Tag :: Daz|Studio

Tips for Poser Animators: The Best Free Film School

When we’re starting out with character animation, we tend to rejoice when we finish a single render. But for every animator, there is the desire to do more, to actually combine the individual renders into a single, cohesive story. The problem is that for many of us, it’s a whole new level of complexity when we start looking at going beyond an animated clip and into the realm of film. Film is a new language to learn, and while there are many very reputable film schools scattered around the world, there are several free film schools available to those who seek them out.

Now, we’re going to talk a lot about the craft of filmmaking in this article, and everywhere you read filmmaking just substitute it with Poser Animation. For our purposes, the two are indistinguishable. The techniques may be different, but the language of film is the same as the language of animating with Poser or Daz|Studio.

So, what are these film schools? They are the Public Library, Film Festivals, and the Internet.

Continue reading »

Tips for Poser Animators: Average Shot Length

When you are starting an animation in Poser or Daz|Studio, it is good to keep Average Shot Length (ASL) in mind. ASL has been dropping in since the start of film as editing techniques have become more advanced, allowing for more kinetic storytelling that draws the audience in to the story.

It’s amazing to see that the ASL in 1903 was 35.6 seconds and yet in 2009, it had dropped to 2.9 seconds. For years–from 1914 to 1985–the ASL tended to hover in the five to fifteen second range and then in 1986, the ASL started its steady drop to its present very short situation.

While it’s tough to generalize across movies as a whole, there are certain tips that can be gleaned from the ever-shortening ASL.

First, the greater the action on the screen, the shorter the shot length needs to be. In almost any action sequence, the shots last little more than a second in many cases, with longer shots allowing the audience a chance to catch their breaths along with the characters, before demanding all of their concentration for the next sequence of one-second cuts.

Second, even in slower-paced scenes, the camera rarely stays in one place for long–a conversation will have lots of shots of relatively short length cut together to allow the whole. Shots of the speaker will be intercut with reaction shots of the listener, and even wider shots showing the surroundings as they speak.

Third, use the very long shots for majestic moments where you want the audience to be filled with awe at the images on screen and where you want to give them a chance to see and appreciate every single detail. Seeing a giant starship as it crawls past the screen, a slow majestic flight across mist-shrouded hills, or even a slow camera move across the form of an attractive actor/actress are all meant to signal to the audience–hey, you should be impressed by this!

Setting the wrong shot length is also the second biggest mistake that many starting animators make.

The biggest is whipping the camera around the with no relation to real-world physics and trying to really show off the “3-D” nature of their scene–either that or putting so much jitter in recreating a hand-held shaky-cam look that you can’t see anything on screen. But that’s another topic.

We have all seen animations of fight scenes that look like the participants are involved in a real knock-down, drag-out battle, but because the shot length doesn’t match the intensity of the moment, the life gets sucked out of the fight. Instead, we’re treated to shots that last 30 seconds or more. It’s even worse if the camera remains static.

Exception to the rule: If the scene has its own pacing, and you are willing to continually shift the camera’s point of interest, then you can get away with a very long shot. Director John Woo, in his movie Hard Boiled had a continuous shot that followed the two heroes shooting their way through one corridor, getting in an elevator and having a short, intense conversation, and then getting out of the elevator to shoot their way through another hallway–the shot lasts a stunning two minutes and forty-two seconds and is an amazing piece of choreography. Likewise, Orson Welles opens his movie Touch of Evil in a continuous tracking shot lasting three and a half minutes where Welles seamlessly moves from one vignette to the next.

By keeping shot length in mind, you can affect your audience’s mood–shorter clips get the audience more excited, longer clips let them breathe, and really long clips let them appreciate what you’ve done.

New Demo Video for Zombie Moves 1

We’ve taken the time to update the demo video for our Zombie Moves Pack Volume 1 to bring it in line with the demo videos for our other motion-captured animated pose packs for Poser and Daz|Studio. Many of you have already seen the Mummy Walks video that we have in our Gallery Page, which really shows off what can be done with Poser and our Moves Packs. Our present video shows the motion-captured animations in their simplest form–applied to Daz3D’s Michael 4. Enjoy!

[youtube:http://www.youtube.com/watch?v=fb9fO8efUP0]

Kiss Kiss Bang Bang Demo Trailer

We’ve added the demo trailer for Kiss Kiss Bang Bang to show off all the moves that are available in the motion capture pack. Each of these poses can be easily applied in Poser and Daz|Studio and are currently available for Daz’s M3 and M4 figures, as well as V3 and V4.2 figures.

[youtube:http://www.youtube.com/watch?v=nopaQqopXpM]

Demo Video for Salutes Pack

We are in the process of creating/updating demo videos showing all of the moves that we have available for sale. Here’s the first one, showcasing our new Salutes pack:

[youtube:http://www.youtube.com/watch?v=rPB11INhrQU]

Can Poser really be used to make a Movie?

This is not an unusual question. Both Poser and Daz|Studio have long been known as methods for creating outstanding looking still images, but not so much for animation.

Now, if you go onto any CG Animation forum on the net, you’ll likely find that lower-cost programs like Poser and Daz|Studio are not held in the same esteem as more expensive programs like Maya, 3DS MAX, Lightwave and Softimage. The perception is certainly out there that “good” animation needs expensive software and that the more expensive the software, the better the animation.

While it is true that the more expensive programs tend to have extensive toolsets, the capabilities of lower-cost programs have been expanding tremendously over the past few years. And for programs like Poser and Daz|Studio, they can indeed be used to make movies.

Continue reading »