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PRODUCTION WORKFLOWS @oenvoyage ++ @fsiddi -- Blender Conference 2012 -- Amsterdam 13/10/2012

Production workflows

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We will present some tricks, tips, and advices for people to have a better organized workflow for small or medium productions. Olivier has been doing 3D for a decade. He is a CG generalist, interested in production aspect and workflows. Right now working for a studio in Switzerland: RGBprod. Francesco has been creating 3D images and animations for around 5 years. His experience ranges from 3D scan data visualization to character animation. He has worked as a freelance 3D generalist in Italy, Germany and Switzerland. He is a member of the Mango Open Movie team.

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Page 1: Production workflows

PRODUCTION WORKFLOWS

@oenvoyage ++ @fsiddi -- Blender Conference 2012 -- Amsterdam 13/10/2012

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Concepts for small, medium sized productionsOr for people who never thought about workflow

FOREWORD

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ASSETS ORGANIZATION

๏ set up paths - relative paths

๏ good naming (more about it later)

๏ versioning? SVN is not bad

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SPIKE STRUCTURE

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MANGO STRUCTURE

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FAST RESPONSE

๏ use proxies, they are very good for speed

๏ use groups, node groups can be reused.

๏ when working with groups and libraries, make sure the SCALE is correct and consistent between object... to avoid rescaling assets (spike sets examples)

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NAMING

๏ create a folder for each Sequence or Shot. In those folder put all pass and mattesproject_root/scenes/02_03/

๏ start your file name with scene/shot numbers, then add a “descriptive description”02_03_sword_matte02_03_forest_bg

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MORE NAMING

๏ numbers = versions of file:  sword -> sword_bak_01, sword_bak_02, etc

๏ a,b,c,d = version of an object : sword_a, sword_b, sword_c, etc

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in your life and your projectsBE CONSISTENT

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NAMING 2๏ do not use spaces, or strange accents etc... no good for unix or

writing relative paths, scripting etc.

๏ Yoda : Luke never spaces you will use, no never

๏ under_scoring or CamelCase

๏ name your object according to what they do : CTRL for controller bones, DEF for deformers, GRP for groups, goes for assets as well

๏ communicate about your naming

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NEVER BE IN A WTF CASE

๏ what's that file?

๏ where is that file ?

๏ who named that file ?

๏ why is that file here ?

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NEVER BE IN A WTF CASE

๏ what's that file?

๏ where is that file ?

๏ who named that file ?

๏ why is that file here ?

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is not a real filename.

-- James Neale (@jamesneale)

Image001_final_v02_A01_FINAL_final0012.jpg

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RENDERING๏ make pre render at low resolution

๏ render 10 frames at full resolution across the shot

๏ use low resolution proxies for rendering

๏ use touch and no-overwrite functions

๏ use render management system

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render management means being able to handle multiple renders at the same time. It can be done with 1 computer.

RENDER MANAGEMENT ≠ RENDER FARM

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TEAM

Try to find what each team member enjoys most and try to dispatch more of that kind of work to that person.

Example: animators should do animatic, more experienced people solve complex problems, less technical do simpler or repetitive tasks.

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TEAM

Try to find what each team member enjoys most and try to dispatch more of that kind of work to that person.

Example: animators should do animatic, more experienced people solve complex problems, less technical do simpler or repetitive tasks.

2 people counts as a team

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TIME MANAGEMENT

render an animatic

๏ create a tracking sheet, it will allow you to keep track of scenes/shots, and start rendering when not all scenes are finished

๏ start animating the easy shots to feel comfortable with characters

๏ try to “finish” your movie as quick a possible so that you can have an overall feeling, then tweak and make it better (Final1, Final2, etc)

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TRACKING SHEET

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TEARS OF SHEET

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TEARS OF SHEET

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TIPS & TRICKS๏ start simple

๏ do stuff in compositing whenever you can

๏ use and reuse models

๏ don’t assume it will work (it will break)

๏ communicate with your team

๏ do it on one platform

๏ back up your data

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and communicate about it with teammatesBE CONSISTENT

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FORGET ABOUT IT!

@oenvoyage ++ @fsiddi -- Blender Conference 2012 -- Amsterdam 13/10/2012