动画协作与深度合成

Dhruv Govil
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引用次数: 1

摘要

在这次演讲中,我们描述了使用基于深度的合成来加速多个艺术家在单个镜头上的合作。这种工作流程允许在更短的时间内完成越来越复杂的镜头,即使在处理大量英雄角色时也是如此。SplitComp是艺术家使用深度合成的工作流程。它最初是为《肉丸多云2》开发的,但后来被动画师和布料模拟团队用于Sony Pictures Imageworks的每一部动画作品。它节省了每个艺术家每天几个小时的生产时间。在制作一部故事片的过程中,它为团队节省了整整几周的时间。旧的协作系统需要美工导出他们的几何图形,以便将其导入到其他场景文件中,这既耗时又需要美工有意识地付出努力。然而,《SplitComp》只需要播放,这是美工工作流程的自然产物。这大大减少了美工的工作量,增加了更新的频率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Animation collaboration with depth compositing
In this talk, we describe the use of depth based compositing to accelerate collaboration between multiple artists on single shots. This workflow allows for increasingly complex shots to be finished in shorter timelines, even when dealing with large numbers of hero characters. SplitComp is a workflow for artists using depth compositing. It was originally developed for Cloudy With a Chance of Meatballs 2, but has since been used on every Sony Pictures Imageworks animated feature by animators and the cloth simulation team. It saves several hours of production time per artist every day of production. Over the course of a single feature film, it saves teams entire weeks worth of time. Older collaboration systems required artists to export their geometry so that it may be imported into other scene files, which is both time consuming and required artists to make a conscious effort. SplitComp, however, only requires playblasts which are a natural product of the artists workflow. This allows for significantly less effort from the artists and more frequent updates.
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