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|a Hornung, Erica.
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|a The art and technique of matchmoving :
|b solutions for the VFX artist /
|c Erica Hornung.
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250 |
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|a 1st ed.
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260 |
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|a Burlington, Mass. :
|b Focal Press, an imprint of Elsevier,
|c 2010.
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300 |
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|a 1 online resource (xvi, 311 pages) :
|b color illustrations
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|a Print version record.
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|a Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time. Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support. The companion DVD includes Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text. * Master the foundational VFX technique of matchmoving with tips, techniques, tools, and workflow considerations from a seasoned professional * Companion DVD includes media project files for you to work along with the lessons in the text * Your guide for when automated tracking solutions fail, the book includes in-depth lessons on methods of set construction w/out set data, as well as rotomation and non-automated techniques--
|c Source other than Library of Congress.
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|a The Art and Technique of Matchmoving Solutions for the VFX Artist; Copyright; Contents; Acknowledgement; Foreword; Introduction: What Is Matchmove, Anyway?; ""So, Wait a Minute.... What Do You Do, Exactly?""; Chapter 1 Types of Matchmoves and Their Uses; What Does a Typical Matchmove Task Look Like in the First Place?; Planning; Gathering Data; Building Assets; Attacking the Shot; What the Computer Thinks About; What Kinds of Matchmove Tasks Are There?; What Kind of Matchmover Are You?; Chapter 2 How Movies Get Made: What You Need to Know About It, and Why
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|a Parts of the Film Camera and How They WorkInformation Gathering On Set; Communication; Back at the Office: Information Integration; First Steps: Setting Up Your Scene; Chapter 3 Use What You Know: Common Sense and the Mystery Plate; You Know More Than You Think You Do; Where to Start?; The Web is Your Friend; Google Maps; Google Earth; Building the Set; Creating the Camera; Lining Up the Shot; Chapter 4 So...You Have a Video Plate; It's a Brave New Digital World; What Makes Video Plates So Different?; What to Do?; And Now, the Results; Chapter 5 Camera Moves Considered; Lockoff Shots
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|a Pan and Tilt ShotsDolly (Truck) and Tracking Shots; Crane Shots; Steadicam and Handheld Shots; Focus Pulls and Zooms; Chapter 6 Real-Life Shot: Lockoff Camera; Determine What Needs to Be Done; Review Your Information; Set Up Your Shot; Does It Make Sense?; Chapter 7 Real-Life Shot: Focus Pull; Determine What Needs to Be Done; Review Your Information; Color-Correct Your Plates; Set Up the Scene; 2D Track; Survey Constraints; 3D Solve; Does It Make Sense?; Evaluation; Chapter 8 Real-Life Shot: Camera Tilt; Determine What Needs to Be Done; Review Your Information; Set Up Your Shot; 2D Track
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|a Survey Constraints3D Solve; Handoff; Adding Guestimate Geometry; Evaluation; Chapter 9 Real-Life Shot: Handheld Camera; Determine What Needs to Be Done; Review the Information; Set Up the Shot; 2D Tracking; 3D Solve; Refining the Solution Channels; One-Point Solve; Chapter 10 Character Rotomation Considered; First Off: What's Roto for?; How Do You Start?; Great, I Got a Rig. And I'm Scared; Rotomation First Pass: Animating Large to Small; Rotamating Dos and Donts; Which Channels to Key and When to Key Them; Finding the Next Set of Keyframes; Set, Delete, Set
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|a Chapter 11 Know Your Character RigEmbrace Your Inner Rotomator; Getting to Know You; Let's Meet Our Rig; Control: Master (World); Control: Body; Control: COG (Center of Gravity); Control: Hips; Control: Spine; Control: Neck; Control: Head; Control: Shoulders; Control: Arms; Control: Elbow; Control: Legs; Control: Leg, Pivot, and Roll; Control: Knees; Control: Fingers; You're Almost Ready to Start; Next Up; Chapter 12 Real-Life Shot: Character and Object Rotomation; Determine What Needs to Be Done; Part 1: Character Rotomation; Breaking Down the Clip; Hip Close Up
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546 |
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|a English.
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650 |
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0 |
|a Digital cinematography.
|0 http://id.loc.gov/authorities/subjects/sh2001001797
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650 |
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|a Animation (Cinematography)
|0 http://id.loc.gov/authorities/subjects/sh85005291
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|a Cinéma numérique.
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|i has work:
|a The art and technique of matchmoving (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFCrcHPwQJqPRQtHWPqTVC
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|i Print version:
|a Hornung, Erica, 1969-
|t Art and technique of matchmoving.
|b 1st ed.
|d Burlington, MA ; New York ; Oxford : Focal/Elsevier, 2010
|z 9780240812304
|w (DLC) 2011499255
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|t Library of Congress classification
|a TR860.H67 2010eb
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