For my video game advert, I started the production phase by filming each live action shot using multiple different versions of camera placement and direction. Even with the limited space for filming, I made sure to create many different shots for each scene, some from alternate angles and with alternate actions. Afterwards, they were syphoned through to pick the best scenes for the advert.
These live action shots turned out well, with each scene fitting together well and accurately following the storyboard I created. From these shots I picked out the scene in which the character kicks open a door, I did this to import the selected footage into NukeX, using the software to create an assortment of rotoscope shapes to mask out the door frame, while keeping other objects in the scene, such as the character's leg and gun, as well as the door itself.
In order to do this, I started by creating a Read and Roto node and inking them together, while linking them to the view node so they could be seen and edited. Then, I imported a series of scripts that would allow me to change the apearence of the rotoscope from the default appearence, to a red highlighted appearance which highlights what will be visible or the rotoscope with the background removed, showing only what will be visible in the final product.This, therefore, allowed me to more accurately position and edit my roto as it gave me a more accurate visual representation of what the final rotoscope would look like. Also I could edit any parts of the roto that dont overlap the areas needed or areas that overlap into the background.
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