Film Editing for Third Person Games and Machinima Marc Christie, Christophe Lino, Rémi Ronfard To cite this version: Marc Christie, Christophe Lino, Rémi Ronfard. Film Editing for Third Person Games and Ma- chinima. Workshop on Intelligent Cinematography and Editing, May 2012, Raleigh, United States. hal-00694455 HAL Id: hal-00694455 https://hal.inria.fr/hal-00694455 Submitted on 9 May 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Film Editing for Third Person Games and Machinima Marc Christie Christophe Lino Remi Ronfard INRIA/Université de Rennes 1, INRIA/IRISA, France INRIA/LJK/Université de France
[email protected] Grenoble, France
[email protected] [email protected] ABSTRACT to handle complex animation and editing tools. Generating content for third person games and machinima requires knowledge in cinematography (camera placement, Game engines provide little support for cinematography and framing, lighting) and editing (cutting between cameras). film editing techniques. Even with advanced machinima In existing systems, such knowledge either comes from the tools such as Moviestorm 1 and iClone 2, the control of final user (machinima) or from a database of precompiled cameras and cross-cutting remains a complex task (though solutions (third person games).