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Edit: I assume in the final version, the audience will just see red eyes in the darkness at the end. It might be nice to have a noise in the background to make Trot look around (her turn should be quicker then though).
Foley for the last scene has not been submitted yet. Hopefully there will be some kind of sound there when Angelo works his magic.
Here's what I'm hoping (fingers crossed).
As I get these scenes rendered and posted:
We look at them and take note of things that need to be changed or fixed or whatever.
Whoever has a desire to change/fix something will volunteer to make the change and will commit to completing the work within one week.
When the fix is done, submitted via svn, AND I am notified via email (project.scarecrow@gmail.com) I will open up the project to make sure it will render and that there are no bizarre technical issues, and I put it on the render farm.
Here's what I need from those of you wanting to do a fix/change:
* You must be using the most current version of AM. If you open a current model/action/chor/project in an older version of AM and then save it, strange things sometimes happen and there is a chance I will have to revert the project back to a previous state. So to insure your work is not wasted, use the most current version of AM.
* Let me know what it is you are changing! Send me an email at project.scarecrow@gmail.com. I try to read the forum, but I don't always catch every post.
* When you are done,
** make VERY sure the Depth of Field, Fog and lighting is the same as the original. There have been a few scenes where the lighting was set before animation happened, and when the scene came back after animation, the lighting got changed somehow and had to be re-done.
** Or, if you change the DOF, render a test frame for every every camera angle - even those where you didn't change the DOF. DOF can be finicky and it takes a lot of futzing with.
** If you change fog, textures or lighting, check every scene that uses the same set or model to make sure your changes have been carried over to those other scenes - even if you change a lighting Action which would supposedly automatically propagate to the other scenes. I've already had issues with this.
** When you are done, send me an email telling me you are done and what you did. I will be trying to get other scenes ready for rendering, so if you just submit via SVN without letting me know you are done, I may not realize the project is ready to be checked and re-rendered.
** If you make a change that affects several scenes (such as lighting, texturing, or fog), send me an email detailing what scenes are affected and should be re-rendered.
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This might be a good time to mention that I had to do some quick and sometimes ugly hacks in some parts just because it is so much work to turn these animated choreographies into consistent, final rendered animations. So my M.O. was "How do I fix this issue in the quickest and easiest way possible.
If you notice something that got changed and want to "fix" it yourself, please follow the above steps and fix it. I am not attached to the fixes/changes I made. My main concern is trying to ensure consistency, avoiding geometry intersections and texture warping, circumventing technical issues, and getting things to render.
One notable example is the Ork's texturing. In 2_01_02 the ork makes a turn that brings its tail very close the the wall of the cave and the hair that was extending out the back of the tail looked like it was penetrating the cave wall. So instead of redoing the animation, I took off the hair on the back of the tail. Also, the ork's decals were warping in some scenes when it did certain movements, so I'm like "OK, how do I fix this in the fastest and easiest way possible" - so I added some scraggly looking feathers to hide the fact that the decals were warping. These were just quick practical fixes.