Getting
Started--- 5 basic tips which could save your sanity
These
are five of the most important things that I learned while working
on a huge multimedia project for the Education department, and
have been able to apply to every single project I have worked
on since, whether job or class related. While these tips may
seem fairly straightforward and simple, you'd be surprised at
how much time can be saved by a little planning and precautions.
1.
Most important and the easiest to forget. Save Often!
Save multiple copies on multiple disks/Zips. I can guarantee
that anytime you have a strict deadline, you will (a) accidentally
delete something very important, (b) have a scene file or
texture become corrupted (try seven times in a week!) (c)
have a power outage, (d) have a Jaz disk fail (many times)
or (e) have the computer freeze after working for two hours
without saving. Take a back-up home from work. Anything can
happen, so be prepared.
2.
While modeling (preferably before modeling), think about
the motion the model will have to perform. If you want
an arm to rotate at the shoulder while moving up or down,
be sure to create an individual parent object for each motion.
If you want to make a model of the solar system, each planet
would need a separate parent for its rotation around the sun
and for its own rotation. The same thing would happen for
the moons of the each planet. By thinking about the motion
before the model is built, time can be saved during production.
3.
When building an object, consider the parts that make up
the whole. Do the parts move independently of one another?
What parts move together? What about the surface qualities?
Consider the appropriateness of the object in the setting.
Not everything in a computer rendered scene needs to have
a mirror-like reflective surface, but that may be appropriate
in a futuristic, high-tech scene.
4.
What will the final output be? Is it a still or an
animation? Will it be dumped to video, the Internet, part
of a multimedia application, or printed? Different levels
of quality are needed for each of these options. An animation
does not have to be rendered at as high quality as a still
for print. An image meant for the web, or a multimedia project
does not have be as high quality as a still to be printed.
All these considerations can save at least rendering time,
if not composition time.
5.
Last but not least, how should the animation be rendered,
to PICTS or to a QuickTime movie? It really depends on the
type of animation. I render to a QuickTime movie when doing
wireframe or fast previews. I render to PICTS when rendering
the final animation. The advantage of rendering the "good"
version as Picts is the fact that I can can experiment more
in the amount of compression or frames-per-second as many
times as I want and always be sure to get the best possible
size/quality ratio - without having to re-render or recompress
a movie that is already compressed.
Jennifer
Nieland-- 3-4-98
All images and tutorials are ŠJennifer Nieland, 1996-99;
Iowa State University. Please write for permission to reuse
or redistribute images or tutorials.
[Back to the Articles]
|