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Consolidating the set
Once all the elements in the scene had been created, they were
optimized into reference files. Separate files were created for
the near bank, grass, far bank, river, matte painting and sky. Within
the files there were further sub-divisible elements. For example,
the near bank could be controlled through a “nearBank”
character that allowed elements to be switched on and off. This
was tremendously helpful in making the animation scenes as light
and interactive as possible. Animators needed only to pull in those
elements that were crucial for the animation of the shot, and any
other elements that appeared in frame could be pulled in at render
time.
The set was controlled by a character node that allowed individual
areas to be switched on and off
as required. Elements such as trees, boulders, grass and reeds could
also be controlled.
We spent a good deal of time getting the scene optimized
for animation. The heaviest elements were the various grasses, but
fortunately these could be added during the render and so didn't
interfere with the animation. Even so, the scenes did prove to be
quite heavy spurred Judd Simantov to develop a whole Perl and MEL
script driven scene reference manager that will allow us in future
greater control of sets, their proxies and where elements are added
in the production pipeline.
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