others will have to come from other sources.

3rd Year Pre-Production Project - Week 9 - A.Brocklesby (b5037592)

Started some audio work today in class using a new program designed to help edit out impurity's in sound files as well as other audio effects such as fades in and fades outs. the program looks okay but many of its features feel like ones i could simply use in premier pro and other such programs i have like audacity. I feel this program may be best suited to more professional work like my thesis or other such things as i have no budget or space for an additional program on my adobe account.

3rd Year Pre-Production Project - Week 8 - A.Brocklesby (b5037592)

Recently began looking into sound clips to put in my animatic. progress is slow though as i had a piece of music in mind yet cannot remember the video in which i originally heard it. and much of the music i hear is either to emotional or too cheery not meeting the in-between stage i want. sound effects are easy enough to find though and i have a fairly large arsenal of my own to use which i use in the past on my own videos and lets plays.

Wednesday, 2 January 2019

3rd Year Pre-Production Project - Week 7 - A.Brocklesby (b5037592)

Due to being robbed at knifepoint at the shop i work in not much work has been done this week due to meetings with police and personal trauma. i have managed to complete more storyboard panels that were mid-way through being made.

3rd Year Pre-Production Project - Week 6 - A.Brocklesby (b5037592)

This week a majority of my time was spent in Manchester for an animation festival. between this and work not much progress was made on my work for uni and so only a couple of panels were made for the storyboard. this however has not deterred my work even though i was exhausted on my one day off so didn't get much done.

3rd Year Pre-Production Project - Week 5 - A.Brocklesby (b5037592)

This week i continued on with my animatic but also started up on a small draft of a storyboard, still considering whether or not to use pencil and paper or to use flash as i am accustomed to it and plus it would be quicker to use it and be able to copy certain images rather than redraw the same thing over and over again which i find tedious when not done expressly for animation.

3rd Year Pre-Production Project - Week 4 - A.Brocklesby (b5037592)

This week i began full work on my animatic for my project, i had a clear idea of what to do so i knew what i was doing and plus i often work more closely with animation than still images so it was easier for me to convey some of the situations that would have been difficult to in a storyboard without using up several more panels.

3rd Year Pre-Production Project - Week 3 - A.Brocklesby (b5037592)

This week i worked on both my dissections of my work and created a mind map of what my idea for this animation can be about, to do this i used past examples and experiences to do with friendship and various other resources into it to get the best possible map to show clearly what i want to do and see if there was anything i missed.

3rd Year Pre-Production Project - Week 2 - A.Brocklesby (b5037592)

After being given a clearer idea on this course and its actual purpose plus my role in it i was able to come up with a clearer idea for what i can do, to start with i made a start on my storyboard and also made a start on the animatic for this project to give me a better start on my work.

3rd Year Pre-Production Project - Week 1 - A.Brocklesby (b5037592)

After being told the plan for for this module which is to make a basic animation centered around 'Friendship' i had a plan for my animation in 5 minutes. that's not a brag that's simply how i operate, i had the inkling of an idea and then after expanding on it i feel i can come up with a both humorous yet emotional film to get across the point of Friendship using my own experiences and incorporating my (as i have been told) wonky viewpoint in my idea. the characters will be the same usual characters i use seeing as this is based on a few real life experiences.

Monday, 10 November 2014

Unit 33 Stop Motion Animation Diary Of Progress

Unit 33
Stop Motion Animation
Diary Of Progress: Adam Brocklesby

13th October
today i started generating ideas for my animation idea, i have already decided that it shall be a Plasticine stop motion animation but i struggled to come up with an idea, the ideas were

1. A morph parody involving breaking the fourth wall and generally making fun of the canon content we're parodying,

2. A Lurpack advert spoof where the character i create gets in a fight with the Lurpack man for playing his trombone all the time.

3. A dockside setting where thy try and tow a ship into the port but end up sinking both it and themselves.

4. a space setting where an alien kid is pestering his dad until he turns around the ship from the planet they were going to destroy, revealed at the end to be earth.

in the end i decided going with the morph parody would be the best idea as i had a clear idea of where to go with it and had settings and props easily available for it, as art supplies and any random room would ad to the feeling i am going to try and get across.


16th October
today i made a start on the storyboard for my animation project. It is hand drawn and uncoloured like all storyboards, although now i have started it i realise that aside from the things i have already thought of i still have a lot to do, such as the bits in-between what i have already thought of, seeing as i have until next month until its due i feel i will be able to leave it for a while.


18th October
today i started working on my script for my animation project, using the things i have learnt through my years in college and self teaching i knew what text to write it in and how it should be laid out, figuring out what they could say for a short was difficult, as i had no idea what the actual duration would be until we get behind the microphone, i managed to get it done today, although some improvisations may have to be made if there's either not enough or too much.

20th October
today i started working on the paperwork that would have to be handed in alongside my work, including an audience evaluation and who my animation will be aimed at, also started today was my Generation of production ideas, basically this meant looking at possible outcomes still going along the ideas of the story line i have chosen, such as different backdrops, different reactions, lights, cameras, frame-rates and settings, when that was done i then looked at possible formats, i was shocked at the wide range of formats available to me even though i thought i had already chosen. but i soon found the one right for me.

25th October
completed another page of my storyboard and worked more on my documents

26th October
completed another page of my storyboard and worked more on my documents

3rd November
today i made my models from Plasticine and got ready to animate them, i sculpted them by hand and by a pair of scissors and then set them up in the room i was to be taking the photo's in along with props and lights, this took all day as i wanted to insure my models were of the highest quality i could manage, then when i got home i was able to finish my storyboard, but i must come in on Tuesday as well to start animating.

4th November
today i came in to college to start animating, usually i despise coming in on a day off and today was no different, i managed to get the majority done but had to leave in order to catch the last bus or's i would have been stranded.

5th November
today i had the whole afternoon to get my photo's done but again i had to hurry towards the end to get the pictures i had taken on the computer, then the memory sticks so i could get them home to edit the next day, which is a day off so i have all day to edit them and arrange them into clips.

6th November
after editing 104 pictures yesterday i still had around 200 left to do, it took me a good few hour's but then made them into the clips i was to use for my animation, it took a while longer than i was expecting but then i was able to put them on my hard-drive, this got stressfull as the computer decidd to play up but i eventually managed to get them done.

7th November
today as i had not much work to do i was able to make a good start on my animation project in martins class, thankfully Shane told up the deadline was Monday instead of today so i had more time which was needed, so i had nothing to do until Monday.

10th November
today after much hardship and audio mixing i managed to finish editing my animation, now all thats left to do is upload it to moodle along with everything else.

Wednesday, 5 March 2014

Task 5: Stuff For Chris

3D
Lighting
lighting in maya is done by adding either a light or a spotlight and then pointing it at the model, the spotlight simpoley points a beam of light at the modle and lights up one part (side) of it, while the normal light illuminates in all directions and when place in the center of the model can give it the apearance of glowing,

Textures
textures in maya simply means colours and patterns added to the model or different parts of it, such as wings or legs can be red and rams or engines can be grey, these are added through the use of lamberts and UV's. patterns and already made designs can be downloaded from the internet or made yourself on photoshop and over such programs.

Fogging
fog can be used to portray weather or make for an earie onomous feel to a setting, such as silent hill, this can also be used in shadow


Constrictions
Polygon count
the polygon count is an important matter in maya and 3d moeling and does tend to get away from you using excessive amounts when it comes to complex shapes or things such as spheres, this can increase memory consumption and render time, this means that this can be a major problem and computers with extensive memory and only files for 3D modeling have to be used when creating something such as a 3d modeled movie such as the popular dreamworks movie 'Shrek', or Disneys 'Finding Nemo' or even cbbc TV shows like 'BAMZOOKIE'.

File size
the file size to any project never mind 3D or maya can be a problem, but 3D and maya are where it comes into the spotlight most often, 3D models depending on the complexity can lead to a very large file size that could drain the entire computetrs maemory and lead to extremely slow running times, so maybe deleting unecasey files would help or a backup hard-drive.

Render time
render time is one of the longest things to do if you leave it to the end, its only a matter of pressing the 'Enter' button and waiting for it to compute and process what you have done so far, the longer the intervals between rendering times the longer it takes for it to render, rendering frequently will cut down on this time and make the program run smoother as an added bonus although it is sometimes easy to forget if you get wrapped up in your work.



Uses Of 3D Modeling
Models + Animation
models can be used in simulations like in flight simulators or space flight simulators such as the ones used in training exersizes, also they are used quite often in games such as fligtht simulationb games made for PC. another usde is trying to creat a simulated presentation of what might happen to something if you put in certain co-ordinates. like many different5 gaqmes on the intyernet or military invention testing.

TV & Film
while 3d modeling isnt that common within TV shos a few have managed to pull it off such as 'The Penguins Of Madagascar' by Nickelodion and 'The Producers' by Aardman Animations. but the most successful by far is its usage in films, in Pixar/Disney films such as 'Shrek', 'Madagascar', 'Toy Story' and 'Monsters Inc'.

Web
3D Modeling has a great many uses on the internet such as web or industry logo's and online games as well as PC games that connect with the internet. also, little cartoons made with 3d models can prove to sometimes be popular over video sharing sites such as Youtube, Dailymotion or Atom. such as the semi-popular cartoon creation program online where you get two 3d characters and a series of motions for ytou to select and with them you can make your own cartoons, albeit there not great but its still an acheivement.

Games
3d modelling is the most commonly used today in video games for almost every game consol today such as x-box and playstation. in fact amost every console game that has came out since 2000 has used 3d imagery and modeling for its scenes, images, characters and settings. the popular games Skyrim, Halo and Grand Theft Auto.

Education
another main use for 3d modeling is its applications when it comes to the animation sector and educating the young in not just 3d modeling but alo other sector and curiculum classes, such as mathmatics game using differint 3d shapes to help kids work out the area's. like in the online games on Coolmaths.com

Wednesday, 5 February 2014

Task 4: 3D Model Construction

Primatives and surfaces
these are the shapes and what you create in 3d modeling, you can create youre own or use the ones that come ready made, this is more practical as you can shape and resise these to fit your needs anyway so its really just the simpler option. below are examples of these ready made shapes.

Cube
the cube is an extremely basic shape in maya but with the use of modelling, contorting and making several other cubes that can attach to the first shape.

Sphere
this is a more complex task for 3D modeling, a perfect sphere from which can be moulded wheels and hemispheres and all sorts of rounded objects

Cylinder
this can have a large assortment of uses, for exapmle the can be morphed and formed into useful shapes, an exapmle is when I made a spitfire and for the fusalodge I used a basic cylinder, then morphed it until it was the right shape.

N.U.R.B.S.
when you make lines and join them together rather than making and using basic shapes like the above, but this is much harder to do than what I just said above so often its best just to go with these shapes and conjoin and morph them to get the shape your after.

Sub Object
Vertices
vertices are basically the co-ordinates for the shape in the space you are drawing, complete zero for each one would put it in the dead center of the drawing feild, there are 3 co-ordinates, X, Y and Z, each one acounting for how far forward, how far to the side and how high it goes.



Lines
lines are straight and they connect the vertices together and hold it, without them there would be no shape at all, much like the steel supports of any house you see.

Curves
curves are also sort of lines only because they curve they are classified as diffeertn but you need there in order to make circles or spheres, if you look closely you could see that they actually made up off lots of straight lines at different angles.

Edges
edges are the lines at the end of the shape, say if there was a cube then the 12 lines that made up that shape would be the edges, and all the other lines running through the faces would just be lines


Polygons
polygones are the name for the faces in a conjoined manner, such as the amount of different faces that have been made when lines close off a shape and make a face.

Elements
basically this means things like fire, water, wind, ect, all sorts of things that can make a scenic background that you've created look more realistic if you had say a lake of water or some wind in the trees.

Faces
faces are the flat plains made when several lines or curves close off on themselves and form a shape, this is what fills that shape and makes it non-see-through. they can bend and contort to match the shape the lines and curves set out for it,


Meshes


Wire Frame
the wire frame is the outline of any 3d shape before you add the faces to fill in the grid, like the wire frame of a paper mache model or like the steel girders inside every building.


Two Dimentional
two dimention view is when after pressing the space bar you get a choice of four view, the one you start with, or directly above, directly from the front, or directly from the side, this makes them look 2d in the last 3, you can either have all four views together so you can see what you doing from all angles or you can hover the mouse over one and hit space again and that will become the main view.

Three Dimentional
three dimention view is the view you start with, it allows you to rotate and move the camera view around through use of the ALT button and the three buttons on the mouse, rotating, moving and zooming, this alows a clear view of what your doing but is rather difficult when trying to make a shape fit an outline, so then its best to use the four views method as shown above.

Co-ordinate Geometry
there are 3 co-ordinates when it comes to moving around in maya, X, Y and Z, each one is 'side to side', 'forward and backwards' and 'up and down'


Modeling Techniques
Box
box modeling is where you use basic shapes like boxs, rectangles and tringles to make a outline of your basic shape and then edit it, this is used often in art and design so it makes sence its usage would also spread to here as well.

Extrusion
Extrusion is the primary means of adding additional geometry to a mesh in Maya. It can be used on either faces or edges, and can be accessed at Mesh - Extrude, or by pressing the extrude icon in the polygon shelf at the top of the viewport, which looks like a 2x3 square grid with a box sitting on it.

Spline
splines are good for making things such as hair and wires and other such objects, just make a nurbs cirlce, make a nurbs curve for the path of your shape, then extrude the circle along the curve. You'll then be able to move the shape wherever you want by moving points on the original nurbs curve.

Wednesday, 22 January 2014

Task 3: How 3D Models are Displayed

API
API (Application programming interface) is what tells different softwares just how to react to each other and work with each other,
not only that but it enables some computers to show graphics such as pictures and videos, in many cases it comes in the form of a kind of library and holds specific specifications for things like routines, data structures, object classes and variables, its basically the main controller or processor, everything you do in a programm, game or a picture, it all has to go through the 'Application Programming Interface' before its shown on the screen (monitor).



''In addition to accessing databases or computer hardware, such as hard disk drives or video cards, an API can be used to ease the work of programming graphical user interface components. In practice, many times an API comes in the form of a library that includes specifications for routines, data structures, object classes, and variables. In some other cases, notably for SOAP and REST services, an API comes as just a specification of remote calls exposed to the API consumers.''

http://en.wikipedia.org/wiki/Application_programming_interface


Sub Objects
Vertices
vertices are basically the co-ordinates for the shape in the space you are drawing, complete zero for each one would put it in the dead center of the drawing feild, there are 3 co-ordinates, X, Y and Z, each one acounting for how far forward, how far to the side and how high it goes.

Lines
lines are straight and they connect the vertices together and hold it, without them there would be no shape at all

Curves
curves are also sort of lines only because they curve they are classified as diffeertn but you need there in order to make circles or spheres, if you look closely you could see that they actually made up off lots of straight lines at different angles.

Edges
edges are the lines at the end of the shape, say if there was a cube then the 12 lines that made up that shape would be the edges, and all the other lines running through the faces would just be lines


Polygons
polygones are the name for the faces in a conjoined manner, such as the amount of different faces that have been made when lines close off a shape and make a face.

Elements
basically this means things like fire, water, wind, ect, all sorts of things that can make a scenic background that you've created look more realistic if you had say a lake of water or some wind in the trees.

Faces
faces are the flat plains made when several lines or curves close off on themselves and form a shape, this is what fills that shape and makes it non-see-through. they can bend and contort to match the shape the lines and curves set out for it,



Graphics Pipeline
the graphics pipeline is what turns the 3D model you have created into what the computer displays, coinciding with the 'Application Programming Interface'

Wednesday, 15 January 2014

Task 2: “3D use by the interactive media and computer games industry”

while 3d can be used in in cartoons it isnt much because it takles away the humour from thingts that would be funny otherwise, not all the time mind, there are times where its made some genually funny moments, such as in the film horton hears a who, but thats becaus eit was well made and also looked 2d at times, but when you see the usual standard of 3d animation it just dosnt do much to raise even a chuckle. in my opinion its either real life or 2d, unless that 3d is plastacine, such as in aardman cartoons where they use pl
astacine to animate dthere most famouse cartoon wallace and gromit, but when they tried to have a go with 3d computer animation and made a film (flushed away) it was a tremendous hit and made some actually really funny moments, but that was because they kept there style which they usually had in plastacine and re-did it in computer animation.

Wednesday, 18 December 2013

Task 1: Types of development software used in the production of 3D models

PLUGGINS
What is a Pluggin?
A pluggin is a system that adds extra features to a computer programme, such as more commands, faster speeds, quicker downloads and so-on. these can be downloaded of the internet or sold on a digital disk.

Dynamics
Stroika - Fields and Emitters
Miarmy - PhysX Character Dynamics & RBD Emitter
Brainbugz
PullDownIt
Oceansplash
Dynamica - Active, passive, and kinematic rigid bodies.

Fluid
glu3d - Glu3D is a plugin that simulates fluid effects inside the 3dsmax and Maya3D modelling programs.
realflow - RealFlow is a fluid and dynamics simulator for the 3D industry, created by Madrid-based Next Limit Technologies.

Impor/Export
BodyStudio - Import plugin for Poser characters.
ActorX - Export to .ase format, used with Unreal Ed and Unreal Ed for UT3
Collada - Import/Export plugin for the Collada format, used with Unreal Ed and Unreal Ed for UT3 and most other 3D modelling software
.smd Exporter - Import/ Export plugin for the .smd format, used for Source Engine model compiling.
Rapid Export for Maya - Workflow tool to automate the export process to just a single click.
SketchUp Import for Maya - Import plugin for SketchUp models
SolidWorks Import for Maya - Import plugin for SolidWorks models
BVH Import for Maya - Import/Export BVH data using AMS

Modelling
NEX - polygon modeling workflow enhancement plugin.
natFX -
T-Splines -
Xfrog -
CurvedSpace -
Vertex Chameleon -

Rigging
Storm V3 -
The Setup Machine 2 -
The Face Machine -
ngSkinTools -

Scripting
MELProtector

Texturing
UVAutoRatio
RoadKill
Unwrella

Rendering
HDRI-Studio lighting system
RenderMan for Maya
3Delight for Maya
V-Ray for Maya
Holomatix Rendition
Turtle
Maxwell Render
MtoA
FurryBall
Octane Render

Paper Craft
Dunreeb Cutout for Maya

Character Animation
AMS – 3D Automated Motion Systems for
Maya
Voice-O-Matic – Lipsync tool

Crowd Simulation
Massive for Maya
Golaem Crowd
Miarmy
Brainbugz

http://en.wikipedia.org/wiki/List_of_Maya_plugins






FILE FORMATS
 list below taken from wikipedia
  • MRC – voxels in cryo-electron microscopy
  • NIF – Gamebryo NetImmerse File (.nif)
  • OBJ – Wavefront .obj file (.obj)
  • OFF – OFF Object file format (.off)
  • PLY – Polygon File Format / Stanford Triangle Format (.ply)
  • PRC – Adobe PRC (embedded in PDF files)
  • POV – POV-Ray document (.pov)
  • RWX – RenderWare Object (.rwx)
  • SIA – Nevercenter Silo Object (.sia)
  • SIB – Nevercenter Silo Object (.sib)
  • SKP – Google Sketchup file (.skp)
  • SLDASM – SolidWorks Assembly Document (.sldasm)
  • SLDPRT – SolidWorks Part Document (.sldprt)
  • SMD – Valve Studiomdl Data format. (.smd)
  • U3D – Universal 3D file format (.u3d)
  • VIM - Revizto visual information model format (.vimproj)
  • VRML97 - VRML Virtual reality modeling language (.wrl)
  • VUE – Vue scene file (.vue)
  • WINGS – Wings3D (.wings)
  • W3D – Wes twood 3D Model (.w3d)
  • X – DirectX 3D Model (.x)
  • X3D – Extensible 3D (.x3d)
  • Z3D – Zmodeler (.z3d)

  • http://en.wikipedia.org/wiki/List_of_file_formats

    PLY:
    This is a file format designed to hold 3d formats from three dimensional scanners.

    WINGS3D:
    this is used to create low level 3d models out of polygons, but it does not support animations, most can use it for simple 3d images like a 3d illustration of a head or a schematic of some device.

    SketchUp (SKP):
    this is a drawing program created by google and has a wide range of uses fopr multiple careers, such as an architect, a interior designer and engineering

    Universal 3D (U3D):
    this is a compressed file format for 3D computer graphics data. its used to help store 3d images and programs (including animations) and has the ability to store colour, textures, bones and lightening and also a whole aray of different features, making it a highly useful format in the 3D world.

    QuickDraw 3D Metafile (.3dmf)
    QuickDraw 3D, (QD3D for short) is a 3D graphics programme developed by Apple Inc. Starting in 1995, originally for their Macintosh computers, but delivered as a cross-platform system.

    OpenNURBS Initiative 3D Model (used by Rhinoceros 3D) (.3dm)
    The Rhino file format (.3DM) is useful for the exchange of NURBS geometry. The Rhino developers started the openNURBS Initiative to provide computer graphics software developers the tools to accurately transfer 3-D geometry between applications. An open-source toolkit, openNURBS includes the 3DM file format specification, documentation, C++ source code libraries and .NET 2.0 assemblies to read and write the file format, on supported platforms (Windows, Windows x64, Mac, and Linux).


    3D THEORY
  • constructive solid geometry (CSG) - A complex shape could be made up of a number of more primitive shapes such as cubes, spheres, cones, cylinders, etc. These shapes could be combined with boolean operations such as union and intersection. A solid object, which was modeled using CSG, can be represented internally by a binary tree (CSG tree). The leaves of the tree are the standard primitives and all interior nodes represent boolean operations. A transform can be assigned with every link between nodes
  • boundary representations (B-rep) - Describes only the surface of a solid. This could be a data structure composed of vertices, edges, and faces, or a set of equations such as B-Spline.
  • Spatial decomposition. Examples, Octree representation and Voxel (Volume Pixel)



  • TYPES OF SOFTWARE
  • Aladdin4D
  • Anim8or
  • Art of Illusion
  • Autodesk 3ds Max
  • Autodesk Maya
  • Autodesk Softimage
  • Blender
  • Bryce (software)
  • Cinema 4D
  • Clara.io
  • DAZ Studio
  • Electric Image Animation System
  • Google Sketchup
  • Houdini
  • iClone
  • K-3D
  • LightWave 3D
  • Muvizu
  • modo
  • Moviestorm
  • Nickelodeon 3D Movie Maker
  • Poser
  • Source Filmmaker
  • Synfig
  • Toon Boom Harmony 9
  • MMD
  • Milkshape 3D
  • Macromedia Flash
  • Zbrush
  • VFX


  • Autodesk Maya:
    this is often just called maya but is a 3d computer graphics programme that runs on all makes of computer and is owned by autodesk. it is used to create 3 dimenstional graphics and animations, including video games, a well known medieum, it has been used in tv shows, films and special effects

    Toon Boom Animation Inc:
    this is a canadian production software that creates animation, the creating company was founded in 1994. toon boom is an animation and storyboarding programme, the latter feature won them an award in 2005, the Primetime Emmy Engineering Award.

    Nickelodeon 3D Movie Maker
    this is software that is separate from (but based on) 3D Movie Maker. This spin-off includes 12 different voice actors actors and also included 11 unique scenes from Rocko's Modern Life, Ren & Stimpy and Aaahh!!! Real Monsters, not only these but a range of different Nickelodeon shows. it was so popular that an unofficial expansion pack was later created, allowing Nickelodeon voice actors, props, scenes, music and sounds to be used in the original 3D Movie Maker.

    Tuesday, 17 December 2013

    Production Diary

    Assets
    when I say assets i mean stuff like video clips, footage, music, pictures and animation. The video clips I was able to get off the Internet with legal rights under the critical claims act, same goes for music. A great deal of the pictures I created myself on my computer as well as the animation, this is easy to see when comparing it to my other works.

    Camera Angle and Framing
    The camera angle and framing remained consistent throughout the video as there was no need for any other shot. the framing had to be adjusted slightly though each take as a bit of the edge of the green screen was showing, but I managed to fix this.

    Logistics
    equipment was provided by the college and personnel and crew were other students as named in the credits. there was no need to sign things out except on one occasion where i had to rent out a microphone to take home.

    Creative Processes
    the creative process behind this was complex, it was put off schedule by the fact i couldn't decide just what to review, a Ralph Bakshi film or yellow submarine, and if i went with a Bakshi film then which one, i was stirring more towards 'Cool World' because of its complex history, but in the end i went with yellow submarine because i know it well and had lots to say about it.

    Project Management
    when it came to working to deadlines i managed to keep to the timetable (fairly) but i did have to put alot of hard graft work in, including coming in twice on days off. this was due to editing and exporting, something i managed to do in good time. the pictures and animations i managed to do when i said i would as i started earlier in anticipation.

    Risk Management
    all risks were accounted for and measurements taken for them, wires were kept clear from main areas and safety gloves wear worn for the cameras

    Crisis Management
    I was made aware of a crisis in my filming, the fact that it was all missing, this meant that i had to redo the filming of my in my jacket with a shorter crew, but a lucky break came when we got a better room and also we found the equipment already set up from a class that used it before we got there, so we didn't have to waste time setting up the green screen. After this mishap I made sure I had all of my clips where I knew they was.

    Maintaining Documentation.
    All documents were kept in there own file or on the desktop in plain sight, this made sure that I had no trouble finding the files, until I logged in on someone Else's account. Paper files were kept in my bag.

    Editing Decisions
    When it came to editing a great deal went into this thing, it was not easy I can tell you. When it came to it had to edit down alot from the final draft, it used pictures from Google images, animation from my own hand and alot of green screens which meant for a lot of keying, the art or removing the green and replacing it with my own back ground. This went for my animations as well.

    Export Choice and Upload
    When it comes to exported I had to choose h.264/mp4/720p. then upload it to youtube so it had a permanent residence. That way I had access to it if all else was lost.