Objectives Powerpoint, September 2021:
With a pre-vis workflow differing greatly to a standard animation workflow, there are some extra skills I want to learn. For example, in examples of pre-vis showreels, there could be massive variety between characters, or just a lot of them. So I want a way to be able to design characters, and quickly turn them into rigs.
I am already somewhat familiar with a workflow that can do this, using Autodesk Character Generator, Mixamo, and an Auto Rigger Plugin, so I would like to practise using this, and get multiple functioning custom designed characters into a scene.
My objectives mainly are based off my Industry Engagement with Paul Arion from DNEG, in regards to what to learn in Unreal Engine.
Unreal Engine
My biggest goal for this unit, is understanding the Maya – Unreal Engine workflow.
From first inspection, it seems like it would be just a case of understanding how to import files to the other, but the processes and understanding behind it I’m fully aware is a lot harder.
With it being a game engine, I don’t want to use it to build games, I want to use it to create rendered out pre vis pieces, and be able to do so quickly after understanding and testing out the different processes behind it.
So in that regard, the things I want to do in this project are:
- Import objects / scenery from Maya to Unreal engine, to understand the process
- Import Characters, and Animations done in Maya to Unreal Engine
- Understand the uses of Game Ready Rigs, and FBX files.
Pre-Vis Edited Sequence
In this, I want to take what I learn and understand about the Maya-Unreal engine workflow, and apply to an edited sequence of some form. Nothing to advanced, and nothing quite yet with massive amounts of action. Just remake a familiar scene from a film. I want to do this as one of Paul Arion’s notes was to understand the camera sequencer, and to have an eye for story and not shot. So if I could remake a film using different cameras and a different editing style, I feel it will give me practise in understanding the Pre Vis Workflow.
This project will involve:
- Quick character creation / rigging
- Set design using assets
- Imports
- Creating lots of different cameras
- Understanding the camera sequencer
- Editing together a sequence
Because he is known for having one of the most distinctive editing styles, I did some research into the editing techniques of Edgar Wright, to ensure I knew what they were, and how I could use them: