We will take two different approaches to film the battle scene. Based on the film script, we will stage a battle with 8 characters at our custom set. This is our blocking design and set prototype. We still need to work out camera blocking.
This year's Machinima Film Festival is hosted at Eyebeam on November 1st. The one-day event features a series of presentations and discussions and screening of machinima film award nominees. program schedule recommending: Machinima 101, Interfacing Virtual Actors, Machinima and Art, and Game vs. Filmmaker.
We invited Annie OK to be our guest critic. She is a multimedia artist and machinima filmmaker of the documentary short "10 Simple Steps" to your own Virtual Sweatshop, commercial for Iron Man and MTV vLES. She shared with us her Second Life expertise and virtual filmmaking techniques - advanced settings for camera control, display graphics, character animations, and environment rendering. http://annieok.com/tangent/?p=1827
Director Beth Coleman joined us remotely in Second Life for a virtual audition.
Cute Robot Army at our 2nd virtual Scripting Workshop with LSL mentor GC Continental. Today's seminar topics focused on how to apply force to avatars, particles, and scripting issues related to networked environment (server and viewer).
The first half of the semester, we were learning the rules of animation and game narrative and practicing our skills of navigating the virtual space, modeling, animating, and scripting avatars.
What it means to reverse the thoughts and break the rules. "Peripetics or The Installation of an Irreversible Axis on a Dynamic Timeline" is surreal (Dali is still up at MoMA). To be precise, here is a short quote from the design group's statement: "blends complex geometries, surreal subjects, artificial behaviors, and the recycling of digital readymades into their distinct hallucinatory narration style."
Last week, each of us took turn to read the film script line by line, reopening up our scope and relating our individual MMO characters back to the larger narrative world. Many topics came up - camera shot, required character animations, scripted behaviors, plot and resolution, comical points, what's in a shot, why a white dove appears suddenly, etc.
We watched a fraction of Fat Chow and Tony Leung's Hard Boiled today. Hung Kong action movies emphasize artificial elements in their narrative and ways of making each scene intense, unlike typical American film's realistic style. We tried to approach machinima from the perspectives of game development, 3D animation pipeline, filmmaking, and theater performance. As we moved along with our process, different technical challenges unvailed. How can we keep our work away from conventional? How can our work adapt compelling conventions? But what's missing?
Avatar design in virtual environment has several layers to it - skeleton, geometry, attachments, and non-linear animations. The next level is for us to use LSL (Linden Scripting Language) to alter its physical behavior and default attributes and to design its interactions with other avatars, 3D objects, and the simulated environment.
At virtual Scripting Workshop with GC Continental in Second Life, learning LSL (Linden Scripting Language) basics, including data types and states, functions, avatar permissions, push script, & sensor.
Machinima Collab is an initiative to join media theories with design research methods and practices. The project Boba Fett's Day Off is led by director Beth Coleman, an assistant professor of MIT Comparative Media Studies department and lead designer Jenny Mu, an adjunct faculty of Parsons Design and Technology MFA program. The collaboration emphasizes on the real-time modification of game engines and rapid-prototyping development of avatar design. Investigated issues range from modular design, standard skeleton, non-linear animation, reactive animation, generative design, multiplayer interactions, to virtual identify.