Difference between revisions of "Registration avatar animations"

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== General intentions ==
== General intentions ==


* Disk space is your friend. Always shoot more footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it takes time to setup again, which is why you want to capture as much as you can during the initial session.
* Disk space is your friend. Always err on the side of shooting ''more'' footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it can take considerable overhead time to setup again, which is why you want to capture as much as you can during the initial session.
* Disable background processes. Torley found his automatic backup was making SL jerky every few minutes. This is more of an overall machinima rule, but good to keep in mind.
* Disable background processes. Torley found his automatic backup app was making SL jerky every few minutes. This is more of an overall machinima rule, but good to keep in mind.
* Two clips for each avatar, each animation being 15-30 seconds in length, is recommended. Each clip can contain an animation looping several times.
* At least two clips for each avatar, each being 15-30 seconds in length, is recommended. Each clip can contain a unique animation looping several times.
* Each animation should artistically match the avatar's body language. For example, rabbits bounce, robots rock, a human in a leather jacket [http://www.youtube.com/watch?v=3NxGO2lx-A0&t=1m39s swaggers like The Fonz]. :)
* Each animation should artistically match the avatar's body language. For example, rabbits bounce, robots rock, a human in a leather jacket [http://www.youtube.com/watch?v=3NxGO2lx-A0&t=1m39s swaggers like The Fonz]. :)
* The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least ''one'' complete loop cycle within a clip.
* The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least ''one'' complete loop cycle within a clip to facilitate seamless looping. LL designers may also use time manipulation, like speeding up the clip, to "make it fit".


== Recording settings ==
== Recording settings ==


Torley's fave tool to capture is [http://www.fraps.com/ FRAPS] on Windows.
Torley's fave tool to capture is [http://www.fraps.com/ FRAPS] on Windows. He also uses a [http://www.scythe-usa.com/product/input/008/usbfootswitch_detail.html Scythe Foot Pedal] to record/stop while keeping his hands free.


* No sound capture is required.
* No sound capture is required.
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* Due to how SL positions avatars, you may also want to build an "invisible shelf" underneath the avatar so their feet don't clip.
* Due to how SL positions avatars, you may also want to build an "invisible shelf" underneath the avatar so their feet don't clip.
* You can sit your avatar on a pose stand, or trigger animations from your inventory. If you're using a pose stand, remember to hide it before recording. Everything else except for the avatar, including floating text, should be invisible while recording.
* You can sit your avatar on a pose stand, or trigger animations from your inventory. If you're using a pose stand, remember to hide it before recording. Everything else except for the avatar, including floating text, should be invisible while recording.
* You should position the SL camera so that the avatar is in the center of the Viewer, with a fair amount of space on all sides. When you play an animation, let it cycle through fully and make sure that the avatar never clips an edge of the window.
* You should position the SL camera so that the avatar is roughly in the center of the Viewer, with a fair amount of space on all sides. When you play an animation, let it cycle through fully and make sure that the avatar never clips an edge of the window.
* Unfortunately, some animations initially look cool but have other problems like they were designed for an avatar with a very different height, leading to arm-intersecting-through-head and other messy problems. See the existing examples on [https://join.secondlife.com/ join.secondlife.com] for reference ideas.
* Unfortunately, some animations initially look cool but have other problems like they were designed for an avatar with a very different height, leading to arm-intersecting-through-head and other messy problems. See the existing examples on [https://join.secondlife.com/ join.secondlife.com] for reference ideas.
* You should make avatar positioning consistent — this can understandably frustrating since SL has no elegant built-in tools. A camera position save/recall tool like [http://bit.ly/ssNgDX Furware Peek] may be immensely useful.
* Variations on the above can also be deployed to see what works best for you: earlier, Torley's shot using two computers, with one being the "filming avatar, sitting in a chair with a locked camera angle" and the other being the "filmed".


== Second Life Viewer settings ==
== Second Life Viewer settings ==
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* Use '''Advanced''' menu > '''Debug Settings''' and set '''RenderVolumeLODFactor''' to '''8.000'''. This increases detail so curves appear smoother.
* Use '''Advanced''' menu > '''Debug Settings''' and set '''RenderVolumeLODFactor''' to '''8.000'''. This increases detail so curves appear smoother.
* Pick a neutral WindLight setting like <code>Nam's Optimal Skin 2</code>, or if this appears too washed out, <code>Nam's Optimal Skin and Prim</code> is a better choice. (The latter was used for the present round of Robot Avatars by Renn Yifu.)
* Pick a neutral WindLight setting like <code>Nam's Optimal Skin 2</code>, or if this appears too washed out, <code>Nam's Optimal Skin and Prim</code> is a better choice. (The latter was used for the present round of Robot Avatars by Renn Yifu.)
* In the '''Preferences'''' '''Graphics''' tab, set it to '''Ultra''' but ''disable'' '''Lighting and Shadows'''. That lowers framerate and we want a relatively neutral look here.  
** These settings can be found in the [http://www.phoenixviewer.com/downloads.php Firestorm viewer].
* In the '''Preferences'''' '''Graphics''' tab, set it to '''Ultra''' but ''disable'' '''Lighting and Shadows'''. That lowers framerate and we want a relatively neutral look here.
* Also in the '''Graphics''' tab, click '''Hardware''' and make sure '''Antialiasing''' is at least '''4x'''. (At '''Ultra''', it defaults to '''8x''' — just make sure you've got a powerful graphics card and computer that can handle that!)
* Press '''Ctrl+9''' ('''Advanced''' > '''Shortcuts''' > '''Zoom Default''') to neutralize zoom.
* Press '''Ctrl+9''' ('''Advanced''' > '''Shortcuts''' > '''Zoom Default''') to neutralize zoom.
** On rare occasion for some avatars, tapping '''Ctrl-0'''to '''Zoom In''' once may look better. This is a subjective call, use your best judgement!
** On rare occasion for some avatars, tapping '''Ctrl-0'''to '''Zoom In''' once may look better. This is a subjective call, use your best judgement!

Revision as of 09:33, 7 November 2011

Use these guidelines to create animations for join.secondlife.com. You'll want to have a dedicated, focused setup because new avatar animations should appear consistent with each other and existing ones on the website (at least until some undetermined time in the future when we move to a totally different layout).

General intentions

  • Disk space is your friend. Always err on the side of shooting more footage, because the Linden Lab web designers can trim down. Also, after you're done a shoot, it can take considerable overhead time to setup again, which is why you want to capture as much as you can during the initial session.
  • Disable background processes. Torley found his automatic backup app was making SL jerky every few minutes. This is more of an overall machinima rule, but good to keep in mind.
  • At least two clips for each avatar, each being 15-30 seconds in length, is recommended. Each clip can contain a unique animation looping several times.
  • Each animation should artistically match the avatar's body language. For example, rabbits bounce, robots rock, a human in a leather jacket swaggers like The Fonz. :)
  • The LL web designers will crop and trim usable loops out of longer animations. Keeping that in mind, at a minimum, an animation should have at least one complete loop cycle within a clip to facilitate seamless looping. LL designers may also use time manipulation, like speeding up the clip, to "make it fit".

Recording settings

Torley's fave tool to capture is FRAPS on Windows. He also uses a Scythe Foot Pedal to record/stop while keeping his hands free.

  • No sound capture is required.
  • Force lossless RGB capture can be off, because since these animations will be scaled down for final publication, quality loss with the tradeoff of saving disk space is fine.

Avatar setup

There are various specific methods you can use to get the same results done.

  • Basically, you want your avatars positioned in front of a "green screen" or "blue screen", depending on the avatar's actual colors. This makes it easy for the LL web designers to chroma-key out.
    • You can create a simple "green screen" by rezzing a large, hollowed-out cube that you place the avatar within, so you see nothing else except for the avatar and the solid, matte color.
  • Due to how SL positions avatars, you may also want to build an "invisible shelf" underneath the avatar so their feet don't clip.
  • You can sit your avatar on a pose stand, or trigger animations from your inventory. If you're using a pose stand, remember to hide it before recording. Everything else except for the avatar, including floating text, should be invisible while recording.
  • You should position the SL camera so that the avatar is roughly in the center of the Viewer, with a fair amount of space on all sides. When you play an animation, let it cycle through fully and make sure that the avatar never clips an edge of the window.
  • Unfortunately, some animations initially look cool but have other problems like they were designed for an avatar with a very different height, leading to arm-intersecting-through-head and other messy problems. See the existing examples on join.secondlife.com for reference ideas.
  • You should make avatar positioning consistent — this can understandably frustrating since SL has no elegant built-in tools. A camera position save/recall tool like Furware Peek may be immensely useful.
  • Variations on the above can also be deployed to see what works best for you: earlier, Torley's shot using two computers, with one being the "filming avatar, sitting in a chair with a locked camera angle" and the other being the "filmed".

Second Life Viewer settings

  • You should already be familiar with and have enabled the Advanced menu.
  • Use Advanced menu > Set Window Size. Set window resolution to as large a square as possible. For example, on a 2560x1600 monitor, 1500x1500 is great. On a 1920x1200 monitor, you could go for 1100x1100. (Keeping in mind some vertical space is used by SL's "chrome" and possibly the Windows taskbar.
    • The reason why we use a square is we want to leave some blank space around the avatar, and yet, avoid animations that have the avatar walking too far left or right, or even vertically, because this makes them hard to present.
  • Use Advanced menu > Debug Settings and set RenderVolumeLODFactor to 8.000. This increases detail so curves appear smoother.
  • Pick a neutral WindLight setting like Nam's Optimal Skin 2, or if this appears too washed out, Nam's Optimal Skin and Prim is a better choice. (The latter was used for the present round of Robot Avatars by Renn Yifu.)
  • In the Preferences' Graphics tab, set it to Ultra but disable Lighting and Shadows. That lowers framerate and we want a relatively neutral look here.
  • Also in the Graphics tab, click Hardware and make sure Antialiasing is at least 4x. (At Ultra, it defaults to 8x — just make sure you've got a powerful graphics card and computer that can handle that!)
  • Press Ctrl+9 (Advanced > Shortcuts > Zoom Default) to neutralize zoom.
    • On rare occasion for some avatars, tapping Ctrl-0to Zoom In once may look better. This is a subjective call, use your best judgement!
  • Hide the Viewer UI and HUDs: disable Advanced menu > Rendering Features > UI and disable Advanced > Highlighting and Visibility > Show HUD Attachments.

Now you're ready to record!

Post-production

  • Once you've got the animations done, you can deliver them to your Linden Lab contact by using Dropbox or another sharing tool suitable for large video files.
  • Torley prefers compressing FRAPS files further in Sony Vegas — and transcoding them to H.264 QuickTime MOV format that the LL web designers have requested. If you can get the FRAPS AVI files to us, Torley can handle the transcode (if-needed).