Game Development Reference
In-Depth Information
because you had some creative ideas during the editing process, and having a solid storyboard will allow for
that lexibility. You will be editing from a standpoint of “let's be creative” not “now we have to organize this.”
16.4.3 s ound and m usiCal s Core s ourCes for y our m aChinima
Sometimes, the sound is where you start on a machinima. Such is the case in music videos. If you are making
a music video machinima, bear in mind that you will still need a storyboard because it provides the crucial
organization of all the nontextual ideas.
If you need sound effects, making your workspace into a Foley studio to create and record unusual sounds
for your machinima is not too dificult. Sound-recording equipment has become more cost effective and
should you need to grab wild sound or record sound effects for your machinima, look toward the Zoom line
of recorders (http://www.samsontech.com/zoom/) as an affordable line of equipment. If you prefer to buy
your sound effects, SoundSnap (http://www.soundsnap.com/) has a good collection available. The Music
Bakery (http://musicbakery.com/) provides a solid source of royalty-free music for backgrounds and scores if
you need them. Stereobot (http://www.stereobot.com/), an offshoot of SoundSnap, has music available with a
variety of licenses. The Machinima Artist Guild (http://slmachinimaarts.ning.com/) often has lists available
of Creative Commons, free-to-use music.
There is a great deal of information about sound and sound effects in Chapter 11, so please refer to that
chapter for additional information.
16.5 MACHINIMA POLICY AND YOUR WORK
Before you start making machinima in any virtual world, take the time to read any policies they may have
in place regarding your rights for making images of their inworld content. In Second Life, there are speciic
policies for snapshots and machinima (http://wiki.secondlife.com/wiki/Linden_Lab_Oficial:Snapshot_
and_machinima_policy). Make sure you read them carefully and secure the permissions you need from the
landowners whose environments and avatars whose likenesses you are including in your machinima images.
You would be wise to treat this just as you would a real-world ilm shoot. Take the time to create your own
versions of general, talent, and location releases so you have written permission on ile for each project.
16.6
CAMERA TOOLS AND PHOTOTOOLS IN FIRESTORM
Before 2011, the camera commands, WindLight environments, shadows, and other settings were scattered
across the interface of most client browsers. William Weaver (Paperwork Resident in Second Life), a real-life
photographer and ilmmaker, created his own collection of tools, called Phototools; now, they have been
integrated into the Firestorm Viewer. You will ind them under World/Photo and Video/Phototools. As you
go through these next sections, the various tabs in this menu are introduced and discussed. This is a great
tool for machinima makers; it accesses all the things you need without cluttering the screen with open
menu windows.
16.6.1
p hoToTools B reaKdoWn By T aB
16.6.1.1 WindLight Tab
Figure 16.12 shows the opening page, “WL” (WindLight) tab, of the Phototools menu and how it can be used
to drastically affect the color and composition of the surrounding sky and water as well as the main light on a
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