Home Creators Posts Import Register Favorites Logout

Content

Good evening folks. Another update on bullshittery progress. It's a bit of a gruelling project, I'm afraid.

It's the start of week 5 on Random Antistasi Bullshittery (part 5), and thus far I've been able to hit that 13 minute mid-point previously mentioned. A natural point to stop and polish what's been made so far.

From Thursday last week I've been quality-assuring what I've done to try and bring the first 13 minutes to you as soon as I can.

As of this afternoon, I've reached around about the 6th minute mark for QA, with another 6 remaining. At which point I'd like to present the first 12 minutes to you. It's entirely up to you whether you'd like to watch it then, or wait until the complete package.

I'm noticing a bit of a flaw in my workflow recently. I'm finding that my quality assurance rounds are a lot "meatier" in terms of editing than they used to be. Often being a sort of 'secondary editing phase', rather than polishing work that a QA would typically imply.This is because I'm intentionally leaving some bigger decisions (or even whole compositions) structurally cut in the first pass, but not properly keyframed, for lots of different reasons. Such as not being sure how best to do it, or unsure whether that clip is going to be funny enough. Or simply because it's going to be a particularly tricky edit that I want to leave until later.

I mention this, because the quality assurance has been slower than I'd expected. With lots of multi-hour snags.

I'm wondering if it's something I should attempt to correct. Or just acknowledge that there's something of a primary editing phase, followed by a secondary editing phase to catch what the first one intentionally excluded. Rather than lump it all in with the act of true quality control (spotting bad edits, spelling errors etc). I'll ponder this problem.

Late last week, I decided that a 38 second scene in the edit needed a bit more 'panache'. And since the Rising Storm: Vietnam puppets went down so well, I figured I'd repeat the style, commissioning BewBewDingo to make soldier puppets for mrbatty and Dinklebean, as they had a conversation near my unconscious body in the background. My p.o.v at the time consisted the solid ground, as I was waiting for a medic. My Youtube format gives me some very hard limitations, forcing me to get creative.

That animation, whilst it is in the first half, will need to wait until the second half I'm afraid. It's quite a lot of work to also add to the quality assurance phase. Still, a big thank you to BewBew for her amazing work.

So if I had to describe Arma editing it would be "merciless". Certain games make light work of editing, CSGO being a particularly good example. With clearly identifiable coloured arrows above player heads, and models that don't move too far from the camera, or in unexpected ways.

Arma on the other hand often has a very inconsistent frame-rate, a lot of head bob, few clear points of contrast for auto-tracking, and foliage or player-held weapons to get infront of everything. As a result, the keyframe requirements are often pretty heavy to sell the illusion that the text is diegetic - or 'part of the scene'. And the game never seems to do you any favors, since there are few moments where people are standing still, and talking.

This, combined with the project length, is making it a particular arduous edit. But I'm hoping it turns out all right. I just need more time.

The editing continues.

Files

Comments

BBKF89

Awesome man, thanks for the update. I must say, I know nothing of video editing, but I do write reports for a living (I'm a consultant). I totally understand the problem your having with the QA getting meatier - I guess its also a function of the specific game your editing etc. Anyway, good luck with it all. You're doing a great job, I'm always amazed!! Cheers

PizzaDiPasta123

Take your time and don't stress yourself too much. It's a big project and it takes time. That's just how it is. We understand that :) And also BewBew's art is just gorgeous. I love the little Dinklebean keychain on Dinkle's backpack. Adorable <3 As always: take your time, take care of yourself, cuddle Lulu and if you need or want help with anything just say so :)

The Ferret

Take your time, your stuff is worth waiting for. Bewbew art is adorbs and if you're willing to give her time to make good art, allow yourself time too.

Midnight Matter

We be fine with waiting. Take all ze' time required.

Avery Marie

I can hardly wait to see the finished product Womble ❤ these things do take time, and you put so much of yourself in them that I truly appreciate it. I'd rather have a very nice quality longer video every few months than shitty short videos every week. I love this new animation direction you are taking! Makes the videos more enjoyable in my opinion! Thanks so much for all you do Womble ❤ Much love to you and Lulu! Also please give my best to your Mum!

Yamato

Take your time Womble and it's okay. We will wait as long as you need to get this right

April

Don't rush yourself on our behalf, we're happy for the content when it comes. Don't forget to take some time to take care of the the important things, like showering Lulu in love.

Cap'n Threepwood

Let's see… Total time of 20 minutes
 
Let’s assume you need the „normal“ 4-5 weeks for a 10 minute Episode. Let’s make that 6 weeks to take in account that your editing standards are higher and more complex nowadays. So we assume 6 weeks per episode and we get more sophisticated episode for a high quality product. That would be (oversimplified) 12 weeks in total. Some stuff is more efficient doing a longer episode and switching games and material (i assume data management for example) so we can maybe say roughly 11 weeks for a 20 minute Episode. Let’s also take into account that Arma is particularly difficult to edit and you also adding an animation part with is additional editing work that adds even more effort (and is very much worth it, the other animation part was awesome!). Comparing that with a more „simple“ or more forgiving project in regards of framerate, self-contained story and stuff I would say you are in time and you have nothing to stress about other than you own assumptions and expectations. 
(Which are based on the mean editing time of older episodes which also included very easy to edit episodes and less sophisticated edits) Beginning of week 5 (of 11) and you are already partly in the QA phase for a very complex edit. Maybe it’s just your perception and the draining nature of ARMA. From an outside perspective i would say you are maybe even a bit ahead of time based on that completely scientific and perfectly reasonable calculation. (https://media1.tenor.com/images/4c602e14ea53dba8b0e53977b2e59dae/tenor.gif) Don’t stress yourself too much. YouTube needs „Less but better“ content. And don’t forget to go fishing.

Martin

Yes, "Less but better" is somethign I would sign. For the editing in two phases: When I am designing stuff (I am an engineer) I sometimes struggel to find the right design. Therefore I leave it and have a go a second time and most of the time this works quite well. But don't quench the qualitiy control in there too. Quality control must be seperate! Another topic: I found a "girls and carps" calender on amazon. Can I sent it to you as a gift Womble?