Or getting edited out completely at the very end.

2014-03-22 22:42 GMT+01:00 matt estela <m...@tokeru.com>:

> Not to talk for Frederik and Ron, but I think the idea is you work to a
> low quality first, quick as you can, to judge all the work in context,
> anything that _might_ need proper roto and paint work is identified and
> discussed, but ideally, you just stick in a placeholder, or nothing at all,
> and move on.
>
> Too many times I've seen things like a massive n-thousand frame roto job,
> or incredible 3d model with amazing surfacing, finally make it down the
> chain to DI for it to be graded black, or DOF-d out of existence. That's
> what the SCRUM system is meant to avoid, judge everything in relation to
> its final context. Hopefully. :)
>
>
>
>
> On 23 March 2014 08:00, Gustaf Nilsson <gus...@laserpanda.com> wrote:
>
>> Isnt there the risk that half-arsed things need to be redone from
>> scratch? Especially paint and cleanup that it is difficult to improve on if
>> not done proper from the beginning.
>>
>>
>> On Sat, Mar 22, 2014 at 8:44 AM, Ron Ganbar <ron...@gmail.com> wrote:
>>
>>> The projects I mentioned were also done in scrums. It helps lots.
>>> You get a preliminary version of the whole thing very quickly. Everybody
>>> is then aware of several things: the problematic shots; what the whole
>>> things looks like; what shots already kinda works; which shots will
>>> actually make the difference.
>>> Then the second scrum is all about getting the shots finished in the
>>> time provided.
>>> The third scrum is where the shots that need it get the extra love.
>>> Usually the overall time is split 30%-40% | 40%-50% | 10%.
>>> Every time I tried a production like this the feeling was always that we
>>> used the time in the best possible way. There were no surprises. No late
>>> nights in the end. The big problems were dealt with in the beginning. Works
>>> a treat.
>>>
>>> R
>>>
>>>
>>>
>>>
>>>
>>> Ron Ganbar
>>> email: ron...@gmail.com
>>> tel: +44 (0)7968 007 309 [UK]
>>>      +972 (0)54 255 9765 [Israel]
>>> url: http://ronganbar.wordpress.com/
>>>
>>>
>>> On Fri, Mar 21, 2014 at 6:51 PM, Randy Little <randyslit...@gmail.com>wrote:
>>>
>>>> I find a lot of places dont like or understand how to work like that.
>>>> I tend to always stop at magor points to get feed back before making the
>>>> next hard to go back step.  I find that seems to meet a lot of resistance.
>>>> Like why are you showing me this? Its not done. Well because the next 3
>>>> days of work depend on this being the correct direction.
>>>>  On Mar 21, 2014 12:39 PM, "Elias Ericsson Rydberg" <
>>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>>
>>>>> It seems like being transparent from the beginning rewards itself
>>>>> towards the end. In VFX, at least in the digital age, versions and
>>>>> increments just comes naturally. I'd love to be in a SCRUM team at least
>>>>> once to try it out.
>>>>>
>>>>> Cheers,
>>>>> Elias
>>>>>
>>>>> 21 mar 2014 kl. 16:44 skrev Howard Jones <mrhowardjo...@yahoo.com>:
>>>>>
>>>>> I like this SCRUMming idea. Something I've always insisted on (though
>>>>> not always had my way).
>>>>> Nice to know there's a name for it and doesn't involve shoving your
>>>>> head between other people's arses (google 'arse' if you're american ;)
>>>>>
>>>>> What a lot of this seems to come down to is good communication (As
>>>>> well as decent leads/supevisors that aren't taking shots the wrong way).
>>>>> Open not closed doors.
>>>>>
>>>>> That's overly simple but ...
>>>>>
>>>>> On 21 Mar 2014, at 13:19, Fredrik Pihl <fre...@gmail.com> wrote:
>>>>>
>>>>>  Ouch! ;)
>>>>>
>>>>> Steve... and artists of course.. But what I think the kids are getting
>>>>> at, is the barrier between physical and virtual. They live a large part of
>>>>> their sparetime in front of their screens being windows into virtual 
>>>>> worlds
>>>>> with which they feel no connection. So when they are told that "Ey boy..
>>>>> this is all props, sets, stunts, rubber, opticals etc.. " they get
>>>>> emotionally connected - Oh..its real stuff... Weird isn't it?
>>>>>
>>>>>
>>>>> One of the biggest time and money wasters, in my opinion, is the fact
>>>>>> that directors aren't accessible to the people whos work needs to be
>>>>>> directed
>>>>>
>>>>> Yes indeed Frank!  And:
>>>>>
>>>>> don't bother putting a competent (!) post production manager in place.
>>>>>> If post production was managed like a shoot (where everything costs money
>>>>>> every minute you are on set), things would be radically different; 
>>>>>> director
>>>>>> feedback would be weighted against the financial repercussions, and
>>>>>> concessions would be made to achieve "good enough" every single day
>>>>>
>>>>>
>>>>> These are some of the heavy points that were addressed in our setup
>>>>> making a HUGE impact on throughput.
>>>>> - Demanding the directors presence on a daily basis.. sometimes even
>>>>> sitting beside the leads setting looks. Things got approved and ticked off
>>>>> in SG by the VFXproduction coordinator.
>>>>> - The VFXproducer (me) answered directly to the production company and
>>>>> by that could say no to the director -"no.. we cannot do it like that, 
>>>>> it's
>>>>> too demanding on our resources.. but we can do this...and keep the
>>>>> storyvalue of the gag". The director also had an very experienced
>>>>> "VFXcreative_director" helping him with arriving at the right decisions.
>>>>>
>>>>> Two other tricks to make things more manageable were;
>>>>>
>>>>> - Approval of shots was always done in context of the edit, and in
>>>>> blocks - -no looping shots. The smallest approvable unit were "slates" ie,
>>>>> a conversation scene could be 35 cuts/shots but they were edited from
>>>>> perhaps 4-5 slates. That made it psychologically easier for the director 
>>>>> to
>>>>> review 5 slates instead of 35 shots. Even the compers worked in "slates" 
>>>>> as
>>>>> the smallest unit (we wrote some software to handle this).
>>>>> This might sound like a foolish numbers-game, but it made huge
>>>>> difference.. a lot of it was psychological .. like: -"shit.. today I have
>>>>> to complete 35 shots" vs "oh.. today I have to complete 5 slates"... BUT
>>>>> the whole pipeline was designed to lessen the sheer number of "decision
>>>>> points" .. I believe I calculated somewhere around 12000 instances of
>>>>> approval counting all assets, shots, moods, etc - that we got down to a
>>>>> couple of thousand decisions instead.
>>>>>
>>>>> - Compositing was done in SCRUMS (google it) to get rid of the
>>>>> shot-tracking-problem and artists "shot-angst", so the first version of a
>>>>> film was comped in 10 days.. all 1100 shots.
>>>>> It looked like crap but all the artists were familiar with their shots
>>>>> now. After SCRUM no 2 still no slates were approved (of course - still
>>>>> looked crap hehe) but now the director was getting e very good feeling on
>>>>> were he wanted to concentrate on moods and story elements. After SCRUM 3 a
>>>>> large number of shots, mainly CU and mid shots were tech-approved for
>>>>> mattes and roto.. and we have just used 30 work days so far..........etc
>>>>> etc....
>>>>> This way of working was first regarded as utter nonsens at first.. but
>>>>> when the dirctor and producer could sit down and watch a film in its
>>>>> entirety and in a somewhat ok viewable state, after only a little more 
>>>>> than
>>>>> a month.... they got the idea of it.
>>>>> Also the artist felt very awkward about ScRuMming in the beginning,
>>>>> but quickly adjusted to it and began to enjoy it. :)
>>>>>
>>>>>
>>>>> //fredd
>>>>>
>>>>>
>>>>>
>>>>> On Fri, Mar 21, 2014 at 1:29 AM, Frank Rueter|OHUfx 
>>>>> <fr...@ohufx.com>wrote:
>>>>>
>>>>>>  Totally agree. Just because we are more flexible in post has created
>>>>>> a culture of creative micro management that is equivalent to man handling
>>>>>> actors on set rather than letting them act
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 3/21/14, 12:25 PM, matt estela wrote:
>>>>>>
>>>>>>
>>>>>> On 21 March 2014 10:09, Elias Ericsson Rydberg <
>>>>>> elias.ericsson.rydb...@gmail.com> wrote:
>>>>>>
>>>>>>>  In all kinds of productions there seems to be a heavy reliance on
>>>>>>> the director. That's the standard I guess. Should not we, the 
>>>>>>> vfx-artists,
>>>>>>> be the authority of our own domain?
>>>>>>>
>>>>>>>
>>>>>>  I do wonder if non cg fx heavy films of the past were as reliant on
>>>>>> director approval as they are today. Using raiders as the example again,
>>>>>> was Spielberg really approving every rock, every mine cart that was 
>>>>>> created
>>>>>> for the mine chase sequence, sending shots back 10, 50, 100 times for
>>>>>> revisions? Or as I suspect, was there the simple reality of 'we need to
>>>>>> make these things, that takes time, you really can't change much once we
>>>>>> start shooting miniatures.'? The ability for digital to change anything 
>>>>>> and
>>>>>> everything is both the best and worst thing that happened to post
>>>>>> production.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
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>>>>>>
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>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> ______________________________________________________
>>>>> *Fredrik Pihl - **visual effects supervisor - **visual effects
>>>>> producer*
>>>>> *UNITED IMAGE CREATORS AB*
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>>>>> +46-721 86 58 40
>>>>>
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