ラベル シャドーイング の投稿を表示しています。 すべての投稿を表示
ラベル シャドーイング の投稿を表示しています。 すべての投稿を表示

2015年7月18日土曜日

Youtube動画「GDC2015 Animation of The Order 1886」の英語トランスクリプトしてみた

はじめに

GDC2015の公開動画で気になっていた「GDC2015 Animation of The Order 1886」を英語学習とゲームアニメーション学習を兼ねて全英文(30分)をスクリプトとして起こしてみました。この動画には2人の講演者が話すのですが、Lead Cinematic AnimatorのDaniel氏の英語が(個人的に)滑舌が悪くかつ高速だったので聞き取りに苦労しました。 ただ今回もYoutubeの自動英語字幕機能と英会話先生のヘルプを借りて何とかまとめる事ができました。

苦労しましたが、格好のシャドーイング素材がまたできたので通勤列車等で聞き取りにくい部分はもちろん重要な部分を何度も聞きながら英語力を高めていければと考えています。本来シャドーイングの素材は5分以内が良いとされてますが今回は30分の動画を約10分ごとに分けて動画化およびスクリプト化しています。よければ(Subtitles/CC機能をONにして)シャドーイング教材としても活用してみてください。

各トランスクリプトした動画

Animation of The Order 1886 Vol.1/3

Vol.1は導入部で、各講演者の自己紹介とThe Order 1886の概要、コンセプト(Filmic Realsm)、プロトタイプから得られた事、モーキャプパイプライン、リグ再考等が紹介されています。
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Animation of The Order 1886 Vol.2/3

Vol.2の中盤戦は「ゲームプレイアニメーションをいかにリアルにするか」について"共通のアニメーション問題"を5つ挙げながら各対策(Abrupt Transition, Animation Blending, Animation Playback Speed, Animation Layer等)について説明されています。


Animation of The Order 1886 Vol.3/3

最終章は「Game Play⇔Cinematics」をSeamlessに繋げて没入感を高めるために試みたIn-Game Cinematicsに関する手法について説明されてる内容になってます。


さいごに

それにしても改めてYoutubeの英語自動字幕機能の音声解析力は相当なレベルまで来てるのを実感しました・・・。当然全くPerfectでないしとんでもない誤認識も多々あるのですが、自分がどうしても聞き取れなかった部分をいとも簡単に認識している部分も多々あり、リスニング強化(シャドーイング教材作成)にはうってつけの機能だと思いました。

2015年7月6日月曜日

Youtube動画「Using Substance with Unity 01」の英語トランスクリプトしてみた

はじめに

個人的に興味を持ってる「Substancer⇔Unityのワークフロー」を学習する上で効果的な動画がYoutubeに上がっていて、概要を説明した動画が6分ちょいだったので「英語学習のシャドーイング教材」としても使えそうと考え、Youtubeの自動英語字幕機能と英会話の先生のヘルプを借りて、全英文をスクリプトとして起こしてみました。その過程で自分の弱点が浮き彫りになってきて、シャドーイングはもちろんですが「シャドーイング用の教材」を作るのも非常に勉強になるなと実感しました。



起こした全スクリプトはYoutubeの字幕機能としてUPしているので興味ある方はご覧になっていただければと思います(CC機能:ONで)。ここでは、起こした全スクリプトを公開して自分の弱点を3つの要素に分類し
  1. 聞き取れなかった部分→青色
  2. 聞き取れずかつ意味を知らなかった部分→赤色
  3. なんとなく聞き取れてるけどOutputで使えてない重要な部分→緑色
整理しておこうと思います。シャドーイングの教材は「自分が興味あるもので5分前後で何度も繰り返し聞けるもの」が良いそうなので今後もここでまとめた情報をチェックしながらシャドーイングを繰り返してみようと思います。

全スクリプト

Hello and welcome to using SUBSTANCE with UNITY. In this first video, I'd like to take a moment to talk about the big picture and discuss the overall benefit to using Substance. The number one benefit is productivity: SUBSTANCE provides unique work flow and tool sets that greatly enhances productivity that can't be found anywhere else. Throughout these videos, we'll look at each of these main points you see here: dedicated and comprehensive texture tools, physically based rendering and material work flows, 100% non-destructive. These are foundation SUBSTANCE is build upon and I'll showcase each of these points as we walk through examples in later videos. But for now, let's take a closer look at reducing texture size and in engine texture updates. (0:50)

With SUBSTANCE, you can reduce your texture package size up to 90%. The SUBSTANCE engine will generate needed textures at runtime which means the texture package size can be very light weight and allow for a faster download of your content. This in turn allows you to reach a broader audience. Textures are dynamically resized, this means textures are generated at a given resolution so you have the size you need at maximum quality. SUBSTANCE isn't merely up scaling the textures but actually generating at the resolution requested. This means the SUBSTANCE file contains information to generate several textures at various resolutions all within a single compact file. And again, this dramatically reduces the texture package size as the textures don't exist until they are generated. (1:36)

With dynamic runtime support, you can change the look of a texture to create several different iterations all within the UNITY editor. These perimeters are also accessible in code so you can dynamically change a texture during runtime. This is great for creating user generated content for example. (1:53)

Here is a project that showcases how SUBSTANCE can be used to create user generated content by customizing a character. So here I can come through and I can change the jacket pattern size, I can change the jacket colour, I can go in and change the cap colour, as well as the shirt colour, we also have the ability to change our logos so we can switch between different logos and then also add in some jeans ripping and adjust the size, change our shoe colour, and so on. (2:24)

Here's a different example where we are working within an environment so I'll just select the ground and I can actually change the look of the ground, I'll just dial in some age here, and then we will move into the area and I'll just start to age some of these assets as well, so we'll go ahead and dial in some age here, some more aging on this, we'll also affect the wall. So, here I'd like to just run through an overall work flow and pipeline on how SUBSTANCE work, how it relates to your 3D programs and how it relates to the UNITY game engine as well. (2:58)

So, when you're starting on the assets you'll probably start here on the modelling phase, you'll be doing some UV mapping, you've got sculpting and re-topology, uh also animation here will be into that category as well when we're talking about your DCC application. So as you're going through this process you're creating high-reso and low-reso models, what you can then do is that it will export those high and low reso models over here to SUBSTANCE's designer where SUBSTANCE DESIGNER will allow you to do all of the baking. (3:24)

So here we've got our detailed normal maps, displacement curvature, ambient occlusion, world space normals, position and so on. And so one of the key benefits to using SUBSTANCE with UNITY is that SUBSTANCE DESIGNER's baker tools uses the same tangent bases as UNITY so you get a really great synced normal work-flow between UNITY and SUBSTANCE DESIGNER since they're using the same tangent bases. (3:45)

So once you also start to create a lot of these model bakes here, you can then move on over to SUBSTANCE DESIGNER, you're starting to go through the process of texturing, so here we'll be talking about creating our dynamic textures, animate-able properties, dynamic resizing, procedures working with the full material work-flow and you get in that fast texture iterations that we have. We also have the ability to work with SUBSTANCE PAINTER, so in this process you may actually take your objects and start to bring them into SUBSTANCE PAINTER where you could work through 3D painting, you can paint it across multiple channels, and you can then also work between SUBSTANCE PAINTER and DESIGNER very interchangeably. (4:24)

So you may use SUBSTANCE PAINTER to create various mask, that you will then import right into SUBSTANCE DESIGNER for the mask generators, you may want to create your base materials and things like that in 3D, using 3D painting inside of SUBSTANCE PAINTER. So at this point, the key difference between SUBSTANCE PAINTER and SUBSTANCE DESIGNER: So, SUBSTANCE DESIGNER is going to create the SBSAR file, this is going to be the actual SUBSTANCE material that you then import directly into UNITY. (4:56)

SUBSTANCE DESIGNER is where we’re going to actually create all of our tweak-able parameters here in the middle of properties and dynamic textures and so on. Now SUBSTANCE PAINTER is actually going to export bitmaps for us. So again like I said we can use that directly in SUBSTANCE DESIGNER, we can take these bitmaps, directly into Unity or again we can use those back into our DCC application as well. (5:20)

So another key benefit to SUBSTANCE is that SUBSTANCE has native support within very popular 3D applications such as Maya, 3DMax and MODO. So the same SBSAR file that you are using within UNITY you can also take that back into your DCC application so you could actually preview these materials if you want to go back into that stage where you will be making some modelling adjustments you want to see, how these SUBSTANCE materials are affecting the model. You can actually import that directly into your 3D application as well, so you have that what I like to call a material or texture parity between your DCC applications, SUBSTANCE and UNITY. (5:59)

Over the next few videos we’re going to take a look at how I created this asset using SUBSTANCE PAINTER and SUBSTANCE DESIGNER. We’re also going to take a look at how the SUBSTANCE materials works in UNITY and we’ll take a look at how we can use the procedural material API to make changes to our textures dynamically at runtime.

まとめ

こうして興味ある動画の全文スクリプトを起こした上でシャドーイングを繰り返してると自分の弱点が浮き彫りになる事が改めて分かりました。大量の英文内に自分が知らない英単語や熟語は指の数ほど。だけれども、聞き取れないのはとてつもない数がある。今回の一番の気づきは自分は「wh***」ではじまる関係代名詞、関係副詞の聞き取りが圧倒的に弱いという事。そして面白いぐらいに聞き取れない単語は実際に自分がとっさにOutputできないものばかり。やはり「自分がOutputできないと聞き取れない」法則は生きていると実感。前置詞や主語は実際省略されるぐらい素早くいわれてるケースもあると思うので聞き取れないのはある意味自然だけどこの「wh***」は今後意識して聞いたり話したりしていければと思います。