Process

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Alright... the following is a rough description of how the workflow should go during the weekend of the event and where folks are going to be needed. Feel free to discuss this on the mailing list:


Step
Description
People
1
We are assigned our genre, character, prop, etc.
Jason, Warren, more?
2a
The story's script is written
Warren, Jason, Roberto, Chris
2b
Modelers begin creating assets. Specifically, the focus will be on our additional character (if necessary), the set for our story, and any necessary props. All Blenderheads not involved with writing will be on deck for this step. Jonathan will head up a group focused on modeling the character (textures included) while JS will run a group to build the set and props.
Jonathan, JS, Hal, Bob, Bassam, Andy, Claudio, Dolf, Jeff, Pablo, Sam, Jarred
3a
As the third character gets modeled, Bassam will incorporate his autorigging tools to get the character ready for animation while the model and its textures get finalized. If it turns out that he needs assistance, Claudio will be a good go-to.
Bassam, Claudio
3b
With the script finalized, Warren will begin drafting the storyboard.
Warren
3c
As the boards get made, Any narration or dialog will be recorded. Depending on the time, we will either use the sound studio at VCU's KI department (thanks Althea!) or the sound booth at Casa de Fweeb. Either Jason, Chris, or Roberto will direct the audio recording (depending on where we're recording). There's an off chance that we may need Sam's awesome voice, so he'll have to record that remotely.
Althea, Heather, Jason, Chris, Roberto, Jennida, Sam
4a
With the boards completed and the audio cut, a rough animatic will be assembled so everyone can get a sense of the timing. This will be particularly useful to the audio guys.
Jason
4b With their work complete on pre-production steps, Warren, Roberto, Chris, and Heather will conspire to generate some fun assets for credits, a movie poster, and possibly documentation video. They may also play video games and make coffee. Warren, Roberto, Chris, Heather
5a
With the animatic complete, each shot is roughed out, camera location/movement first, using only stand-ins for characters and props. The set needs to be done by this point. Basic lighting for the set also needs to be in place. Other models can still be worked on, though.
Jason, Bassam, Andy, Claudio, Dolf, Pablo, Sam, Jarred
5b With the animatic as a template, scoring and rough sound effects can be shuffled into place. Althea, Derek, Thomas
6a
As each shot completes, we consider the camera animation to be locked and immutable. These background plates are sent to the render farms. Still cameras are rendered as a single frame. Moving shots are rendered as a sequence of EXR files (tentative) to facilitate easier integration.
Andy, Bob, Hal, Mark, Jeff
6b As camera work is finalized, character animation begins. Shot by shot. Each animator is assigned a shot to animate. Bassam, Andy, Claudio, Dolf, JS, Pablo, Sam, Jarred
7a As animation on each shot gets closer to finalization, periodic (hourly?) OpenGL renders will be created and sent to the audio team to help get cleaner sync. The current idea on the table is to take a series of shots that take place in the same time/place and consider that a sequence. This gives sound folks bite-sized chunks to work on rather than the whole piece at once. Jason, Althea, Derek, Thomas
7b

As character animation completes for each shot, we have two options:

  1. Light the characters as best we can and send them to the farms to be rendered as PNG images with an alpha channel, which we composite as our final step.
  2. Pass the character animation .blend files to Andy, who will directly composite and light the each shot in the .blend file prior to sending it to the renderfarms.


Option #2 is by far the most favorable option for the animation's aesthetic and the lack of a final compositing step. However, the concern is with whether or not the farms support linking to image files from .blend files. We already know that here are complications with linking to .blend file libraries. It shouldn't be a problem to do Option #2 on the Animux farms, but we'll have to check with ResPower and BlenderFabrik to see if it's possible there.

Andy
8 When all of the shots are in and all the audio is finalized to a final mix, the last render and encode step happens locally. If additional compositing is required for a few shots, it happens here. Jason


That should about cover the basic process. Feedback and suggestions are more than welcome.

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