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MOG212 Production Tested Mograph: How to Work Fast and Flexible
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  • 发布时间:2014-8-16 22:19
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FXPHD - MOG212 Production Tested Mograph: How to Work Fast and Flexible12hrs | Video: h264, yuv420p, 1152x720, 24.00 fps | Audio: aac, 44100 Hz, 1 ch | 4.72 GB
Genre: eLearning | Language: English | Project files Included
Working at Imaginary Forces, prof Ryan Summers has completed an array of motion graphics jobs over the last 12 months. From main-on-end sequences for films like Pacific Rim to the opening titles of shows like Person of Interest, he found two constants: tight timelines that require you to work fast and clients that need you to stay flexible to the end.
Using After Effects and Cinema 4D, as well as leveraging the power of plugins like Trapcode Form and Particular, Summers will show you how he achieved both in real-world projects for a variety of clients. To be clear, this course isn?t a lightweight ?making of? breakdown for these projects ? but will be sharing hard core production-proven techniques for getting the job done.
Ryan Summers is a 3D artist that has recently completed projects such as Strife: Rook, Pacific Rim, and Person of Interest. He escaped a life of science after rewatching Jurassic Park and Toy Story back to back, quitting a promising career as a chemical engineer to go off and learn to animate. He's worked on kids cartoons, slot machines, and short-form documentaries before finding a home at Imaginary Forces as a director.
Prof Frederick Ross concludes the final 3 classes of this course.
course syllabus
Class 1: Trapcode Particular, Fast and Furious. One of the things that you get asked to do as a motion graphics artist is end tags. There will always be another end tag to complete and there is rarely enough time to do something cool. For the introductory class, we discuss how I used Trapcode Particular to generate a transition that is both fast to create and flexible for multiple uses. And then I show you how to link it to data from Cinema 4D so you can integrate it with your CG renders. Examples will include a National Geographic spot as well as a teaser for Elder Scrolls Online.
Class 2: Lightning in a Bottle. Building on the techniques learned in Class 01, we learn how to iterate our Particular effects quickly and cumulatively. Initially designed for a long-form pharmaceutical commercial, we work through how to use standard AE effects like Turbulent Displace, Beam, CC Vector Blur, and Echo to rapidly look dev for clients.
Class 3: Stage Five Project Breakdown, Part 01. After a few weeks in After Effects, we start to spend some more time in Cinema 4D. For this we break down the Stage Five ID project. We learn how to deconstruct text, build it back together, and elaborate on the earlier example on how to send and manipulate 3D data in After Effects.
Class 4: Stage Five Project Breakdown, Part 02. Once we've got our basic structure for the Stage Five ID project down in Cinema 4D, it's now time to make it sing. We'll look at using our old friend Trapcode Particular along with Trapcode Form to enhance the environment we built in the previous class.
Class 5: Person of Interest Project Breakdown, Part 01. For a project that was initially only supposed to be type over image, Person of Interest sure did get pretty complicated. This week will be about creating systems that can do lots of work for you, freeing you up to spend more time designing the bigger challenges. We will go through how to create a self-animating UI grid, as well as some tracking techniques.
Class 6: Person of Interest Project Breakdown, Part 02. We never were going to move the camera in Person Of Interest, nor were we going to have many 3D elements. If you've seen the opening, you'll note that we did plenty of the opposite. See how we were able to leverage client assets along with Trapcode Form and some simple camera moves to add enough production value to a project to actually here the client say the word "bitching" for the first time ever.
Class 7: Failure. The Big F. We'll take a look at a pitch project and look at where we went wrong and the lessons learned along the way
Class 8: Prof Frederick Ross: Amazon Whispersync: In the superhero world of Steelheart we go from reading the ebook to listening to the audiobook on a mobile device seamlessly. Were going to take a look at using custom particles to add complexity while staying within our short deadline. I?ll also show you how we use the animatic to break out all our actual AE projects to keep the team working smoothly and in the same structure, which is really critical to turning around projects quickly.
Class 9: Prof Frederick Ross: Tesla OpenSource: Imagining a world where anyone can make and drive an electric car without barriers. Were going to look at setting up, using, and syncing scripts to accelerate our mograph animation, and with everyone able to reuse the animation pieces across the entire spot, we essentially cut our amount of animation in half.
Class 10: Prof Frederick Ross: Covered California: The most common thing we end up doing day to day is roto and keying. Were going to take a look at some advanced luma keying we came up with for working with a wide variety of off white backgrounds while maintaining high standards with a short turn around.
数码-MOG212生产测试Mograph:如何快速和Flexible12hrs|视频:h264、1152 x 720,24.00fpsyuv420p|音频:aac,44100Hz,1ch|4.72GB
类型:电子学习|语言:英语|项目文件包含
在假想的部队工作,教授Ryan萨默斯过去12个月完成了数组的运动图形工作。从主端端序列有关的节目像感兴趣的人开放标题像太平洋电影,他发现两个常量:时间紧迫,需要工作快,需要向你的客户保持灵活到结尾。
使用后效果和电影院4 D,以及利用插件喜欢Trapcode形式,特别是,萨默斯将向您展示他是如何实现在真实世界的项目都为各种客户端。要弄清楚,这当然不是吗? t一个轻量级? 制作的吗?这些项目的故障?但也不会分享硬核生产证明技术为完成这项工作。
Ryan萨默斯是最近完成了项目,如冲突一个3D艺术家:白嘴鸦、环太平洋地区和人的利益。他拍摄侏罗纪公园和玩具总动员背靠背,戒烟有前途的职业,作为一名化学工程师,去之后逃脱科学生活,学会进行动画处理。他被工作孩子漫画,老虎机和短形式纪录片之前找到一个家在假想部队担任董事。
冯检基罗斯教授总结本课程的最后3类。
课程大纲
1班:粗略,速度与激情。你被问作为一个运动图形艺术家做的事情之一是结束标记。总是会有另一个结束标记来完成,很少足够的时间来做一些事情降温。对于入门级,我们讨论如何使用粗略来生成过渡即快速创建和灵活用于多种用途。然后我给你看如何将其链接到数据从四维影院所以你可以结合你的CG渲染。例子将包括一个国家地理点以及挑逗为老年卷轴在线。
2班:闪电在瓶子里。我们建立在类01学到的技术,学会如何迅速和累积循环我们特定的效果。我们最初是专为长期的医药商业,通过如何使用标准的AE效果,如湍流取代、梁、CC矢量模糊,和回声来快速寻找客户的开发工作。
3类:第五阶段项目细目分类,部分01。后几个星期的影响后,我们开始花费一些更多的时间在看4d电影。为此我们分解阶段五个ID项目。我们学习如何解构文本,在前面的示例中如何发送和操作中后效果的3D数据上重新走到一起,并精心生成。
4班:第五阶段项目细目分类,部分02。一旦我们得到我们基本结构阶段五个ID项目下来看4d电影,现在正是时候,让它歌唱。我们会看看使用我们的老朋友粗略和Trapcode形式增强我们建立在前一类的环境。
5班:人的兴趣项目细分,一部分01。为一个项目,最初只应该在图像,是类型感兴趣的人肯定得相当复杂。本周将有关创建系统可以做大量的工作为你释放你要花更多时间设计更大的挑战。我们会通过如何创建一个自动画的UI网格,以及一些跟踪技术。
6班:人的兴趣项目细分,一部分02。我们永远不会被搬去相机在感兴趣的人,也不我们会有很多3D元素。如果你看过开幕式,你会注意到我们做了大量的相反。有史以来第一次看到如何我们得以利用客户端的资产以及Trapcode形式和一些简单的摄像机移动向项目到其实在这里添加足够的生产价值客户说"发牢骚"。
7类:失败。大f.我们会看看球场项目,看看我们哪里错了,一路走来的经验教训
8班:教授冯检基罗斯:亚马逊Whispersync:超级英雄去世界上的Steelheart我们从阅读的电子书无缝地听有声读物移动设备上。要看一看使用自定义的粒子要添加复杂性,同时住在我们短的期限内。我? 将还向您展示如何使用动画来打破了所有我们实际AE项目,以保持团队工作顺利,而且相同的结构,是要迅速扭转项目真的很重要。
9班:教授冯检基罗斯:特斯拉开源:想象的世界里,任何人都可以使驾驶一辆无障碍的电动汽车。去看看设置,使用,和同步脚本加速我们mograph动画,并与每个人都能够重用动画作品横跨整个现场,我们基本上将动画我们量减半。
10班:教授冯检基罗斯:涵盖加州:最常见的事,我们结束
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