Superb work, congrats! Â I especially enjoyed the extra details on your site (the link on the vimeo page).
Big up thanks Chris! Appreciated
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Are you able to share any tech details? Â I'd be interested to know what resolution you worked at, what bit depth and colour working space you used. Â Did you work in 32 bit or linear? Â
Yeah of course! So, we worked at 2560 × 1350, But that's a lot bigger than what you see in the film. For final - everything was then center cropped to 2048 × 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!Â
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.Â
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Did you supply files as tiffs / exr / something else? Â
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. Â
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.
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And which goodies from AE scripts did you find useful?
I have a few go-to's! Â
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!)
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!
It's pretty much all Illustrator>C4d>After Effects (and Element 3d!) >Nuke
for composite - So much great guidance from this list and the great people
involved since I first learned what a track matte was - so a huge and
humble thanks!!