Introduction
At SPA we are developing our own studio-specific Blender with a set of UI changes and tools to ease newcomers to it and continue refining its capabilities based on your direct production feedback.
This document aims to give you the basic knowledge to quickly start Layout in Blender at SPA.
Open SPA Previz Template
The first time you launch Blender you will be see the Blender Splash Screen. On the right is a list of recent files, on the left is templates to create a new file from. To get started in the SPA Animation experience select <strong>SPA Previz</strong>
template.
After launching the template you will see the default SPA Previz workspace. This workspace is opened to a 3D workspace you may be familiar with.
Your first shot
A shot is a container that points to a specific camera at a specific time in your blender scene. A sequence is composed of multiple shots, pointing to multiple cameras. Each camera can be used at different points in time, some cameras are reused multiple times.
Shots are used to edit a sequence based on the action in your scene. Use Blender’s Sequencer to add a new shot. To get started from the Sequencer header Menu find Shot > New. For more detail on how to add Shots see Understanding Shots
Editing Toolbar
The toolbar can be found by hitting T on your keyboard or navigating to View>Toolbar in the toolbar you can find the selection tool and the blade tool.
Load Reference Video into Sequencer
- Move your sequence clips up to the second channel by using Y and moving your mouse upwards.
- Create a new Movie clip by going to Add>Movie
- You can select a channel in the loader settings on the Right side of the pop up
- Your reference is now in the sequence
- View your reference in the same area as your sequencer by enabling View>Preview as Background
Switching a Shots Camera
Each shot in the sequencer is linked to a scene and a camera. You can see a list of these shots and their corresponding data under the sequencer panel. This is a comprehensive list of all the shots in your edit, the highlighted shot being the active shot on the current frame.
When a shot is highlighted its properties become available to modify; scene, camera and focal length. For example if you want to change the camera assigned to SH0010, navigate to the shot SH0010 in the sequencer. Find the Layout>Sequence side panel. Select a new camera from the Camera dropdown menu.
Rendering your Sequence
Rendering is the process of exporting the final frames of animation from the editing area into either Movie or Image files. This rendering workflow allows simple batch rendering of all or selected shots in the Sequencer. The render area allows for playback of the rendered images.
- Navigate to the Sequencer>Storyboarding Panel in Editing area
- Set the following settings under Batch Render
- Set media type: Images or Movie. This will define the output file type.
- Renderer: Viewport=Faster Internal=Standard Render Engine
- OutputScene: This output is usually RENDER or SEQ Render
- File Pattern: output to a folder called render at the location of the blend file
- Selection Only: only render highlighted clips from the sequencer.
- Select Sequencer Batch Render to begin rendering
- Once complete the user will see the completed files in the Render area tab
Editing & Rendering
Understanding shots
A Previz sequence can be composed of a single “shot” or multiple “shots”.
A shot is a container that points to a specific camera at a specific time in your blender scene. A sequence is composed of multiple shots, pointing to multiple cameras. Each camera can be used at different points in time, some cameras are reused multiple times.
Shots are used to edit a sequence based on the action in your scene. Use Blender’s Sequencer to add a new shot. To get started from the Sequencer header Menu find Shot > New. For more detail on how to add Shots see Managing Shots
In most cases during Previz a Blend file will contain one Scene where all action occurs, any shots in the sequence will point to this same Existing Scene. In this case each shot or strip represents both a ‘Camera’ and ‘a point in time’ within an existing scene.
Shots can also point to a different Blender Scene. Shots that point to different scenes is an advanced topic, covered later in the document. See Switch a Shot's Scene for more information
Navigating Between Shots
The 3D Viewport and Dope Sheet timeline interfaces can be synchronized with the master play-head from the Sequencer. When scrubbing from scene to scene in the sequencer, the corresponding scene content will be shown into the 3D Viewport and Dope Sheet.
Pay attention to the difference in behavior between scrubbing or using arrow keys in each area (Dope Sheet or Sequencer)
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Using the Sequencer scrub or play to navigate between shots.
2. Using the Dope Sheet, navigating frame by frame with the arrow keys, the next shot will load after the final frame. (only frame by frame not scrubbing)
3. Using the Dope Sheet scrub the timeline to remain in that current camera’s view. (only scrubbing not frame by frame)
Switch a Shot’s Camera
Each shot in the sequencer is linked to a scene and a camera. You can see a list of these shots and their corresponding data under the sequencer panel. This is a comprehensive list of all the shots in your edit, the highlighted shot being the active shot on the current frame.
When a shot is highlighted its properties become available to modify; scene, camera and focal length. For example if you want to change the camera assigned to SH0010, navigate to the shot SH0010 in the sequencer. Find the Layout>Sequence side panel. Select a new camera from the Camera dropdown menu.
Switch a Shot’s Scene
In the Layout>Sequence panel there is a list of all Shots and their corresponding scenes/cameras described in Switching Shot's Camera. When a shot is highlighted it's scene can be edited. Navigate to the shot you want to change in the sequencer. Inside the Layout>Sequence side panel. Select a new scene from the Scene dropdown menu. See the Blender Manual for more information on scenes.
Add, Remove and Manage Shots
New Shots
To add a shot select Shot New from the Sequencer Header Menu. Update the shot number, in most cases shots will be derived from the Existing scene.
- Shot Name Set a Prefix/Number/Take: Use to get the next available shot name
- Scene: Use existing (most cases) or create a new scene from a Template
- Source: Available scenes + templates: (more about 2D templates TBD)
- Duration - Set the duration in frames
- Channel - Select a row (aka channel) to place this new clip on, in the Sequencer
Duplicate Shot
When Duplicating a shot, the selected contents are appended to the end of your timeline, this also means that these clips are shifted in the Dope Sheet. To duplicate a shot without adjusting its timing in the Scene world use Shift + D.
Delete Shot
Each shot is associated with a scene. To delete a shot normally simply select Shot>Delete and leave Delete Scenes unchecked or hit ‘X’ on the keyboard. To remove a shot and the associated scene use Shot>Delete and check the Delete Scenes option.
Warning: **Delete Scenes** option will remove associated Scene data from the outliner.
Adjust Shot’s Timing
Adjust timing will change the length of a strip in the sequencer and in the Dope Sheet. Adjust Timing affects only one clip at a time. To adjust timing of multiple shots at the same time see Roll an Edit
Rename a Shot
To rename a shot use Shot>Rename. This will work on a single shot at a time, use the to get the next available shot number. Check the rename scene to also rename the scene associated with this strip.
Rename All Shots
After editing your shot names may be out of order. To reset the numbering of all shots use Shot>Cleanup>Chronological Numbering. This will rename all shots based on the specified naming convention. Scenes can also be renamed by selecting a scene rename policy.
Refining your Edit
Using the Editing Workspace, refinements can be made to edit using Blender’s Sequencer. The Editing area can be used to refine your edit and add effects/transitions as needed.
Before you begin ensure you have the Editing Workspace selected from the header.
Edit a Shot‘s Duration
Dope Sheet: Select one of the frame handles at the bottom of the Grease Pencil timeline and drag.
Sequencer: Select a frame handle with a mouse. Hit ‘G’ on the keyboard, move the mouse.
Slipping a shot
A slip edit means adjusting the in and out points of a clip simultaneously by the same amount in the same direction keeping the total duration of the clip the same. The clips start and end points within the Dope Sheet will change, but not on the sequencer.
From the Dope Sheet select the handle on top of the clip and drag.
Roll an edit
A roll edit adjusts the start point and the endpoint of two adjacent clips simultaneously. Do this if you want to move an edit and also adjust the shot’s timing in the Dope Sheet.
Managing Shots
New Shots
To add a shot select Shot New from the Sequencer Header Menu. Update the shot number, in most cases shots will be derived from the Existing scene.
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- Shot Name Set a Prefix/Number/Take: Use to get the next available shot name - Scene: Use existing (most cases) or create a new scene from a Template - Source: Available scenes + templates: (more about 2D templates TBD) - Duration - Set the duration in frames - Channel - Select a row (aka channel) to place this new clip on, in the Sequencer
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Duplicate Shot
When Duplicating a shot, the selected contents are appended to the end of your timeline, this also means that these clips are shifted in the Dope Sheet. To duplicate a shot without adjusting its timing in the Scene world use Shift + D.
Delete Shot
Each shot is associated with a scene. To delete a shot normally simply select Shot>Delete and leave Delete Scenes unchecked or hit ‘X’ on the keyboard. To remove a shot and the associated scene use Shot>Delete and check the Delete Scenes option.
Warning: **Delete Scenes** option will remove associated Scene data from the outliner.
Adjust Shot’s Timing
Adjust timing will change the length of a strip in the sequencer and in the Dope Sheet. Adjust Timing affects only one clip at a time. To adjust timing of multiple shots at the same time see Roll an Edit
Rename a Shot
To rename a shot use Shot>Rename. This will work on a single shot at a time, use the to get the next available shot number. Check the rename scene to also rename the scene associated with this strip.
Rename All Shots
After editing your shot names may be out of order. To reset the numbering of all shots use Shot>Cleanup>Chronological Numbering. This will rename all shots based on the specified naming convention. Scenes can also be renamed by selecting a scene rename policy.
Render your Previz Sequence
Note When you publish your file, a sequencer render will be generated and uploaded to ShotGrid with all the proper burned in informations. **The pipeline recommended way of rendering is** **to do a publish** (TODO: link to publish section)
Rendering is the process of exporting the final frames of animation from the editing area into either Movie or Image files. This rendering workflow allows simple batch rendering of all or selected shots in the Sequencer. The render area allows for playback of the rendered images.
- Navigate to the Sequencer>Storyboarding Panel in Editing area
- Set the following settings under Batch Render
- Set media type: Images or Movie. This will define the output file type.
- Renderer: Viewport=Faster Internal=Standard Render Engine
- OutputScene: This output is usually RENDER or SEQ Render
- File Pattern: output to a folder called render at the location of the blend file
- Selection Only: only render highlighted clips from the sequencer.
- Select Sequencer Batch Render to begin rendering
- Once complete the user will see the completed files in the Render area tab
***Ensure your viewport is in *[*rendered mode*](https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html)* when performing a viewport render.***
Import and Conform Sequence from Editorial
SPA Blender allows us to Import a sequence from editorial and automatically generate a sequence of storyboard panels from it. To begin you will need an AAF file from editorial.
- Open Blender and Navigate to the Sequencer Region
- From the Sequencer header select Editorial>Timeline I/O>Import Timeline to import an AAF into Sequencer
- Enter the AAF path into the file browser and confirm
- With your edit imported select Editorial>Conform>Generate Shots from Panel to create scene strips from the editorial sequence.
Setting Frame Range for Render
In sequence workflow, we have many different scenes inside a single blend file. To adjust the timing of your sequence's final render, the EDIT scene needs to have it's frame range adjusted. Because the Sequencer workflow uses the EDIT scene, we can set the frame range directly in the sequencer area.
To Learn More about Render Range see Differences between Render Range and Preview Range
- Select all strips in your sequence
- Navigate to the Sequencer area's header
- Selected View>Range>Set Frame Range to Strips
Setups, Scenes and Collections
Understanding the Sequencer Workflow at SPA
The sequencer workflow at SPA leverages Blender scenes to manage data.
An EDIT scene is created for you and it will only contain the Scene Strips that make up the current edit.
To use the sequencer workflow, your sequencer region's active scene (green area) must be set to this special EDIT scene.
When correctly set, and Synchronization enabled, the rest of your Blender window will update contextually to the current strip's scene content (red areas) . It's magic!
- Current Scene: Current scene that is being viewed in the viewport. All regions highlighted in Red above reflect data from the current strip's scene.
- Master Scene: The Scene usually called "EDIT" that contains the strips that make up this files sequence. The edit region is highlighted in Green above.
- Output Scene: A blank scene usually called "RENDER" which contains the final exported clips.
Override Sequencer Region Scene
Ensure these settings are set to be in the correct sequencer setup.
- Sequencer Region: Set scene to EDIT
- Master Scene set to EDIT
Creating new Blank Scene
In some cases, when Blender files do not already contain a RENDER or EDIT scene users may need to manually create new scenes.
Follow these steps to create a new Scene to use in the Sequencer Region.
- At the top of your Blender window selected the Duplicate Scene Button
- Copy Settings from current Scene
- Rename to desired name (EDIT, RENDER)
- Moving the Sequencer will return you the the original scene (if sync is enabled)
You must have more than one scene available in your blender file to add scene strips. If you cannot add Blender Scenes please follow **Create a New Blank Scene** guide to create an **EDIT** scene.
Rendering to an Output Scene
Output scenes will contain a rendered copy of your edit. Output scenes are used to review and finalize your edit. You can use your output scene to add transitions and effects to the rendered strips.
- Ensure Output Scene is set to a blank scene like Render
Understanding Scenes & Collections
Important Terminology
Scene
A Scene in the context of Blender is an environment that contains one or more collections. By default you are always working in at least one scene. Having more than one is a way to organise lots of collections. So if collections contain objects, we can think of our Scene as a kind of theatre stage where our objects can be placed.
Strip
A strip in the Video Sequence Editor works like a movie strip in any movie editor you are used to; like in iMovie. Instead of containing a video, Green Strips in Blender are ‘Scene Strips’ and represent different scenes at different times. This allows us to cycle through multiple stages or groups of objects from the sequence perspective.
Collection
A Collection is a container used for grouping elements in the outliner that we are using in the 3D viewport.
Scene Setups
Are Scenes Setups used for creating new Collections inside a reused Setp containing specific elements we don't want to share from shot to shot.
Identify "Same as Camera" Shots
3D Previz creates its master blender files based on sequences, environments and division of work among the artists. 2D Layout will create its master Blender files based on sequences, task assignments (Background or Character posing), division of work (shot assignment) and CAM position. Those CAM position will define the amount of 2D setups we will need to create for our sequences.
A 2D setup is the scene based on the shooting camera. These can work for single shots (one offs) or various (masters & reuses). Although the Previz artists will try and utilize same as cameras/bg’s as much as possible in the 3D phase, spotting opportunities for reusing material is an important tasks we need to address at 2D Layout. Not only it will be saving time for ourselves, but also later on during BG painting.
We can spot those Same as CAMs in N Panel/ Layout/ ShotCams:
Ex: PSH0140, PSH0160 & PSH0180 are sharing the same Shot CAM & Scene:
- 0140 being the master
- 0160 being a perfect reuse
- 0180 being a reuse containing a child of scene
For shots sharing same as CAMs we should always try to reuse our 2D set ups. Ultimately if they don´t work we will be creating a new Scene Setup and redoing them, but we don't want to work the other way around.
Note: Child Scene Setups can be created recursively many times, a new Child setup will always contain the current scene plus an additional collection not shared back to its parent.
Master Scene, straight forward reuses & Child of Setups
Master are Scene Setups containing Collections of GPOs working for Same as CAMs in different shots. The Master will be the original Scene towards which the reuses are pointing. We will be creating this Master the same as any other Setup and then this is how we create a straight forwards reuse.
In the same ex: B0140 is the Master 2D Setup Scene for PSH0140 and is being used in PSH0160 as straight forward reuse, meaning every element in the scene is the same. This is how both PSH0140 & PSH0160 look in the outliner.
Collections
Before we continue on how we will be using Masters and reuses we need to understand Collections and how we use them. Collections are containers for keeping everything tidy inside our shots: is the way we group elements. In 2D Layout these group collections
Shot Scene Collection
We group and name these elements based on: task/shot Number/elements In the same ex:
- B0140: “B” after BG tasks, it´s the Shot Scene Collection for P(Previz)SH(Shot)0140. In the following example.
- C0140: “C” after CH posing task, it´s the Shot Scene Collection for P(Previz)SH(Shot)0140.
Elements inside our Collections
Grease Pencil Objects (GPOs) & cards like:
- BG: Layers of drawings Overlay (OL) 01 (being the closest OL to CAM) up to OL09 (for example, being the farthest to CAM).
- Character Collections: characters, animated or not. If there are.
- Props Collections: objects that have interaction with characters. If needed.
- FX Collections: Special effects. If needed.
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Others: reference material. If needed.
Link to Naming Convention to learn more about this.
Shared folders
They can also be used as containers for element we want to share between shots. Since we are using Scene Collections as the main tool for this purpose, shared folders can carry other type of information (maybe reference material) so they can also be shared between shots that don't share Scenes. Consider that shared material, like objects in a shared folder, can only be oriented towards one single camera, and will appear not facing other Shot CAMs different than the one you´ve originally shared with. This is how we create them.
- To add an existing Shared Folder to a new Shot Navigate to the unlinked shot.
- Set the link icon to active
- The content of that Shared Folder should now be available in the outliner.
Check Object's Usage in Sequence
Objects can report which scenes they are being used by. To report an object's usage select that object in your viewport.
- Select Object
- Navigate to Properties>Object Properties>Sequencer Usage
- Select the Report Object use by Sequencer button
- A pop up will appear listing that object's usage.
This information is also stored in the **Info** log. Open the **Info** region to read previous **Object Reports.**
Grease Pencils Objects
Understanding Grease Pencils
Object and layer
The GPO is both the container and the content of our drawings.
- The object itself is the container: the plane into space.
- The layers is the content: our drawings
It's important that we understand this since now we are living in a 3D environment and we will be able to animate on both. Ex: a character moving towards CAM can be now animated
Line & fill
Layers work the same way as in PhotoShop (PS). You can create as many as you needed for your own workflow, but please remember when delivering try to stay as simple and organised as possible. Usually line & fill would be enough.
Blender allows us to key also in specific layers. To draw on a layer ensure it’s highlighted in the Drawings toolbox. Keep in mind that this can be useful for creating effects (light, glow…).
Materials
At the beginning of each sequence we will need to create the materials we will be using. Materials will be basically the grayscale tint we will be using for our drawing: lines and fills. Pipeline team is working on creating default Material Libraries for different uses inside the production, including one specific for 2D LO.
I recommend working with a list similar to this one:
- 100% black (line) for drawing,
- blue & red (line) for grids &
- 5 to 7 range of grayscale tones
- (fill) to fill the drawing.
Unfortunately, for the moment we will have to create our owns when beginning a new sequence.Name it: Layout/whatever it needs to be (ex: Layout/30% fill) and Blender will save it for your next shots.
Creating Grease Pencils
TODO: insert illustration here
Our Scenes or 2D set ups are made of GPO´s: 2D drawings (planes) translating the 3D set up for specific CAM positions. While working on a shot every new GPO should be contained inside Collections.
Start working on your shot
- (N Panel/Storyboard or Shift+A in Object Mode). A plane or card will be created in a specific location. It’s your choice to first set the placement and then start drawing or the other way around (cursor to CAM, then Shift+F & drag).
- In draw Mode (N Panel/Storyboard) click Draw. Now you can start drawing.
Moving Grease Pencils
Grease Pencil objects as mentioned before are containers where all drawing information is stored. By entering Object Mode we can affect the transformation of our Grease Pencil Object in world space.
- Select Draw from the top of the Storyboard panel to exit Draw mode
- From the Toolbar on your Left, (open with Shortcut ‘T’) select a tool
- Move, Rotate and Scale tools are all available
- Your selected gizmo will appear at the “origin” of your drawing represented by a yellow dot
Rescale Grease Pencil Proportionally
Our 2D Set up’s must work as a simplification of the 3D Set-up in terms of number of overlays and placement into space. This will affect mainly the parallax (if there is any) and the focus depth, and will help us gain consistency and cinematography.
On one hand we need to make our shot work (in terms of parallax, if there is) and on the other we want to stay as simple as possible for the BG and Comp departments. The balance between those two needs will determine the number of OL’s (GPOs) we should use.
- Create a new GPO.
- Draw the line based on the 3D Master on each one your GPO´s. Then fill it.
- Place them into its correct position in space:
- Select Cam, cursor to active using Shift + S
- Shift+F in order to scale (without changing the proportions from ShotCam POV.)
Conventions and Details
Sequencer Batch Render
Why did my Batch Render Fail?
Sequence Batch Render will take the current scene, and render each strip from your sequencer as a clip. Sequencer Batch Render will fail if GPU Shades are not compiled. When Sequence Batch Render is set to VIEWPORT mode, and EEVEE as the render engine, we must ensure that our viewport shading settings are set to Scene Lights + Scene World.
- Navigate to the Render Settings in Viewport
- Select Render/Material Preview Settings
- Enable Scene Lights / Scene World to compile shaders
Sequence Batch Render will not fail when using '**Workbench'** Render Engine, regardless of shader compilation
Why does my Batch Render look different?
There is a difference in Blender between it's preview world and it's rendered world. Use one of the following setups to ensure you have a "What you See is What you Get" Experience, User need to align settings in Blender between the Viewport and the Renderer use one of the two following setups:
Workbench:
- Set Material Shading mode to SOLID view
- Set Render Engine to WORKBENCH
Eevee
- Set Material Shading mode to RENDERED view
- Set Render Engine to EEVEE
- Enable Scene Lights / Scene World
Can I check my work before Rendering?
Using the Sequencer + Preview option in Blender we can see a preview of what objects will be rendered by the Internal Renderer.
- Select Sequencer from the Sequencer Header Menu
- Select the option Sequencer + Preview
- Scrubbing the timeline will now show a Preview Window of your sequence Render in Solid mode.
Differences between Render Range and Preview Range
Frame Range
In Blender the Range is the length of each Blender Scene's timeline. To set the Range, navigate to Scene Properties>Frame Range or in the Timeline area.
Preview Range
Preview Range is a temporary range on your scene, it is used to playback small sections of a blender file. The Sequencer workflow uses Preview Range to indicate the beginning and end of the current shot. A preview range is a signified with a symbol, and an orange overlay. Preview Range doesn't impact the render Range.