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The Broadcast Ident (c) FxpHD
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Tim Clapham returns with a brand new course aimed at motion graphic
designers and animators. This time, it's a bit of a departure from
Clapham's previous typical course structure as he will be taking you
through the development and animation of a channel ident from the
initial concept stage, right through to the final rendering and
delivery part of the process. In a previous course at fxphd, members
were invited to design a logo for a fictional TV channel. The chosen
design is the logo we will be using for our ident.
The structure and workflow of this course will be similar to the
typical studio workflow you would find when working on a real world
production. Starting with design and concept, we then move on to
discuss the shoot itself. Working with footage which was shot on the
RED Epic, we will be choosing selects from our bin of clips and
exploring various grade options within RED Cine. Next, we will take the
selected clip into the animatic stage within Adobe After Effects, using
this as a tool to block out our basic design and timing. Once the
animatic is complete, the footage will be tracked and the 3D solution
exported ready for match moving.
An important part of any production is the design process and this will
be an integral part of the course. Alongside creating our animatic and
completing technical tasks such as tracking and modelling, we will also
be exploring design options throughout the production. We will be
working with Adobe Illustrator to develop various designs and graphic
features. Creating elements using 3D modelling and texturing techniques
in Cinema4D. Bringing all of this together in the form of style frames
which will be the foundation for the ident look, grade and overall
feel.
We will work with elements being animated in both 2D and 3D. The indent
will progress as the 3D multipass renders are output and the composite
is developed. Finally, 2D graphic elements will be added and animated
in post and the grading completed ready for final rendering.
course syllabus
Class 1
Concept Development - We look at the initial boards created for the
ident and the concepts and scripts behind them. From this selection of
ideas, one is chosen and we discuss a practical approach to shooting
the footage. Tim shares his experiences of working with the RED Epic
and after a brief overview of working with RED Cine, we choose our
selects from the RED footage. This is then narrowed down to one shot.
Whilst working with RED Cine we explore some of the looks we could
output when we grade our shot.
Class 2
We create the animatic for the ident using Adobe After Effects CS5.5.
Although the work is quite simple, it is an essential part of the
process and this will create a solid foundation for building upon over
the following weeks. We will work with masks, 3D layers, parenting,
shape layers and time-remapping. We will also discuss important
concepts such as file management and organising your projects.
Class 3
Model the joystick in Cinema4D. Covering many of the most commonly used
tools when modelling with hyperNURBS including, knife, edge cut,
extrude, loop and ring selection. We also look at an alternative method
available when using the Correction Deformer.
Class 4
Tracking the tunnel shot in Syntheyes. Using supervised tracking we
will track and solve the tunnel shot. Covers general workflow in
Syntheyes. Solving difficult shots. Clean up trackers. Creating a
coordinate system. Exporting python script for C4D.
Class 5
Style Frame, Render and Comp - Taking the tracking data into Cinema4D
we can start to incorporate 3D elements into the live action plate. We
will build proxy elements of the live action plate from the tracking
data which we will use as shadow catchers and other composite helpers.
This will also allow us to develop our 3D - 2D pipeline for the
project, discovering which passes need to be rendered. Any problems
associated with this and allowing us plenty of time to find solutions.
Outputting out a still frame using multipass render layers will give us
the opportunity to develop our style frame.
Class 6
3D Animation, Render and Comp - In this class we will animate the 3D
elements. This is the first blocking stage and we will attempt to
animate all the elements and prepare them for output. The render passes
will be created, output and brought into the composite for review.
Class 7
Creating the graphic elements in Cinema4D. Using the knife tool to
create cuts for generating splines from the tunnel geometry. Cloner
Object to clone graphics along the splines. SplineWrap to deform
geometry along the splines.
Class 8
Animating the graphic elements appearing through the shot. Working with
effectors to control scale, visibility and time offset keyframed
animation of cloned objects. Using constraints for dynamic parenting.
Morphing with Pose Morph and baking the resulting morph to point level
animation.
Class 9
Finding and correcting errors in the scene so far. Creating some basic
materials for the graphics, using formula effector and multishader.
Generating geometry through collision using Bool, Matrix object and
Tracer. Preparing file for multipass rendering.
Class 10
Final Grade and Output - We will take our 3D elements and bring them
into the composite we have been building. Our 2D graphic elements will
be finalized and the grade completed. The comp will be setup for final
render, we will then review the result and discuss the overall project
process.
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Type .... : Instructional Video
Genre ... : Bookware
Disks ... : 58
URL ..... : https://www.fxphd.com
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