Return-Path: Received: from mail-oa0-f47.google.com ([209.85.219.47] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 5385182 for AE-List@media-motion.tv; Thu, 20 Feb 2014 18:20:03 +0100 Received: by mail-oa0-f47.google.com with SMTP id m1so2438850oag.20 for ; Thu, 20 Feb 2014 09:20:08 -0800 (PST) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:from:date:message-id:subject:to :content-type; bh=dheunKDWC2soPc6lvtgEQgvi/5PYeT04yehCHFC1MB8=; b=tINyoM+fGrvKkXxIn7zSjJ9/b5xd8k5uJvwD5X+gUQYLSZYt6M4WmaYepTC5fzADV0 7Uh1DttbmNvb3E7KA4uGzQLrwHl9SzG5bTzmW/UXyXRILu4/P6gCdWOCgZ/SRy6BeETh zP92ljklHWbK81FnncV9OtRxr4HX04lZXCvQyKMbMvkiNXpTdPpvT5X/PyuQCrLcHAjU 7YpG3y9QLWhWmlCg00Rgl/tH/4gcALc+wEvkL3fDeP9Jc3gQgRQ0pAzj9SF1EQabf7Wy OXGJQpsfnc7mfOJYXkqk+AV3e0LjUP1NCOHHvZS3hkf20eB7NUw238fxyoiE0GHEhSk0 RLkQ== X-Received: by 10.182.233.201 with SMTP id ty9mr81437obc.29.1392916807961; Thu, 20 Feb 2014 09:20:07 -0800 (PST) MIME-Version: 1.0 Received: by 10.182.18.40 with HTTP; Thu, 20 Feb 2014 09:19:47 -0800 (PST) In-Reply-To: References: From: Jayse Hansen Date: Thu, 20 Feb 2014 09:19:47 -0800 Message-ID: Subject: Re: [AE] New 'Ender's Game' Motion Graphics Reel! To: After Effects Mail List Content-Type: multipart/alternative; boundary=001a11c1c5088a8d6804f2d9b7a1 --001a11c1c5088a8d6804f2d9b7a1 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable On Wed, Feb 19, 2014 at 9:18 PM, Chris Zwar wrote: > Superb work, congrats! I especially enjoyed the extra details on your > site (the link on the vimeo page). > Big up thanks Chris! Appreciated > Are you able to share any tech details? I'd be interested to know what > resolution you worked at, what bit depth and colour working space you use= d. > Did you work in 32 bit or linear? Yeah of course! So, we worked at 2560 =D7 1350, But that's a lot bigger tha= n what you see in the film. For final - everything was then center cropped to 2048 =D7 880. This allowed them to output for film and for 16:9. It's a strange thing sometimes to design for the larger res - but also design for the cropped version - so you'd have an adjusted design just so the important info fits the crop. Whatever works! Colorspace I usually animate in 8b, but always comp and tempcomp in 32b. The glows, bokeh, motion blurs etc. just all never look right in anything less than 32. It slows you down - so I'm always switching between them. Then I'll adjust a glow or color and forget I'm in 8bit - switch to 32 and be like Gaaaaahhhh! ;-) To get reference h.264 qt's out that matched the comp view in 32b - (without the annoying h264 gamma/sat shift) I found that setting the working color space to srgb and match legacy qt to ON in project settings worked great. Was a lot of experimenting before arriving at that. Maddening. > Did you supply files as tiffs / exr / something else? JPGS!!!! Then EXR. Because we were all spread out and delivering/receiving via ftp, we delivered everything except final as jpgs! Even the temp plates we got were jpgs. This allow us to transfer stuff soooooo much faster than usual - and it all worked great. For final we delivered 32b exr sequences. On Avengers it was dpx for delivery - but I think they'd wished it was exr after the fact. EXR is just a great format. Render times (did you have a farm?) I do have a small farm - but actually - ever since Avengers (which we did on older iMacs with no render farm) I've learned to manage time pretty well - so mostly relied on BGRenderer. Some of the more intensive C4d stuff definitely had all my machines going. Lately, for lookdev like on Big Hero 6 and Need For Speed, I've been just piping c4d in to AE with Cineware and using cineware proxy - it's definitely an artist friendly workflow that works great with BG renderer. Then for final farm renders you already know what you're getting. > And which goodies from AE scripts did you find useful? > I have a few go-to's! - Create Pivotal Null - (Zack made this by my request for Enders Game! it's awesome!) - Explode Shape Layer (again - lots of requests worked in - this one is great!) - Separate RGB - Immigration (sequences, sequences, sequences) - BG Renderer Pro (can't live without!) - Keysmith (great for setting velocity curves just how you like them on many keyframes at once!) - Rift (great for sequencing layers AND keyframe sets) - Isolate (a must have for complicated comps - always using this - must have) - Elementary (really great for expanding 2d+3d integration!) - pt_cropPrecomps (always run this after importing illustrator layers and precomping groups) I know I sound like I get paid - but I don't - I pay for all of these - I'm just a huge fan of anything that speeds me up and takes care of the tedious things. I also love that these are all created by cool people in our community - gotta support! > Great to see such top work. > Thanks man! > > -Chris > > -----Original Message----- > From: Jayse Hansen [mailto:mographer@gmail.com] > Sent: Thursday, February 20, 2014 05:58 AM > To: 'After Effects Mail List' > Subject: [AE] New 'Ender's Game' Motion Graphics Reel! > > Hey guys - I've benefited so much from this list for years - and especial= ly > all the great people on it - so I'm *very* excited to show our latest > 'Ender's Game' reel of mograph/GUI/holograph type work. > > https://vimeo.com/87009992 > > It's pretty much all Illustrator>C4d>After Effects (and Element 3d!) >Nuk= e > for composite - So much great guidance from this list and the great peopl= e > involved since I first learned what a track matte was - so a huge and > humble thanks!! > > // jayse > > > PS - see you at MMB 2014! > > -------------------------------- > Jayse Hansen > Fictional UI Design and Animation > www.jayse.tv > jayse@jayse.tv > 702-321-3449 > > > > +---End of message---+ > To unsubscribe send any message to > --001a11c1c5088a8d6804f2d9b7a1 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable
On Wed, Feb 19, 2014 at 9:18 PM, Chris Zwar <chris@chri= szwar.com> wrote:
Superb work, congrats! =C2=A0I especially enjoyed the extr= a details on your site (the link on the vimeo page).

Big up thanks Chris! Appreciated

=C2=A0
Are you able to share any tech details? =C2=A0I'd be interested to know= what resolution you worked at, what bit depth and colour working space you= used. =C2=A0Did you work in 32 bit or linear? =C2=A0

=
Yeah of course! So, we worked at=C2=A02560=E2=80=86=C3=97=E2=80=861350, But= that's a lot bigger than what you see in the film. For final - everyth= ing was then center cropped to=C2=A02048=E2=80=86=C3=97=E2=80=86880. This a= llowed them to output for film and for 16:9. It's a strange thing somet= imes to design for the larger res - but also design for the cropped version= - so you'd have an adjusted design just so the important info fits the= crop. Whatever works!=C2=A0

Colorspace
I usually animate in 8b, but alway= s comp and tempcomp in 32b. The glows, bokeh, motion blurs etc. just all ne= ver look right in anything less than 32. It slows you down - so I'm alw= ays switching between them. Then I'll adjust a glow or color and forget= I'm in 8bit - switch to 32 and be like Gaaaaahhhh! ;-)

To get reference h.264 qt's out that matched the co= mp view in 32b - (without the annoying h264 gamma/sat shift) I found that s= etting the working color space to srgb and match legacy qt to ON in project= settings worked great. Was a lot of experimenting before arriving at that.= Maddening.=C2=A0

=C2=A0
Did you supply files as ti= ffs / exr / something else? =C2=A0
JPGS!!!! Then EXR. Because we were all spread out and delivering/recei= ving via ftp, we delivered everything except final as jpgs! Even the temp p= lates we got were jpgs. This allow us to transfer stuff soooooo much faster= than usual - and it all worked great. For final we delivered 32b exr seque= nces. On Avengers it was dpx for delivery - but I think they'd wished i= t was exr after the fact. EXR is just a great format. =C2=A0

Render times (did you have a farm?)

I do have a small farm =C2=A0- but actually - ever sinc= e Avengers (which we did on older iMacs with no render farm) I've learn= ed to manage time pretty well - so mostly relied on BGRenderer. Some of the= more intensive C4d stuff definitely had all my machines going. Lately, for= lookdev like on Big Hero 6 and Need For Speed, I've been just piping c= 4d in to AE with Cineware and using cineware proxy - it's definitely an= artist friendly workflow that works great with BG renderer. Then for final= farm renders you already know what you're getting.

=C2=A0
And which goodies from AE = scripts did you find useful?

I have a few go-to's! =C2=A0

= I know I sound like I get paid - but I don't - I pay for all of these -= I'm just a huge fan of anything that speeds me up and takes care of th= e tedious things. I also love that these are all created by cool people in = our community - gotta support!


Great to see such top work.

Thanks man!=


=C2=A0

-Chris

-----Original Message-----
From: Jayse Hansen [mailto:mographer@gmail.com]
Sent: Thursday, February 20, 2014 05:58 AM
To: 'After Effects Mail List'
Subject: [AE] New 'Ender's Game' Motion Graphics Ree= l!

Hey guys - I've benefited so much from this list for years - and especi= ally
all the great people on it - so I'm *very* excited to show our la= test
'Ender's Game' reel of mograph/GUI/holograph type work.
https://vimeo.com/= 87009992

It's pretty much all Illustrator>C4d>After Effects (and Element 3= d!) >Nuke
for composite - So much great guidance from this list and the great people<= br> involved since I first learned what a track matte was - so a huge and
humble thanks!!

// jayse


PS - see you at MMB 2014!

--------------------------------
Jayse Hansen
Fictional UI Design and Animation
www.jayse.tv
jayse@jayse.tv
702-3= 21-3449



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