
Week 08
This week is about preparing for the final shoot.
Key event
This week we were able to do a test shoot in Alex’s house to prepare our final shoot next week. We were able to secure some of the camera angles and shots we wanted considering interaction and the Cavern ration.

Overall weekly progress
We are preparing for our actual shoot this week including securing everyone’s schedule (House owner Alex, Actor, and teammates), securing all the props, locking the script, assigning everyone a role for the actual shoot, and transporting all our equipment to the house.
We also managed to do a test shoot for the final version. The picture on the right is our progress during the test shoot.

Progress in different department
PRODUCTION
As for production, we were able to do a cold read with actors on Tuesday and do a costume fit check prior to the shoot. We secured all the props and transport all props to our designated location and did a last round of prop purchase. Also, we formed the call sheet for the crew and actors while revise and lock the script breakdown and formed a pre shoot meeting on Thursday:



NARRATIVE and CINEMATOGRAPHY
As for narrative and cinematography, we were able to conduct a test shoot before the actual shoot. We have updated the script, and we mainly did blocking without the actors. We are able to test out some c-log on camera using a slider and mist filter.






ART
As for art, Lucy was able to organize a VFX requirement sheet. Discussed with Samantha, Felix and Selena to further confirm the necessity of each VFX:

She is also able to finish all prop designs, waiting to be printed out:


TECH
As for tech, professor Tom was able to help with the head tracking. After debugging, we found that the main issue with the tracking was wrong scaling on the meta human model, and the inaccuracy had to do with the points that the sensor uses to track the joints, which were using world positions instead of transform local positions. He also consulted on implementing a gaze point that would use the UV points to be displayed in the cavern screen, imitating a mouse but for the user’s gaze. This would improve the debugger as it’s a better way to visualize the accuracy of the head tracking. And viola, there’s some head track happening:
