3D game-based filmmaking: the art of Machinima
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | Undetermined |
Veröffentlicht: |
Scottsdale, Arizona
Paraglyph Press
2004
|
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXVI, 470 S. Ill., graph. Darst. 1 CD-ROM |
ISBN: | 1932111859 |
Internformat
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Datensatz im Suchindex
_version_ | 1804138721659846656 |
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adam_text | Titel: 3D game-based filmmaking
Autor: Marino, Paul
Jahr: 2004
Contents
Introduction xxi
Chapter 1
Understanding Machinima 1
Machinima: A Marriage of Mediums 1
Filmmaking 2
Animation 2
3D Game Development Technology 2
Putting It All Together (Filmmaking + Animation +
Game Tech = Machinima) 3
The History of Machinima 3
Recording the Game 3
Clan Reels and Quake Cinema 6
Quake Movie Momentum 6
Next Up: Quake II 8
Quake III Takes the Stage 10
Lo and Behold: Machinima 12
Machinima Breaks Through 13
Growing Pains 14
Stepping It Up a Notch 17
A Machinima Renaissance 18
Highlights and New Watermarks 19
A Timeline of Machinima Events/Films 21
Onward 23
Coming Up Next 24
Chapter 2
Introducing the Machinimat/on Platform 25
Installing and Running Machinimation 27
Using the Machinimation Main Screen 27
Using the Main Interface 32
Using the View Window and Point of View (POV) Control 36
Summary: Getting to Work 40
Chapter 3
Getting Started with Machinimation Projects 41
Creating Machinimation Projects 42
Tutorial: Starting Your First Project and Creating a New Scene 43
The Art of Lighting with Machinimation 45
Tutorial; Creating Basic Lighting in Machinimation 46
What s in a Number? 49
Modifying Light Properties and Adjusting a Light s Timing 49
Tutorial; Modifying a Light s Properties 50
Tutorial; Adjusting a Light s riming 51
Introducing the Track List Feature 52
Animating Lights 52
Tutorial: Creating an Animated Light S3
Modifying Your Animated Lights 56
Tutorial; Modifying an Animated Light 56
Adding Light Points 57
Tutorial; Adding a Light Point 57
Deleting Light Points 59
Tutorial: Deleting a Light Point 59
Summary 61
Chapter 4
Machinimation: Call in the Actors! 63
Machinimation Acting Methods 64
Solo Acting in Machinimation 65
Tutorial: Recording a Solo Actor 65
Using Multiple Actors and Applying Choreography 70
Tutorial: Self-Choreography with Machinimation
Using the Recording Manager 77
Group Acting in Machinimation 78
Acting in a Machinimation Multiple-Actor Project 80
Tutorial: Creating a Multiple-Actor Scene, Part I: Director Setup 80
Tutorial: Creating a Multiple-Actor Scene, Part II: Actor Setup 83
Tutorial; Creating a Multiple-Actor Scene,
Part Ilk Recording 87
Summary 91
Chapter 5
Live Action Filming with a Virtual Camera 93
Camera Work 101 94
Tutorial: Creating a Camera 95
Using Camera Control Points 97
Modifying a Camera s Position 98
Tutorial: Modifying Your Camera s Position 98
Tutorial: Adding a Second Camera 100
Adding in the Timeline 102
Putting It All Together: Cameras with the Timeline and Track List 102
Tutorial: In-Camera Editing 103
Advanced Camera Techniques 104
Tutorial: Creating a Moving Camera 105
Tutorial: Modifying a Moving Camera 106
Adding Camera Control Points for Moving Cameras 109
Tutorial: Adding a Camera Control Point to a Moving Camera 109
Controlling Camera Control Points Interactively 112
Tutorial: Moving a Camera Control Point with the Mouse 112
Tutorial: Deleting a Camera Control Point 113
Reviewing the Completed Scene 114
Summary 114
Chapter 6
Adding Audio and Visual Effects with Machinimation 115
Working with Events 116
Event Types 116
Setting Event Properties 117
Using the Event Manager to Handle Events 118
Creating an Audio Event 120
Tutorial: Adding a Music Audio Event 121
Tutorial: Adding a Second Audio Event—Sound Effects 124
Creating a Text Event 125
Tutorial: Adding a Text Event 125
Creating Fade Events 128
Tutorial: Creating a Fade-In Event 129
Tutorial: Creating a Fade-Out 130
Creating a Film Grain Event 132
Tutorial: Adding Film Grain 132
Events and the Track List 134
Tutorial: Using Events with the Track List 134
Summary 136
Chapter 7
Exporting Your Machinimation Project 137
Exporting Basics 138
Reviewing Your Production 138
Rendering Your Project 140
The Basics of Rendering a Production 140
Codec Selection 143
Tutorial: Basic Rendering 144
Advanced Rendering Techniques 146
Tutorial: Advanced Rendering 149
Summary 150
Chapter 8
Introducing the Unreal Tournament 2004 Platform 153
Machinima Showdown: Machinimation vs. UnrealEd 154
Similarities 154
Differences 155
Installing and Running Unreal Tournament 2004 157
Time to Play! 159
UnrealEd and Matinee: A General Overview 160
Introducing UnrealEd 160
Using the UnrealEd Viewports 162
Navigating the Viewports 164
Tutorial: Navigating the Side, Top, and Front Viewports of UnrealEd 16S
Tutorial: Navigating the Perspective Viewport of UnrealEd 165
Working Inside of UnrealEd 166
Loading a Map into UnrealEd 166
Tutorial: Loading a Map into UnrealEd 167
Interacting with UnrealED 168
Tutorial: Selecting and Moving Objects in UnrealEd 168
Introducing Matinee 170
The Matinee Interface 170
Matinee Scenes 171
Scene Manager 172
Summary 173
Chapter 9
Getting Started with a Unreal Tournament 2004 Project 175
Creating Machinima Productions with
UnrealEd Maps 176
Preparing the Set: Using Static Meshes 182
Building the Map 187
Add the Lights! 189
Light Placement for Your Machinima
Productions 196
Summary 202
Chapter 10
Adding Characters with UnrealEd 203
Class Structure 205
Loading a Pawn and Making the Pawn Walk 205
Tutorial: Placing a Pawn Entity 206
Tutorial: Changing the Pawn Model 208
Tutorial: Creating Your First Pathnode 209
Tutorial: Adding More Pathnodes 210
Tutorial: Creating a Walking Script 212
Tutorial: Unking It Ail Together 21S
Tutorial: Viewing Your Progress 216
Triggering Animations 217
Tutorial: Adding Animation to Your Pawn 217
Summary 221
221
Chapter 11
Working with Matinee 223
Creating Your First Matinee Machinima Segment 224
Tutorial: Setting Up Your Scene to Add Cameras 22S
Camera Control: Setting Up Your Cameras 227
Getting to the Points 227
Tutorial: Adding Your First Camera 227
Understanding Interpolation Points 229
Tutorial: Using Actions to Cut from One
Camera to Another 230
Using the Preview Window 233
Tutorial: Previewing Your Camera Work 234
Using Sub Actions 235
Tutorial: Adding a Sub Action for a Camera 236
Moving and Placing Your Camera 239
Tutorial: Creating a Tracking Shot 239
Tutorial: Improving the Tracking Shot Using the Bezier Curve Feature 240
Tutorial: Finishing Off Your Scene 243
Summary 244
Chapter 12
Using Audio in UnrealEd and Matinee 245
Global Audio vs. Event Triggers 246
Tutorial: Setting Up Global Audio in UnrealEd 246
Setting Up Audio Triggers Using Matinee 249
Tutorial: Setting Up the Gesture Audio Trigger 249
Tutorial: Setting the Timing for Playing the Sound Effect 253
Creating Sound Effects for Actions 254
Tutorial: Locating a Sound for Jugg s Footsteps 256
Tutorial: Triggering the Right Footstep Sound 258
Tutorial: Triggering the Left Footstep Sound 261
Summary 262
Reviewing the Production 263
Chapter 13
Finishing Your Matinee Machinima Production 263
Adding and Linking Additional Matinee Scenes 264
Exporting Your Film for Viewing Outside of UT2004 266
Other Options for Outputting Your Productions 269
Summary 270
Chapter 14
Machinima Simplified: Video Capture 271
Machinima Output: Hardware and Software Specifications 272
Machinima Output: 3D Game Video to Camcorder 273
Importing Video into Your PC 280
Video Capture Alternative: Demo Recording 287
Summary 290
Chapter 15
Machinima Editing: Putting It All Together 291
Introducing Windows Movie Maker 292
Using Movie Maker 294
Tutorial: Working with Video Clips 294
Tutorial: Organizing Video Clips and Elements 2%
Basic Editing with Movie Maker 296
Editing Modes: Storyboard vs. Timeline 296
Tutorial: Cutting between Two Scenes 297
Tutorial: Trimming Video Clips 298
Splitting a Video Clip 300
Tutorial: Splitting a Video Clip 300
Adding Transitions 302
Tutorial; Adding a Transition 302
Importing Audio 303
Tutorial; importing an Audio File 303
Adding Titles 304
Tutorial; Adding a We at the Beginning of the Scene 305
Adding a Title Overlay 307
Tutorial: Adding a We Overlay 307
Finishing Your Editing Work 308
Exporting Your Final Film 308
Tutorial: Exporting a Film to Digital Video (DV-AVI) 309
Summary 311 ¦
Chapter 16
Machinima Distribution and Output 313
Machinima Distribution 314
Machinima Distribution: Online 314
Online Distribution: Video File Creation for the Internet 315
Preparing an Online Video File with VirtualDub 315
Tutorial; Preparing a Online Video Using VirtualDub 318
Machinima Distribution: Offline 324
DVD Authoring 325
DVD Authoring with Adobe Encore 326
Overview: Adobe Encore 326
Tutorial: Installing the Adobe Encore Tryout Software 328
Tutorial: Creating a Main Menu in Adobe Encore 328
Tutorial: Identifying Chapters in Adobe Encore 332
Tutorial; Using vie DVD Preview in Adobe Encore 337
Tutorial: Building a DVD within Adobe Encore 340
Summary 342
Great Cinematography in Film and Machinima 345
Chapter 17
Machinima Techniques: Cinematography 345
Real-World vs. Virtual Cameras 347
User-Controlled Cameras vs. Scripted Cameras:
A Merging of Techniques 349
Creative Tips for Machinima Cinematography 350
Techniques for User-Controlled Cameras 350
Techniques for Using Scripted Cameras 353
General Machinima Cinematography Tips 353
Keeping the Line in Mind 354
The Sight Line 356
Organizing a Shoot: The Shooting Script 358
Action Safe and Title Safe 358
Continuity 359
Composition 360
Camera Movement 360
The Machinima Future Ahead: Recamming 361
Summary 362
Chapter 18
Machinima Set Design 363
Level Editors 365
The Essentials of Level Design 366
Using Space 366
Breaking Down Your Scenes 367
Designing and Sketching 368
Using Photo References 370
Level Building Tools 370
Basic Level Building Principles 371
The Basics of Exterior Design 374
Level Construction for Exteriors 375
Exterior Lighting 376
Creating Skyboxes 378
Texturing for Exteriors 379
Interior Design Basics 380
Interior Construction: Breaking It Down to Brushes 381
Textures 382
Interior Lighting 382
All-in-One Construction: Building Exteriors and Interiors
within the Same Level 384
Tool Focus: Level Editors 384
GTKRadiant 385
UnrealEd 386
Hammer 387
Basic Level Editing 389
Becoming Acquainted with UnrealEd Tools 389
Creating the Initial Environment 390
Tutorial: Creating an Environment with UnrealEd 390
Constructing a Small Building 391
Tutorial: Constructing a Small Hut 391
Texturing with the Level Editor 394
Tutorial: Texturing the Hut 394
Tutorial: Adjusting Textures across Brushes 395
Adding in the Skybox 397
Tutorial: Adding a Skybox 398
Final Touches for the Environment: Lighting 401
Tutorial: Adding the Light 401
Summary 403
Chapter 19
Machinima Character Development 405
Character Development Basics 406
Who Is Your Character? 407
Tutorial: Developing Your Character on Paper 407
Character Design Basics 409
Conceptual Sketching 409
Sketching: Where to Start? 410
Tutorial: Sketching Out Your Character 412
Characters in Action 414
Tutorial: Creating a Model Sheet of Your Character 414
Character Modeling Tips for Machinima 416
Character Animation Tips for Machinima 417
3D Character Development 419
Modeling Your Character 420
Character Modeling Basics 420
Silo: The Modeler s Modeler 421
Tutorial: Installing Silo 421
Silo Overview 422
Tutorial: Setting Up the Viewport Images 425
Tutorial: Beginning Your Character s Head 426
Tutorial: Adding Geometry to Your Character 429
Adding a Instance Mirror 430
Tutorial: Adding an Instance Mirror Object 430
Completing the Head 432
Extruding the Neck and Torso 433
Tutorial: Extruding the Neck and Torso 434
Extruding the Arm 435
Tutorial: Creating toe Arm 436
Creating the Hand 437
Tutorial: Creating the Hand 438
Tutorial: Creating the Legs 441
Creating the Foot 442
Tutorial: Creating the Foot 443
Finishing Up Your Character Model 444
Tutorial: Finishing the Model 445
Some Final Notes 446
Summary 447
Epilogue 451
Index 455
|
any_adam_object | 1 |
author | Marino, Paul |
author_facet | Marino, Paul |
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.369 |
dewey-search | 005.369 |
dewey-sort | 15.369 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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title_fullStr | 3D game-based filmmaking the art of Machinima Paul Marino |
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title_short | 3D game-based filmmaking |
title_sort | 3d game based filmmaking the art of machinima |
title_sub | the art of Machinima |
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