Resident Evil Damnation: The DNA of Damnation Page #3
- Year:
- 2012
- 30 min
- 321 Views
for Degeneration...
...but the data was not as fine
as desired.
We wanted to incorporate more...
...of the actors' facial expressions...
...as loyally and realistically
as possible.
But we prefer to call ourselves...
...pro-independence fighters.
of showing expressions and nuances.
We construct rigs suiting
each actor individually.
The director wanted to exaggerate
some of the facial expressions.
We took that into consideration.
And we worked carefully with where
exactly the characters are looking.
You people in the CIA
call us terrorists.
But we prefer to call ourselves...
...pro-independence fighters.
With everything going for realism...
...we simulated
the movement of fabrics.
If not simulated properly...
...the fabric will not show wrinkles
when bent.
This deprives the film of realism.
We simulate all fabric motions
so that...
...it really looks like the clothes
have been moved.
This is a joint.
Bone can be moved
with joints present.
The more natural the motion looks,
the better.
We hope people...
...find all of this natural.
We use the mocap data with...
...a software called MotionBuilder.
We add camera work...
...create each scene...
...and have the director
check the scene.
We use a lens just like
with a live-action film...
...and move it so that we can
make the film look photorealistic.
There is much more expression of
liquids, particularly blood, in this film.
Blood effects are the most difficult.
There are just so many effects:
Explosions, gunshots, etc.
We hope you enjoy watching them.
If a film is two hours long,
you don't want it to be tiring.
And you want to show 3D effectively.
First we focus on screen depth.
Then with characters in the forefront,
visual depth is enhanced.
But we must keep in mind that we want
things to jump out of the screen...
...towards the audience occasionally,
so that it does not get boring.
Easy to watch but dramatic
at the same time is what we go for.
scoreboard.
The blue is cuts focusing on depth.
Yellow is for average 3D cuts.
Red is when the focus
is toward the front...
...closer to the audience.
Here, the Licker comes forward.
We check here for the parallax...
...of the deepest part
of the background.
Then where the Licker points its claws.
We want this to stick out
from the screen.
We look at this percentage
for the parallax of the claws.
The construction is all based on
the fact that the film will be in 3D.
That is why the action sequences
work so well in 3D.
I don't want to change into...
...one of those monsters!
Is how it goes.
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"Resident Evil Damnation: The DNA of Damnation" Scripts.com. STANDS4 LLC, 2024. Web. 28 Mar. 2024. <https://www.scripts.com/script/resident_evil_damnation:_the_dna_of_damnation_16807>.
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