Kenneth Williams
Tips for
future Machinima students
First
big thing is the camera room:
The most
helpful thing in general was our camera room. Once we had the camera room it saved us all of the trouble
of having cameras run by triggers.
Basically you just build the room, then use the
camera room to carefully place lights and cameras. Even if you donŐt plan on doing major post processing, you
can use the camera room to help decide when and where the cameras should
trigger. Also, it helps to decide
exactly where the cameras and lights should go. The instructions for the camera stuff are with the camera
room I already turned in.
Using
train stuff:
Trains can
be very useful for doing many of the special effects you may want in half life
2. With trains you can move
carriages, move props, and even make someone jump off of a buildingJ. Basically, to use
a train, build a block and use the invisible texture. Give the block a name, and hit the toEntity
button. Choose the func_tracktrain entity. Now, you can use the entity tool to add a path_track.
Give it a name, and then from your invisible brush set the First Stop
Target to be this new path_track. At this point you can form a path by
selecting the first node, holding shift, and dragging it to the next point. Repeat this to make as long a path as
you would like.
Next, set
a trigger to tell your train to Stop when the map is
started. Finally, set up whatever
trigger you use to send the resume command to the train whenever you want it to
move.
Moving props:
Essentially,
just make a dynamic prop and parent it to the invisible block. It will now follow along. If you want to move characters, you can
parent them in as dynamic_prop_override. Next, go to the Model tab and choose an
appropriate animation. With
triggers and the default animation option, you can set the character to perform
the given animation as it moves.
Blocking
tips
When
blocking, make sure to build the complete room with props first. Now there are a couple problems with
blocking. Essentially when a
character is given a scripted sequence it will attempt to calculate a path to
the sequence. If a brush is
slightly blocking the path it may consider it a wall and decided the end
position is not pathable. In this case you have a couple of options. First, move the sequence around until
the character finds an opening. Your
other option is to use info_node. If a character can not find a path but
sees a visible info node nearby which is closer to the sequence, it will move
to the info node and so on. Thus,
you can slowly move the characters along the path towards the destination.
Making walls passable:
Sometimes the blocking is helped by making
walls or props passable. For a
prop, just select the Collisions option in the Class Info tab. Then, choose the Not Solid option (it
will now be passable). For
brushes, make sure that you tie it to an entity func_brush. Next, set the Solidity in class Info to
be Never Solid. Your character
will now pass through (make sure to use camera angles to mask it).
Group
organization:
Here is
all of the information about everything we did to organize our group and to
pipeline our work so that everyone could work at the same time and we could
finish things as quickly as possible.
Following
is a description of each group we had then a description of the order of
completion to properly fit the pipeline.
Room
design:
The room
design group builds the rooms, places the props, and textures everything.
Model
retexturing:
The model
retexturing group chooses additional models, and photoshops
up textures for existing models.
Prop
Design:
This group
is in charge of photoshopping or building any
additional models needed for the film.
Quality
Assurance:
This group
is in charge of critiquing each and every other piece of work from room design,
to props, to models. They also
critique any finished film pieces in order to touch them up.
Filming:
This group
films and post processes the actual piece. The filing group chooses from all of the available footage
to pace the film and to get appropriate camera angles.
Lighting:
The
lighting group places the general lights and works with the camera group to
place the shot by shot lights.
Cameras:
The camera
group places all of the different cameras for each scene. The filming group later uses these
cameras for the shots.
Special
effects:
The
special effects group tests different effect options and puts the finalized
effect designs into the set.
Faceposer:
The face
poser group does the different face posing gestures and dialogue for each
scene.
Pipeline:
Essentially,
there are several groups that can do their tasks independently.
First to
finish: Room building, Model
Retexturing, and Prop Design, dialogue recording (All of these can run
together)
(The
following depend upon rooms being built)
Blocking (making the characters move properly), camera work, lighting (I
recommend making these 3 separate tasks due to the difficulty of merging maps)
(The
following depend upon dialogue being recorded)
Faceposer
Finally,
the filming is done. Of course,
quality control has a hand in everything which is done. So basically, the rooms are built
first. Then, the
blocking (to make the character movement happen properly), the cameras and
lighting, and finally the filming.
The face poser can be put in last minute (as long as the blocking
includes choreo scenes which run at appropriate
times), so face poser can be done separate. The same goes for props, special effects, and the model
retexturing. All of the previous
tasks can be done independently and then put in later.
I would
recommend having different people work on different pieces. Essentially, finish one room and then
move on to another while the critiquing takes place. Once a room is done and the scene built, film that
room. Basically, the process has
filming occurring at every stage so that the critics are constantly at
work. Also, when the main work is
done, it is a simple matter to take all of the footage, choose specific scenes
to re-shoot, and keep what is wanted.
More or
less that is our pipeline process.