Thoughts on an improved production pipeline:
The aim of an efficient pipeline is to get the entire production
team working at their full capacity at all times, and to coordinate
this with a predictable advance in production according to a pre-determined
schedule.
A good pipeline is dependent on a strong division of skills within
the animation team. Each department must be able to meet its deadlines,
as the various departments will be completing tasks simultaneously.
Missed deadlines will have a serious, negative effect on the ability
of other departments to perform, and therefore also on the production
schedule.
Screenplay, design and storyboarding should be completed and locked
off before any 3D production begins. However, provided the design
and storyboarding team can realistically stay ahead of the animation
team, this could overlap. A complete voice track should be recorded
prior to the commencement of 3D production.
The optimized pipeline will allow animation to begin as early in
the production process as possible. Animation is the most time-consuming
process in the optimized 3D production pipeline and the amount of
animation to be done should determine the length of the production.
Performance animation should be used from the very start of production
as a visualization tool. The first step should be the creation of
animatics from storyboard drawings. The shot layout should be plotted
and animation blocked out in crude strokes. This should be done
for all the shots in the storyboard. These animatics should then
be assembled and cut to the voice track (which would necessarily
need to be recorded before 3D production commences). This will allow
a first glimpse at the flow of the scene.
Once this animatic has been edited, revised and approved, it should
be cut into scenes for principle animation.
A character’s proportions are the very least that need to
be known about a character before performance animation can be recorded.
Skeletons are the most problematic element to change once the production
has progressed, and should be locked off during the design stage
of the production. This will allow very basic, yet proportional
rigged models to the be used by the performance animation dept.
to capture motion data that will initially be used for shot layout,
but could also be applied to the character rig, once developed.
Emphasis should be placed on developing procedural elements where
possible. Areas where this is essential are character rigging and
rendering, though most area benefit from reusable scripts. Naming
conventions are extremely important and should be applied strictly.
The pipeline should be designed so that the character can develop
in a manner that is non-destructive to its animation. This is possible
if the modeling, texturing, rigging and skinning departments follow
these guidelines.
1.) The character’s skeleton should remain unchanged. A change
can only be made if a complementary tool, converting all previous
animation to the new skeleton, is developed concurrently.
2.) The texturing and skinning of a character should only commence
once the modeling has been locked off.
3.) Lip sync animation should only commence on completion and approval
of the facial rig. While the non-destructive addition of custom
facial blends is possible, it can create inconsistency throughout
the length of the production. Lip sync is a relatively quick process,
so delaying its application should not prove too problematic.
Scripts that automate the rendering process should be developed
at the same stage as the characters and set are being developed.
Rendering will happen in the latter stages once the characters and
sets have been finalized. A bottleneck can occur at this point if
a number of scenes need to be rendered simultaneously and all of
the shots require manual tweaking.
And a final few cents:
The Feedback pilot has shown us that we can produce world-class
computer animation in South Africa. We will need to adapt our style,
sharpen our skills and refine our production pipelines, but a full-length
feature is not beyond our reach. We have a shortage of experienced
key frame animators, so we need to embrace the emerging performance
animation technology and make it work for us.
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