Graphics Reference
In-Depth Information
hit the same spot in both nights? On  Night 1, the artist may have
her hand on the microphone, but on Night 2, she doesn't. So there
are continuity things that you are looking for as well. It helps to see
it all at once; it really can speed up the process.”
—Ted Kenney
3.3 Key Differences between 3D and 2D Editorial
Editing techniques used in 3D are similar to those used in 2D: imagery is
placed on a timeline, then manipulated. Versions are saved, then revised,
then reviewed, then revised again. This fundamental pattern of revise-review-
repeat is the same in 3D as in 2D.
One major difference is that L and R imagery needs to be properly
synchronized at some point in the postproduction image path, hopefully as
early as possible in the post lifecycle. 3D editorial teams need to be aware
of how some 2D editorial choices affect 3D depth and/or geometry. In 3D
you are editing to account for the relationship between subjects and action in
Z-Space as well as the relationship between subjects and action in XY Space.
More importantly, some common edit decisions that preserve story continuity
in 2D may not work the same way as intended in 3D. In 3D, just as in 2D,
these edit decisions center around the following areas:
• Shot Duration
• Scaling
• Re-Framing/Repositioning
• Post Moves
• Transitions
The creative team combines and modii es these edit decisions to create a
viewable shot and then further rei nes these decisions to create a beautiful
shot. The decisions themselves are rarely separate as we are describing here.
Let's take a quick look at each of these edit options in the context of differences
between 2D and 3D post. The person in the Stereography role can advise you
on what might happen in various scenarios, but the best way, as always, is to
test. Think of everything here as a guideline only, there are no “rights” and
“wrongs” other than issues that affect comfort, continuity, and creative intent.
Part of the fun of testing is seeing what happens when you break the rules.
 
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