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The Art and Technique of Matchmoving

Book Description

Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time.

Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support.

The companion DVD includes Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Dedication
  5. Table of Contents
  6. Acknowledgement
  7. Foreword
  8. Introduction What Is Matchmove, Anyway?
    1. “So, Wait a Minute . . . . What Do You Do, Exactly?”
  9. Chapter 1 Types of Matchmoves and Their Uses
    1. What Does a Typical Matchmove Task Look Like in the First Place?
    2. Planning
    3. Gathering Data
    4. Building Assets
    5. Attacking the Shot
    6. What the Computer Thinks About
    7. What Kinds of Matchmove Tasks Are There?
    8. What Kind of Matchmover Are You?
  10. Chapter 2 How Movies Get Made: What You Need to Know About It, and Why
    1. Parts of the Film Camera and How They Work
    2. Information Gathering On Set
    3. Communication
    4. Back at the Office: Information Integration
    5. First Steps: Setting Up Your Scene
  11. Chapter 3 Use What You Know: Common Sense and the Mystery Plate
    1. You Know More Than You Think You Do
    2. Where to Start?
    3. The Web Is Your Friend
    4. Google Maps
    5. Google Earth
    6. Building the Set
    7. Creating the Camera
    8. Lining Up the Shot
  12. Chapter 4 So. . .You Have a Video Plate
    1. It’s a Brave New Digital World
    2. What Makes Video Plates So Different?
    3. What to Do?
    4. And Now, the Results
  13. Chapter 5 Camera Moves Considered
    1. Lockoff Shots
    2. Pan and Tilt Shots
    3. Dolly (Truck) and Tracking Shots
    4. Crane Shots
    5. Steadicam and Handheld Shots
    6. Focus Pulls and Zooms
  14. Chapter 6 Real-Life Shot: Lockoff Camera
    1. Determine What Needs to Be Done
    2. Review Your Information
    3. Set Up Your Shot
    4. Does It Make Sense?
  15. Chapter 7 Real-Life Shot: Focus Pull
    1. Determine What Needs to Be Done
    2. Review Your Information
    3. Color-Correct Your Plates
    4. Set Up the Scene
    5. 2D Track
    6. Survey Constraints
    7. 3D Solve
    8. Does It Make Sense?
    9. Evaluation
  16. Chapter 8 Real-Life Shot: Camera Tilt
    1. Determine What Needs to Be Done
    2. Review Your Information
    3. Set Up Your Shot
    4. 2D Track
    5. Survey Constraints
    6. 3D Solve
    7. Handoff
    8. Adding Guestimate Geometry
    9. Evaluation
  17. Chapter 9 Real-Life Shot: Handheld Camera
    1. Determine What Needs to Be Done
    2. Review the Information
    3. Set Up the Shot
    4. 2D Tracking
    5. 3D Solve
    6. Refining the Solution Channels
    7. One-Point Solve
  18. Chapter 10 Character Rotomation Considered
    1. First Off: What’s Roto for?
    2. How Do You Start?
    3. Great, I Got a Rig. And I’m Scared
    4. Rotomation First Pass: Animating Large to Small
    5. Rotamating Dos and Donts
    6. Which Channels to Key and When to Key Them
    7. Finding the Next Set of Keyframes
    8. Set, Delete, Set
  19. Chapter 11 Know Your Character Rig
    1. Embrace Your Inner Rotomator
    2. Getting to Know You
    3. Let’s Meet Our Rig
    4. Control: Master (World)
    5. Control: Body
    6. Control: COG (Center of Gravity)
    7. Control: Hips
    8. Control: Spine
    9. Control: Neck
    10. Control: Head
    11. Control: Shoulders
    12. Control: Arms
    13. Control: Elbow
    14. Control: Legs
    15. Control: Leg, Pivot, and Roll
    16. Control: Knees
    17. Control: Fingers
    18. You’re Almost Ready to Start
    19. Next Up
  20. Chapter 12 Real-Life Shot: Character and Object Rotomation
    1. Determine What Needs to Be Done
    2. Part 1: Character Rotomation
    3. Breaking Down the Clip
    4. Hip Close Up
    5. First-Pass Rotomation: Walking
    6. First-Pass Rotomation: Sitting
    7. Second-Pass Rotomation
    8. Shot Part 2: Cup Rotomation
    9. Constraining the Prop Cup
    10. Animating Constraints On and Off
    11. Animating the Cup Trajectory
    12. Keeping Track of Cylindrical Spinning
    13. First Pass Over the Pool
    14. Finishing Up
  21. Index