User_26183
Loving YTtalk
Why did you have to Chroma Key a rendered animation? Depending on how you composited the AOV passes, you would just either have a premultiplied video or an unmulted one with an alpha and/or depth pass. Even if you just used a pre-comped beauty pass it would be premultiplied!
What do you mean by masking? Do you mean rotoscoping? Masking is technically different and it doesn't really make sense in this context!
Also...VO on a real cliff - we have foley and sound engineering for a reason! All the real cliff will do is degrade the quality in the mic and give you less to work with
What do you mean by masking? Do you mean rotoscoping? Masking is technically different and it doesn't really make sense in this context!
Also...VO on a real cliff - we have foley and sound engineering for a reason! All the real cliff will do is degrade the quality in the mic and give you less to work with
I have a machinima called 'Love and War - A Battlefield Heroes Machinima' that was pretty complicated (for me anyway). It had chroma key stuff, masking, and animation of game content but in a third party animating software (which I then had to chroma key against a background). The real complexity came from some of the content itself though, mainly the music. I remixed and rewrote the game's theme song and it took my many many hours as well as the other songs in the soundtrack. Also I had to develop a German accent since I voiced all roles. Plus, the directing took forever and many many takes. I even went to a real cliff to do some of the voiceover so the sound sounded more realistic.
It wasn't perfect, but it did end up winning video of the week for that game's website forum. It was complex for me anyway...I didn't know how to do any of that really.