Gestió Del Projecte D'animació

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Gestió Del Projecte D'animació Gestió del projecte d'animació Raquel Ardila, Joan Puig, Francesc Vallès Projectes d’animació audiovisual 2D i 3D Projectes d’animació audiovisual 2D i 3D Gestió del projecte d'animació Índex Introducció 5 Resultats d’aprenentatge 7 1 Processos i documentació9 1.1 El projecte d’animació...................................... 10 1.1.1 Flux de treball del projecte d’animació......................... 11 1.2 El projecte 3D........................................... 13 1.2.1 Flux de treball d’un projecte 3D............................. 15 1.2.2 Preproducció d’un projecte 3D.............................. 17 1.2.3 Producció d’un projecte 3D............................... 25 1.2.4 Postproducció d’un projecte 3D............................. 33 1.2.5 Preparació del projecte al servidor............................ 35 1.2.6 Equip humà del projecte 3D............................... 46 1.3 El projecte 2D........................................... 53 1.3.1 Preproducció d’un projecte 2D.............................. 55 1.3.2 Producció d’un projecte 2D............................... 56 1.3.3 Postproducció d’un projecte 2D............................. 63 1.3.4 L’equip humà del projecte 2D.............................. 63 1.4 El pressupost d’animació..................................... 66 1.5 La documentació del projecte d’animació............................ 69 1.5.1 El document de projecte i la bíblia d’animació..................... 70 1.5.2 La bíblia de producció.................................. 73 2 Mitjans tècnics 85 2.1 Sistemes informàtics....................................... 85 2.1.1 El maquinari....................................... 86 2.1.2 El programari....................................... 93 2.1.3 Unitats de mesura de la informació digital........................ 96 2.1.4 Tipologia d’equips informàtics.............................. 97 2.2 Analògic contra digital...................................... 100 2.2.1 Procés de conversió analògic digital........................... 101 2.3 La imatge digital......................................... 102 2.3.1 Generació i tractament d’imatges............................ 103 2.3.2 Mapes de bits....................................... 104 2.3.3 Imatges vectorials.................................... 106 2.4 El senyal de vídeo digital..................................... 107 2.4.1 La relació d’aspecte................................... 108 2.5 Compressió digital........................................ 111 2.5.1 Compressió de la imatge fixa............................... 112 2.5.2 Compressió de vídeo digital............................... 113 2.6 Formats i suports cinematogràfics................................ 115 2.6.1 Cinema analògic..................................... 116 Projectes d’animació audiovisual 2D i 3D Gestió del projecte d'animació 2.6.2 Cinema digital...................................... 117 2.6.3 Sistemes estereoscòpics................................. 119 2.7 Requisits tècnics del projecte 2D................................. 121 2.8 Requisits tècnics del projecte 3D................................. 123 Projectes d’animació audiovisual 2D i 3D 5 Gestió del projecte d'animació Introducció Dur a terme una animació professional, sigui amb la tècnica que sigui, és una tasca titànica que requereix molts esforços i recursos tècnics, econòmics i humans. Els projectes d’animació necessiten una planificació exhaustiva prèvia al seu desenvolupament per tal d’optimitzar el procés de creació i estalviar recursos. En aquesta segona unitat, “Gestió del projecte d’animació”, del mòdul Projectes d’animació audiovisual 2D i 3D aprendreu tot el que heu de saber sobre els projectes d’animació 2D i 3D i els mitjans tècnics necessaris per dur-los a terme. A l’apartat “Processos i documentació” veureu quin és el flux de treball i el pipeline d’un projecte 2D i un projecte 3D. Estudiareu les diverses fases de producció, què es fa en cadascuna i els professionals que hi intervenen. A més a més, veureu la documentació que es genera durant un projecte i aprendreu a confeccionar els documents tècnics més importants. A l’apartat “Mitjans tècnics” estudiareu els principals fonaments dels sistemes informàtics i digitals. Aprendreu quin maquinari és l’idoni per a un projecte d’animació determinat, veureu què és el programari i quins són els fonaments del llenguatge home-màquina. D’altra banda, us endinsareu en el món dels arxius, els formats, la compressió i el senyal digital de la imatge. Per realitzar aquesta unitat amb èxit és necessari prestar especial atenció als esquemes i gràfics dels continguts que permeten entendre conceptualment el flux de treball dels diversos processos de producció d’animació. És també altament recomanable visionar els diversos vídeos enllaçats en els continguts. De la mateixa manera, és convenient fer les activitats i els exercicis d’autoavaluació que es proposen en cada apartat. Projectes d’animació audiovisual 2D i 3D 7 Gestió del projecte d'animació Resultats d’aprenentatge En finalitzar aquesta unitat, l’alumne/a: 1. Defineix les característiques tècniques finals del projecte, analitzant i valorant la seva dimensió i definint els seus paràmetres de treball i acabat final. • Especifica el format (de treball, de reproducció, d’emmagatzematge i d’exhibició) i la resolució de treball del projecte, comprovant que concorda amb les necessitats del resultat final. • Elabora una llista de formats de sortida i conversions necessàries, incloent- hi els tipus d’arxius que cal generar en funció del mode d’exhibició. • Crea un esquema del procés que cal seguir, especificant fases, cronologia i els treballs que poden fer-se simultàniament. • Redacta una llista d’opcions de materials (en el cas de l’stop-motion), maquinari i programari, indicant els avantatges i els inconvenients quant a preus, terminis i qualitat. • Assigna a cada lloc de treball els materials, el maquinari i el programari necessaris per a la realització del projecte. 2. Defineix les característiques de la manera de treball en xarxa i els protocols de comunicació i interacció necessaris per a la realització d’un projecte d’animació, valorant els equips tècnics i humans que intervenen en els diferents tipus de projectes. • Elabora una llista categoritzant les referències (enllaços als elements que compondran la seqüència animada) que cal utilitzar, especificant el sistema de carpetes, subcarpetes i arxius que cal generar perquè els utilitzi tot l’equip. • Elabora un memoràndum d’instruccions, especificant l’assignació d’espais virtuals de treball i d’emmagatzemament. • Especifica les connexions físiques entre les estacions de treball i calcula les necessitats d’energia per al desenvolupament del treball tenint en compte l’ergonomia i el bon funcionament dels equips. • Dissenya un organigrama del procés, tenint en compte l’assignació de competències específiques als responsables de les diferents àrees d’execució del projecte, amb terminis parcials de realització. • Elabora els protocols de comunicació i d’interacció, assignant els permisos jerarquitzats per a cada usuari. Projectes d’animació audiovisual 2D i 3D 8 Gestió del projecte d'animació • Estableix un sistema de revisió i d’actualització diària de fitxers, tenint en compte la racionalitat de l’evolució del projecte i la reassignació de tasques, per evitar la superposició i repetició de treballs. Projectes d’animació audiovisual 2D i 3D 9 Gestió del projecte d'animació 1. Processos i documentació Dur a terme un llargmetratge d’animació 3D, un curtmetratge stop-motion o una websèrie d’animació 2D és una tasca laboriosa que requereix molt d’esforç. A diferència d’altres disciplines artístiques, en animació es parteix pràcticament de zero per crear el producte. Això implica un volum de feina molt considerable. Per tal de garantir que la feina no es fa en va, que no es repeteixen tasques ni que s’elaboren personatges, fons o escenes innecessaris, és completament vital planificar la producció. Aquesta planificació ens permet optimitzar els recursos, els temps i els costos de producció, cosa que al final es tradueix en un estalvi de diners. Un producte d’animació requereix una planificació prèvia exhaustiva abans d’arribar a la fase de desenvolupament de l’animació en si. Abans de posar-se a modelar, animar o capturar imatges, per exemple, hi ha tota una sèrie de passos a tenir en compte que s’han de desenvolupar i reflectir en la documentació, que queda plasmada en el que anomenem projecte. Qualsevol producció audiovisual professional, sigui quina sigui la seva naturalesa, parteix de l’elaboració d’un projecte. Un projecte és un pla proposat per realitzar un producte (objectiu o servei), que consta d’un conjunt de documents explicatius amb totes les dades tècniques necessàries per a la realització. Un projecte és, per tant, un recull d’instruccions, informació i dades que expliquen i desenvolupen un producte amb la finalitat de dur-lo a terme. El punt de partida de qualsevol projecte és la idea inicial o un encàrrec de tercers, en forma de brífing, per exemple, i el pressupost. Brífing Un cop definida la idea, s’han de definir les del projecte. premisses bàsiques Document on es detalla tota la Aquestes es poden agrupar de la següent manera: informació necessària per dur a terme un encàrrec. L’elabora el client i el facilita a la productora. • Tipus de projecte • Durada • Públic objectiu • Gènere i estil • Recursos necessaris – Tècnics Projectes d’animació audiovisual 2D i 3D 10 Gestió del projecte d'animació – Econòmics – Humans Vegeu la tipologia de projectes, gèneres i públics objectius a Un
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