KenH
Oct 13 2009, 04:08 PM
I see David has a thread for a scene. Has animation resumed? I'm eager to get started again....slowly.
HomeSlice
Oct 13 2009, 04:49 PM
Awesome! I do have 27 scenes set up so far to animate. I have 26 more to go.
How about 2_13_01? Tin Man is under water asking the fishes how to get out.
You can extend the choreography as much as you want before and after the audio file begins and ends, but the timing of the audio itself is not really changeable at this point.
If you want to edit/cut it in an audio editor, go ahead. Just be sure to save it out as 16 bit (Little Endian) 44.1 KHz, Stereo, Uncompressed wav.
Like everything on SO, this new workflow is a deliberate learning experience. Whether it works out or not, hopefully we will all come out wiser for the experience.
KenH
Oct 13 2009, 05:05 PM
On it.
HomeSlice
Oct 13 2009, 06:48 PM
Oh ... one little thing ...

You have to coerce someone to record themselves laughing hysterically - for the "Laughfish" in the scene.
That is the only sound clip we don't have ....
MJL
Oct 13 2009, 08:57 PM
How many seconds of laughter do you need? I'll just tell myself some of my favorite jokes.
KenH
Oct 14 2009, 03:25 AM
That'd be great! Here's the script for that part:
QUOTE
TIN WOODMAN
(bubbly voice) Hello, sir. Might you point me the way out of here?
LAUGHFISH looks at TIN WOODMAN in surprise, then starts laughing at him
LAUGHFISH
HE HE HE HA HA HA HO HO HO
LAUGHFISH then swims quickly away.
TIN WOODMAN
(bubbly voice) Not very neighborly.
I only need 2 seconds, but make it 3 so I can fade it down and have it in the background as he swims into the distance. Thanks!
KenH
Oct 14 2009, 03:57 AM
Holmes: I've just updated my svn repository.....there are about 300 courtiers_normal images. What's the deal with them? They all look the same.
HomeSlice
Oct 14 2009, 09:08 AM
QUOTE
Holmes: I've just updated my svn repository.....there are about 300 courtiers_normal images. What's the deal with them? They all look the same.
In the scenes where Scarecrow is tied to the stake and is about to be burnt, there are tons of guards and courtiers gathered around. Instead of placing dozens of character models in those scenes, I assembled a bunch of courtiers in a separate chor and rendered a short animation of them shifting slightly from side to side - so they don't look like static images. Then I rendered another pass for the normal map. Then I applied the animation to a flat(ish) panel and placed several of those panels in the scene. Hopefully this will minimize any problems we might have when we try to render these big complex scenes. If it looks too funky, we can place a few actual character models in strategic places if needed.
MJL
Oct 14 2009, 09:10 AM
Ken, I'll try to get that done today. Wave OK? or do you prefer another format?
HomeSlice
Oct 14 2009, 09:17 AM
QUOTE(MJL @ Oct 14 2009, 10:10 AM)

Ken, I'll try to get that done today. Wave OK? or do you prefer another format?
Please save it as 16 bit (Little Endian) 44.1 KHz, Stereo, Uncompressed wav.
Thanks Myron!
KenH
Oct 14 2009, 10:15 AM
Ah. I'll be interested to see how that crowd turns out.
higginsdj
Oct 14 2009, 01:02 PM
I followed what you said exept for the normal map. What is that used for? (ie I might need to do something similar to the flowers on my flower cart)
HomeSlice
Oct 14 2009, 02:14 PM
QUOTE(higginsdj @ Oct 14 2009, 02:02 PM)

I followed what you said exept for the normal map. What is that used for? (ie I might need to do something similar to the flowers on my flower cart)
The normal map will hopefully give a little bit of depth to the crowd panels. It should add some shadows and highlights. Not sure how effective it will be, but test renders looked promising at least.
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