AnOpenLettertoAllWhoTreasuredMontyOum
byShaneNewville
JJ was no longer the voice of Mercury. Instead it was some other guy whose voice I honestly
thought was just thrown in there as temp audio. That news was like getting the wind knocked
outofme.JJ’sMercuryistheonlyMercuryasfarasI’mconcerned.Somuchhadchanged.
It took a few days to regain my motivation for this fight. But I did and I still wanted to do my
best. It was a special fight to me because I spent so much time working with Monty on it. I
didn’t want anyone else’s help because I did not trust anyone else to properly handle Monty’s
animation and camera work. Plus, I finally got to do the crazy projectile attack Monty and I used
to joke about doing. Originally there were going to be so many of them that it was just a wall of
projectiles shooting around the pair, but the arena had become so big there were no walls close
enough for them to ricochet off of. So I just kind of… made them spin around and payed
homagetoMontybydoingasimilarattacktotheoneYunausedinDeadFantasy2.
TechnicalDifficulties
I got the fight done, but because of the new system I had to go through every single scene of
the fight and replace the characters and assets with ones that were on the network drive. Then
I had to go through and add scene numbers to every shot in the sequence before submitting
each one onto Perforce. Lastly I had to add all the information for each shot into Shotgun, which
is another, browserbased, file management application. All of this was a regular part of the
process for the other animators, but it was a part of the process Monty sidestepped so he could
gethiscrazyscenesdone.
It took a few days to get through them all but I did, and then I was told there were still problems.
I finally figured out there was a softwarelevel issue, because opening each scene, deleting the
old characters, and copying the animation to the correct ones was not actually doing what I was
trying to do. Poser was still using the local version of all the files instead of the network versions
because it sticks to whatever was there first, in order to avoid duplicates. Of course I didn’t find
thisoutuntilafterthefact,soIhadtogothroughanddoitallagain.
This time it was much more complicated since I had to first check all the scenes out on Perforce
before I could make changes, then create a new scene with correct assets, import the data from
the finished animations onto the new ones, save, and resubmit them all to Perforce. It was a big
setback,butIstayedtomakesureitgotdone.
Next it was brought up that all the scenes in Shotgun did not have “correct” information for
frame numbers. In all of my scenes I purposely left a few extra frames at the start and end so
that the editors would have room to retime if needed. Apparently this was unacceptable though,
because we “could not afford” to render 1 or 2 extra frames here and there, only exactly the
onesweneeded.Soagain,Ihadtogobackthrougheverysinglescene.
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