与劳拉有关的产品(拟录入百科)

作者 TombCrow, 2006 十一月 03, 22:41:13

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TombCrow


TombCrow

#1

ilovelctr

引用http://www.laracroft.name/collectables.php

小i的事情?traval的事情?
是我的事情,我是总编,理应承担多一些任务。
很可惜现在没空。
不急的话,能拖到寒假倒不成问题。

另:明早要翻译玻利维亚的地理文化和那些拖着的几句英文了。
另2:traval是哪位? :dontknow:


ilovelctr

引用自: TombCrow 于 2006 十一月 03, 22:50:28
这位 :cat:
认识了,编得很不错啊! :hello2:
我只能拖着...... :crybaby2:
关键是我们上海这边地铁5号线尚未建成,
不然我就可以天天回来,腾出大量时间服务于工作组。
但愿快点建成。 :cat:

TombCrow

啊?上海在建5号线了?!我出国的时候还只有两条线来着......

ilovelctr

引用自: TombCrow 于 2006 十一月 03, 23:04:46
啊?上海在建5号线了?!我出国的时候还只有两条线来着......
其实我是不太往外头跑的啦~也不怎么关心交通。
今天放学回来的路上才看见原来是地铁7号线在建;
5好像早就好了。 :tongue3:
当然这只是地铁而已,
至于轻轨早就不知多少条了。

十字星芒

引用自: TombCrow 于 2006 十一月 03, 22:41:13
http://www.laracroft.name/collectables.php

小i的事情?traval的事情?

这是什么网站?我不懂英文啊!另外,叫我travel(旅行),这个单词我还是认得的!

TombCrow


ilovelctr

#9
嘿嘿,攻略图片差不多了。
我太累了,下周开始一定要好好学习了。 :wave:
没办法,我还是得以学业为重。 :cat:
翻译只能放一下了,......或者每周翻一点点~~
马上要来的考试还不知如何应对呢~~ :BangHead:

风帝怪狼

举杯邀明月,挥手闯前途。就算是注定孤独,也要自己做主!

ilovelctr

#11
送上第一篇攥写记录 :cat:

===================================================================================

It's "Die Arzte" Vs. "Lara Croft" in the latest video made by SZM Studios.
这次轮到"Die Arzte"乐队于SZM技术室制作的最新录影带中对战"劳拉·克劳馥"了。

To produce the latest video clip for the German band "Die Arzte", SZM Studios and TRIBU combined their know-how to bring the famous computer figure "Lara Croft" to life.
为了制作德国乐队"Die Arzte"的最新音乐录影带,SZM技术室与TRIBU合力以他们的专业技术给予著名电脑人物"劳拉·克劳馥"以栩栩如生的形象。

First a detailed grid model had to be worked out.  The facial animation system (Maki-talk, which provides the logistics for lip synchronisation and  mimicry) had to be devised and calibrated, as did the body model and skeleton for animation of the figure using Motion Capture (Sylliclone).  Real and virtual decor and costumes had to be conceived and built to match the 3D figure "Lara Croft".
首先,必须做出一个立体网格模型。还必须设计出面部表情系统(Maki-talk,一种能够将电子虚拟人物的口形与配上的声音同步的后期处理系统)并对其进行校准,在制作人体模型和赋予人物生气的骨架时,则采用了动作捕捉技术(Motion Capture (Sylliclone))。另外,还得构想、制造出或实或虚的装饰和服装用来搭配"劳拉·克劳馥"这个3D角色。

The first phase of the construction work consisted of making real shootings on location and in the studio.  Then the movement data for the figure was generated with motion capturing in real time and transferred to the computer.  Subsequently, the special effects were produced, as well as the integration and composting of real and virtual images on "frame" and "inferno".  After the sound design in SZM Studios audio production, the video was recorded onto digital betacam.   
工程的第一阶段是由在外景片场和技术室内真实枪战所组成的。然后再用动作捕捉系统即时生成动作数据,并将这些数据转换到电脑上。随后要做的就是视觉特效,当然也要将那些"洗矿厂"和"烈焰冲天的火海"中真实和虚拟的图形合成在一块。在SZM完成了音频设计后,再将视频录制到数码摄象机上。

SZM Studios is one of the most modern service companies for production, post-production and broadcast of television programming.  The Munich company operates both conventional and virtual studios and realizes visual effects, graphics and animations.  Week after week at SZM studios, nearly 300 employees produce some 2000 minutes of television programming, commercials, video clips and trailers.
SZM技术室是一家为电视节目进行生产、后期制作以及播音工程的服务类公司,他们也是从事这一行业的公司中最为现代化的一家。慕尼黑的分厂操作着录音室和虚拟技术室并且负责制作视觉特效、绘图以及卡通制作。日复一日地过去了,如今的SZM技术室已经拥有了将近300名人员,完成制作了总计超过2000分钟的电视节目、广告、视频剪辑以及宣传影片。

ilovelctr

Visa 'Monster Chase'
Visa广告——'怪物的追杀'

Transporting its audience from live action to fiction, the newest Lara Croft 'Monster Chase' leaves behind the conventions of a normal TVC to create a project of cinematic proportion for Visa's Pan-Asian market.
最新的劳拉·克劳馥'怪物的追杀'广告摒弃了普通广告的一贯风格,而是带着观众们从现场动作秀畅游至科幻世界,Visa为的泛亚(Pan-Asian)市场创造了一部可以媲美电影的广告作品。

The campaign comprising of a 15-second, 20-second, 30-second, 60-second plus a 2-minute cinematic version, includes a total of 123 scenes, all but 15 containing a stunning use of visual effects.
这场与怪物之间的恶战包括一个15秒、20秒、30秒、60秒以及一个2分钟的电影效果的版本,共计有123个场景,除了15个场景以外,其他所有的场景全部运用了令人眩目的视觉特效。

The story begins with 'real life' Lara Croft (played by supermodel Sofia Vergera) as she plays with her animated counterpart in Tomb Raider. The game quickly becomes very real as the live action Lara becomes entwined with the game, the sassy adventuress getting eyeball-to-eyeball contact with an animated monster of gargantuan proportion.
故事的开始是:'真人版'的劳拉·克劳馥(由超级名模Sofia Vergera扮演)正操纵着《古墓丽影》游戏中那个生气勃勃的劳拉·克劳馥尽情娱乐。然而,突然之间,游戏变得十分真实,真人版的劳拉瞬间被吸入了游戏之中,这个时髦性感的女探险家与一只生龙活虎的庞大怪物相互对峙着。

"With the latitude to create something like an Indiana Jones or a James Bond film action sequence, we had particular fun devising a game sequence within the spot," says Hunt. "It works as its own little movie."
"我们想要创造一些类似于印第安娜·琼斯或者詹姆斯·邦德(007)电影中的动作场景,在广告中加入游戏场景让我们体验到特别的乐趣,"Hunt说道,"这感觉起来就像是一部小电影。"

This, the sixth Lara Croft spot for which Animal Logic has crafted visual effects, brings the heroine and her adventures to a new level of sophistication. The armour-plated fiend, complete with dripping saliva appears half organic and half mechanical and was pieced together by Animal Logic Art Director/ VFX Supervisor Simon Whiteley who worked from extensive reference material supplied by Bruce Hunt.
这是劳拉·克劳馥的第六部广告,其中的视觉特效是由Animal Logic公司精心制作的,这次的广告将这位女英雄与她的冒险带向了一个全新的高水准。一个身着电镀盔甲、满嘴唾液的怪物以半肉体半机械的形象出现在我们的面前,这怪物还多亏了Animal Logic公司的艺术总监/视觉特效总监Simon Whiteley,通过对Bruce Hunt提供给他的参考材质进行加工才得以呈现。

Overcoming the complexity of weaving together a game sequence with live action, Whiteley says of blend between live action with CG in the gaming sequence, "There's nothing tangible to tell you what's real and what's not."
在克服了将游戏镜头与动作场景合二为一的难题之后,Whiteley谈到了动作场景与游戏镜头中计算机图形的融合效果,"现在你已无法辨别出什么是真,什么是假了,因为我们已经将两者融合得天衣无缝。"

The live action sequence for "Monster Chase" was filmed in Prague over four-days, in the grand interior of the Strahov Library, built between 1782-1784. "All the past Lara Croft spots have just involved Lara in a game but none of the elements have ever come into a real world situation; whereas in this, we have both," says Luke Hetherington, lead 3D animator on the job.
"怪物的追杀"中的动作场景是在布拉格的宏大的斯特拉霍夫图书馆(Strahov Library)的室内拍摄完成的,拍摄花了超过4天的时间,这座图书馆建于1782-1784年。"劳拉·克劳馥过去所亮相的那些地方都只是游戏中的,但并没有任何现实世界中的元素出现;然而这次,我们兼得了鱼和熊掌,"广告的领衔3D动画师Luke Hetherington说道。

Animal Logic's Hugh Seville (Lead Compositor) went to Prague to supervise the visual effects sections of the shoot, recording information about the library dimensions, lighting set-ups, camera lens settings and textures so that the 3D animators could animate and light the monster accurately in the live action library sequence, giving him a real and terrifying presence in the scene.
Animal Logic的Hugh Seville(首席合成师)前往布拉格拍摄了视觉特效中所需要的镜头,以此记录下了图书馆中各部位的位置、尺寸、灯光和摄像头的布局以及所有的纹理,如此一来,3D动画设计师便可在以图书馆为背景的镜头中,打造出怪物的动画并表现出正确的光影,赋予怪物以广告中那种凶神恶煞的形象。

According to Hunt, pre-visualisation was an essential part of the creative process. "By the time I got to the shoot, I had all the 3D elements locked off and a good idea of the approach I would take. Ross Wallls (Art Director) had traveled to Prague three weeks before and got all the room measurements."
根据Hunt所述,前期构思是创新过程中必不可少的一个必须部分。"在我着手于处理那段镜头(ilovelctr译注:镜头指的就是ugh Seville前往布拉格拍摄的视觉特效中所需要的镜头)之前,我把所有的3D元素都暂时抛在脑后,埋头于前期构思给予我很独特的灵感。Ross Wallls(艺术总监)也在布拉格呆了长达3周的时间才搞定了图书馆房间中所有的尺寸。"

"Hugh (Seville) brought the 3D animatic of the library scene with him on his laptop so I could plan key shots and camera angles - this almost took over from 'traditional' story boarding because we were able to workshop lens choices and camera moves. This was particularly useful for the scene when the CG monster breaks through into the 'real' world."
"Hugh (Seville)通过他的笔记本电脑合成了图书馆的3D布局,由此,我便规划出了关键帧和摄象机的角度——这部分基本上是运用'传统'的分镜头脚本设计技术制作而成的,因为我们用上了片场里的反光镜和移动摄象。这对于制作电脑动画中的怪物冲入'现实'世界的场景而言是十分行之有效的。"

Copyright © 2006 Animal Logic
版权所有 © 2006 Animal Logic

ilovelctr

这里 :cat: ,太搞笑了。 :toothy10:
明天早上开始写这部分。
打算分一下门,别一下类。加点简介,加点插图。 :angel5:

TombCrow

引用自: ilovelctr 于 2007 二月 10, 20:03:53
这里 :cat: ,太搞笑了。 :toothy10:
明天早上开始写这部分。
打算分一下门,别一下类。加点简介,加点插图。 :angel5:
:hello2: :blob8: :blob8: :hello2: :hello2: :hello2: :blob8:
PS:这钉子要不要拆?