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Fxphd 2D and 3D The Broadcast Ident Dvdrip Xvid
Fxphd 2D and 3D The Broadcast Ident Dvdrip Xvid Free & Full Download

Fxphd 2D and 3D The Broadcast Ident Dvdrip Xvid
English | Mov | H264| 1280x720 | 00:55:12 | 29.970 fps 830 kbps | MP3 128 kbps 48 KHz | 29GB
Genre: Elearning
Genre: Elearning
The term will continue with elements being animated in both 2D and 3D. The indent will progress as the 3D multipass renders are output and the composite is developed. Finally 2D graphic elements will be added and animated in post and the grading completed ready for final rendering.
Class 1: Concept Development - We look at the initial boards created for the ident and the concepts and scripts behind them. From this selection of ideas one is chosen and we discuss a practical approach to shooting the footage. Tim shares his experiences of working with the RED Epic and after a brief overview of working with RED Cine we choose our selects from the RED footage. This is then narrowed down to one shot. Whilst working with RED Cine we explore some of the looks we could output when we grade our shot.
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.
......
Class 1: Concept Development - We look at the initial boards created for the ident and the concepts and scripts behind them. From this selection of ideas one is chosen and we discuss a practical approach to shooting the footage. Tim shares his experiences of working with the RED Epic and after a brief overview of working with RED Cine we choose our selects from the RED footage. This is then narrowed down to one shot. Whilst working with RED Cine we explore some of the looks we could output when we grade our shot.
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.
......
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