Understanding Machinima p. 1 Machinima: A Marriage of Mediums p. 1 Filmmaking p. 2 Animation p. 2 3D Game Development Technology p.
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1 Introduction p. xxi Understanding Machinima p. 1 Machinima: A Marriage of Mediums p. 1 Filmmaking p. 2 Animation p. 2 3D Game Development Technology p. 2 Putting It All Together (Filmmaking + Animation + Game Tech = Machinima) p. 3 The History of Machinima p. 3 Recording the Game p. 3 Clan Reels and Quake Cinema p. 6 Quake Movie Momentum p. 6 Next Up: Quake II p. 8 Quake III Takes the Stage p. 10 Lo and Behold: Machinima p. 12 Machinima Breaks Through p. 13 Growing Pains p. 14 Stepping It Up a Notch p. 17 A Machinima Renaissance p. 18 Highlights and New Watermarks p. 19 A Timeline of Machinima Events/Films p. 21 Onward p. 23 Coming Up Next p. 24 Introducing the Machinimation Platform p. 25 Installing and Running Machinimation p. 27 Using the Machinimation Main Screen p. 27 Using the Main Interface p. 32 Using the View Window and Point of View (POV) Control p. 36 Summary: Getting to Work p. 40 Getting Started with Machinimation Projects p. 41 Creating Machinimation Projects p. 42 Tutorial: Starting Your First Project and Creating a New Scene p. 43 The Art of Lighting with Machinimation p. 45 Tutorial: Creating Basic Lighting in Machinimation p. 46 What's in a Number? p. 49 Modifying Light Properties and Adjusting a Light's Timing p. 49 Tutorial: Modifying a Light's Properties p. 50 Tutorial: Adjusting a Light's Timing p. 51 Introducing the Track List Feature p. 52 Animating Lights p. 52 Tutorial: Creating an Animated Light p. 53 Modifying Your Animated Lights p. 56
2 Tutorial: Modifying an Animated Light p. 56 Adding Light Points p. 57 Tutorial: Adding a Light Point p. 57 Deleting Light Points p. 59 Tutorial: Deleting a Light Point p. 59 Summary p. 61 Machinimation: Call in the Actors! p. 63 Machinimation Acting Methods p. 64 Solo Acting in Machinimation p. 65 Tutorial: Recording a Solo Actor p. 65 Using Multiple Actors and Applying Choreography p. 70 Tutorial: Self-Choreography with Machinimation Using the Recording Manager p. 77 Group Acting in Machinimation p. 78 Acting in a Machinimation Multiple-Actor Project p. 80 Tutorial: Creating a Multiple-Actor Scene, Part I: Director Setup p. 80 Tutorial: Creating a Multiple-Actor Scene, Part II: Actor Setup p. 83 Tutorial: Creating a Multiple-Actor Scene, Part III: Recording p. 87 Summary p. 91 Live Action Filming with a Virtual Camera p. 93 Camera Work 101 p. 94 Tutorial: Creating a Camera p. 95 Using Camera Control Points p. 97 Modifying a Camera's Position p. 98 Tutorial: Modifying Your Camera's Position p. 98 Tutorial: Adding a Second Camera p. 100 Adding in the Timeline p. 102 Putting It All Together: Cameras with the Timeline and Track List p. 102 Tutorial: In-Camera Editing p. 103 Advanced Camera Techniques p. 104 Tutorial: Creating a Moving Camera p. 105 Tutorial: Modifying a Moving Camera p. 106 Adding Camera Control Points for Moving Cameras p. 109 Tutorial: Adding a Camera Control Point to a Moving Camera p. 109 Controlling Camera Control Points Interactively p. 112 Tutorial: Moving a Camera Control Point with the Mouse p. 112 Tutorial: Deleting a Camera Control Point p. 113 Reviewing the Completed Scene p. 114 Summary p. 114 Adding Audio and Visual Effects with Machinimation p. 115 Working with Events p. 116
3 Event Types p. 116 Setting Event Properties p. 117 Using the Event Manager to Handle Events p. 118 Creating an Audio Event p. 120 Tutorial: Adding a Music Audio Event p. 121 Tutorial: Adding a Second Audio Event--Sound Effects p. 124 Creating a Text Event p. 125 Tutorial: Adding a Text Event p. 125 Creating Fade Events p. 128 Tutorial: Creating a Fade-In Event p. 129 Tutorial: Creating a Fade-Out p. 130 Creating a Film Grain Event p. 132 Tutorial: Adding Film Grain p. 132 Events and the Track List p. 134 Tutorial: Using Events with the Track List p. 134 Summary p. 136 Exporting Your Machinimation Project p. 137 Exporting Basics p. 138 Reviewing Your Production p. 138 Rendering Your Project p. 140 The Basics of Rendering a Production p. 140 Codec Selection p. 143 Tutorial: Basic Rendering p. 144 Advanced Rendering Techniques p. 146 Tutorial: Advanced Rendering p. 149 Summary p. 150 Introducing the Unreal Tournament 2004 Platform p. 153 Machinima Showdown: Machinimation vs. UnrealEd p. 154 Similarities p. 154 Differences p. 155 Installing and Running Unreal Tournament 2004 p. 157 Time to Play! p. 159 UnrealEd and Matinee: A General Overview p. 160 Introducing UnrealEd p. 160 Using the UnrealEd Viewports p. 162 Navigating the Viewports p. 164 Tutorial: Navigating the Side, Top, and Front Viewports of UnrealEd p. 165 Tutorial: Navigating the Perspective Viewport of UnrealEd p. 165 Working Inside of UnrealEd p. 166 Loading a Map into UnrealEd p. 166 Tutorial: Loading a Map into UnrealEd p. 167
4 Interacting with UnrealED p. 168 Tutorial: Selecting and Moving Objects in UnrealEd p. 168 Introducing Matinee p. 170 The Matinee Interface p. 170 Matinee Scenes p. 171 Scene Manager p. 172 Summary p. 173 Getting Started with a Unreal Tournament 2004 Project p. 175 Creating Machinima Productions with UnrealEd Maps p. 176 Preparing the Set: Using Static Meshes p. 182 Building the Map p. 187 Add the Lights! p. 189 Light Placement for Your Machinima Productions p. 196 Summary p. 202 Adding Characters with UnrealEd p. 203 Class Structure p. 205 Loading a Pawn and Making the Pawn Walk p. 205 Tutorial: Placing a Pawn Entity p. 206 Tutorial: Changing the Pawn Model p. 208 Tutorial: Creating Your First Pathnode p. 209 Tutorial: Adding More Pathnodes p. 210 Tutorial: Creating a Walking Script p. 212 Tutorial: Linking It All Together p. 215 Tutorial: Viewing Your Progress p. 216 Triggering Animations p. 217 Tutorial: Adding Animation to Your Pawn p. 217 Summary p. 221 Working with Matinee p. 223 Creating Your First Matinee Machinima Segment p. 224 Tutorial: Setting Up Your Scene to Add Cameras p. 225 Camera Control: Setting Up Your Cameras p. 227 Getting to the Points p. 227 Tutorial: Adding Your First Camera p. 227 Understanding Interpolation Points p. 229 Tutorial: Using Actions to Cut from One Camera to Another p. 230 Using the Preview Window p. 233 Tutorial: Previewing Your Camera Work p. 234 Using Sub Actions p. 235 Tutorial: Adding a Sub Action for a Camera p. 236 Moving and Placing Your Camera p. 239 Tutorial: Creating a Tracking Shot p. 239
5 Tutorial: Improving the Tracking Shot Using the Bezier Curve Feature p. 240 Tutorial: Finishing Off Your Scene p. 243 Summary p. 244 Using Audio in UnrealEd and Matinee p. 245 Global Audio vs. Event Triggers p. 246 Tutorial: Setting Up Global Audio in UnrealEd p. 246 Setting Up Audio Triggers Using Matinee p. 249 Tutorial: Setting Up the Gesture Audio Trigger p. 249 Tutorial: Setting the Timing for Playing the Sound Effect p. 253 Creating Sound Effects for Actions p. 254 Tutorial: Locating a Sound for Jugg's Footsteps p. 256 Tutorial: Triggering the Right Footstep Sound p. 258 Tutorial: Triggering the Left Footstep Sound p. 261 Summary p. 262 Reviewing the Production p. 263 Finishing Your Matinee Machinima Production p. 263 Adding and Linking Additional Matinee Scenes p. 264 Exporting Your Film for Viewing Outside of UT2004 p. 266 Other Options for Outputting Your Productions p. 269 Summary p. 270 Machinima Simplified: Video Capture p. 271 Machinima Output: Hardware and Software Specifications p. 272 Machinima Output: 3D Game Video to Camcorder p. 273 Importing Video into Your PC p. 280 Video Capture Alternative: Demo Recording p. 287 Summary p. 290 Machinima Editing: Putting It All Together p. 291 Introducing Windows Movie Maker p. 292 Using Movie Maker p. 294 Tutorial: Working with Video Clips p. 294 Tutorial: Organizing Video Clips and Elements p. 295 Basic Editing with Movie Maker p. 296 Editing Modes: Storyboard vs. Timeline p. 296 Tutorial: Cutting between Two Scenes p. 297 Tutorial: Trimming Video Clips p. 298 Splitting a Video Clip p. 300 Tutorial: Splitting a Video Clip p. 300 Adding Transitions p. 302 Tutorial: Adding a Transition p. 302 Importing Audio p. 303 Tutorial: Importing an Audio File p. 303
6 Adding Titles p. 304 Tutorial: Adding a Title at the Beginning of the Scene p. 305 Adding a Title Overlay p. 307 Tutorial: Adding a Title Overlay p. 307 Finishing Your Editing Work p. 308 Exporting Your Final Film p. 308 Tutorial: Exporting a Film to Digital Video (DV-AVI) p. 309 Summary p. 311 Machinima Distribution and Output p. 313 Machinima Distribution p. 314 Machinima Distribution: Online p. 314 Online Distribution: Video File Creation for the Internet p. 315 Preparing an Online Video File with VirtualDub p. 315 Tutorial: Preparing a Online Video Using VirtualDub p. 318 Machinima Distribution: Offline p. 324 DVD Authoring p. 325 DVD Authoring with Adobe Encore p. 326 Overview: Adobe Encore p. 326 Tutorial: Installing the Adobe Encore Tryout Software p. 328 Tutorial: Creating a Main Menu in Adobe Encore p. 328 Tutorial: Identifying Chapters in Adobe Encore p. 332 Tutorial: Using the DVD preview in Adobe Encore p. 337 Tutorial: Building a DVD within Adobe Encore p. 340 Summary p. 342 Great Cinematography in Film and Machinima p. 345 Machinima Techniques: Cinematography p. 345 Real-World vs. Virtual Cameras p. 347 User-Controlled Cameras vs. Scripted Cameras: A Merging of Techniques p. 349 Creative Tips for Machinima Cinematography p. 350 Techniques for User-Controlled Cameras p. 350 Techniques for Using Scripted Cameras p. 353 General Machinima Cinematography Tips p. 353 Keeping the Line in Mind p. 354 The Sight Line p. 356 Organizing a Shoot: The Shooting Script p. 358 Action Safe and Title Safe p. 358 Continuity p. 359 Composition p. 360 Camera Movement p. 360 The Machinima Future Ahead: Recamming p. 361 Summary p. 362
7 Machinima Set Design p. 363 Level Editors p. 365 The Essentials of Level Design p. 366 Using Space p. 366 Breaking Down Your Scenes p. 367 Designing and Sketching p. 368 Using Photo References p. 370 Level Building Tools p. 370 Basic Level Building Principles p. 371 The Basics of Exterior Design p. 374 Level Construction for Exteriors p. 375 Exterior Lighting p. 376 Creating Skyboxes p. 378 Texturing for Exteriors p. 379 Interior Design Basics p. 380 Interior Construction: Breaking It Down to Brushes p. 381 Textures p. 382 Interior Lighting p. 382 All-in-One Construction: Building Exteriors and Interiors within the Same Level p. 384 Tool Focus: Level Editors p. 384 GTKRadiant p. 385 UnrealEd p. 386 Hammer p. 387 Basic Level Editing p. 389 Becoming Acquainted with UnrealEd Tools p. 389 Creating the Initial Environment p. 390 Tutorial: Creating an Environment with UnrealEd p. 390 Constructing a Small Building p. 391 Tutorial: Constructing a Small Hut p. 391 Texturing with the Level Editor p. 394 Tutorial: Texturing the Hut p. 394 Tutorial: Adjusting Textures across Brushes p. 395 Adding in the Skybox p. 397 Tutorial: Adding a Skybox p. 398 Final Touches for the Environment: Lighting p. 401 Tutorial: Adding the Light p. 401 Summary p. 403 Machinima Character Development p. 405 Character Development Basics p. 406 Who Is Your Character? p. 407 Tutorial: Developing Your Character on Paper p. 407
8 Character Design Basics p. 409 Conceptual Sketching p. 409 Sketching: Where to Start? p. 410 Tutorial: Sketching Out Your Character p. 412 Characters in Action p. 414 Tutorial: Creating a Model Sheet of Your Character p. 414 Character Modeling Tips for Machinima p. 416 Character Animation Tips for Machinima p D Character Development p. 419 Modeling Your Character p. 420 Character Modeling Basics p. 420 Silo: The Modeler's Modeler p. 421 Tutorial: Installing Silo p. 421 Silo Overview p. 422 Tutorial: Setting Up the Viewport Images p. 425 Tutorial: Beginning Your Character's Head p. 426 Tutorial: Adding Geometry to Your Character p. 429 Adding a Instance Mirror p. 430 Tutorial: Adding an Instance Mirror Object p. 430 Completing the Head p. 432 Extruding the Neck and Torso p. 433 Tutorial: Extruding the Neck and Torso p. 434 Extruding the Arm p. 435 Tutorial: Creating the Arm p. 436 Creating the Hand p. 437 Tutorial: Creating the Hand p. 438 Tutorial: Creating the Legs p. 441 Creating the Foot p. 442 Tutorial: Creating the Foot p. 443 Finishing Up Your Character Model p. 444 Tutorial: Finishing the Model p. 445 Some Final Notes p. 446 Summary p. 447 Epilogue p. 451 Index p. 455 Table of Contents provided by Blackwell's Book Services and R.R. Bowker. Used with permission.
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