Another frame from the show's opening sequence. Just as with each night's guests, announcer/sidekick Andy Richter's title card includes a descriptive black icon.
THE REHEARSAL
Starting at 1PM, the show begins its rehearsal. I am able to view this in my edit room through the router. If the projects I am working on that day are taking a while to complete, I may end up having to multitask by editing while listening to what Conan and the show's producers have to say about what is currently being shown. I try to take these notes in, as incorporating them while I work can help save time for delivery by the end of the day.
Rehearsal usually ends at 3PM. At this point, the writers return with notes they have gotten from the show's producers, Conan, or head writer Mike Sweeney. We have about a hour to get the notes done, color correct, audio mix, quality control, and send the QuickTime files to the Grass Valley K2 server for playout. There actually have been times that I will be finishing a piece as the show begins its taping, but we generally try to be finished by 4PM.
THE SHOW
At this point in the day, I get my system restarted and ready for the show. I clean up any media that will not be needed for the show that night. This is also the point in the day where I imagine myself in a hot tub drinking a beer. It's hard in here for an editor.
The show begins filming at 4:30 PM. As the show begins taping, Dave and I locally record the line cut through our Kona 3 cards. This protective measure is so that, in case something bad should happen to our SAN, we would at least have something to air.
We watch the show being filmed and try to keep our heads up about any immediate problems that may arise, such as a curse word that should need bleeping. Once Act One is done filming, Dan goes to work. [Ed. note: see Dan Dome's editor's perspective.]
BACK ON TRACK
After the show is delivered, we start work on the next day's materials if they are available. Mostly, we just try to mentally recover from the thrashing of anxiety that we just experienced.
And by recover, of course I mean I am rolled up in a ball in the corner and someone has to tell me I'm a special big guy.
I got to end 2010 how I began it: being a really lucky guy who is just happy that he gets paid to make really fun stuff with ridiculously talented people. I am proud of the work that we have done so far, and very proud of the way I have been able to take on more responsibility. I am thankful that we get to have fun on television again. I drive my wife a lot less crazy.
Rob Ashe
Los Angeles, California USA
When Rob isn't spending his time riding limos and doing press junkets as the world's 46th most famous editor (right behind the editor who cut those Crazy Eddie commercials), he likes to write essays on the post production industry, most recently at blogs.creativecow.net. He thinks that titles are prettier than skies, and really loves long and multi-colored timelines. He thinks his daughter is way cuter than yours.
|
| Related Articles / Tutorials: |
| | | |
Adobe After Effects
GenArts Sapphire 7: Must-Have VFX Plug-ins for AE & Avid
Frequent COW Contributing Editor Kevin P. McAuliffe reviews the latest version of GenArts Sapphire plug-in effects filters for both Adobe After Effects and Avid AVX versions, with ratings for current and new Sapphire users. Kevin also observes Sapphire's ability to plug into other NLEs and finishing systems, and takes a closer look at its licensing options, including purchasing, monthly rental and site licenses. You'll definitely want to see the latest and greatest of what this must-have software package has to offer.
Review, Feature
|
| | | | |
| | | |
Adobe After Effects
AE - RE:MATCH Non-matching Cameras in After Effects Play Video In this tutorial, Andrew Devis demonstrates a relatively new plug-in by RE:Vision Effects called RE:Match and how it can very quickly and accurately deal with the very common problem of non-matching cameras in After Effects.
A typical approach to dealing with say a white balance issue would be to apply Color Finesse 3 and work with that which can be a slightly convoluted process, while RE:Match deals with the whole thing in a couple of clicks!
This very powerful effect can save a great deal of time for an everyday problem and so earn its cost back very quickly as well as giving excellent and fast results.
There is another tutorial showing how this effect works in Premiere Pro as there is a slightly different way the two applications deal with reference images.
Tutorial, Video Tutorial
|
| | | | |
| | | |
Adobe After Effects
IK Character Animation: Walk to the Beat 1: Finding the Beat Play Video This tutorial is both a follow-on tutorial to Andrew's previous tutorials on IK controllers in After Effects and a helpful stand-alone tutorial showing how to define a beat range to use as a guide to animation in After Effects.
To start with Andrew shows how to use a simple expression to deal with a potential problem of controllers scaling your objects. Then Andrew shows how to find and download sample music which can be used to base your animation on. He goes on to discuss the difficulty of matching frame rates with audio sample rate and then shows how to get a reasonably close 'loop' in both After Effects and especially in Audition.
Tutorial, Video Tutorial
|
| | | | |
| | | |
Adobe After Effects
Pushing AE - And Myself
Bill O'Neil helps celebrate 20 years of Adobe After Effects with his story. Bill reveals his secret, "I learned how to use AE by making promises to my clients I didn't know I could keep."
Editorial, Feature
|
| | | | |
| | | |
Adobe After Effects
AE: Inverse Kinematic Character Animation Play Video Standard character animation in After Effects uses a process called 'Forward Kinematics' in that we animate down a linked chain - for example, upper arm linked to forearm linked to hand. To get animation we need to move the items down the chain one at a time. Inverse Kinematics creates a link back up the chain such that moving the hand would also move the forearm and the upper arm without breaking that link. This is a simpler and easier to control form of animation often used in 3D programs such as C4D and 3ds max etc. and allows us to control the animation for the complete chain through a single controller.
Tutorial, Video Tutorial
|
| | | | |
| | | |
Adobe After Effects
AE: Inverse Kinematic Character Animation PT 2 Play Video Standard character animation in After Effects uses a process called 'Forward Kinematics' in that we animate down a linked chain - for example, upper arm linked to forearm linked to hand. To get animation we need to move the items down the chain one at a time. Inverse Kinematics creates a link back up the chain such that moving the hand would also move the forearm and the upper arm without breaking that link. This is a simpler and easier way to control animation and is often used in 3D programs such as C4D and 3ds max etc. and allows us to control the animation for the complete chain through a single controller.
Tutorial, Video Tutorial
|
| | | | |
| | | |
Adobe After Effects
Advice To Editors: LEARN AE!
Kevin McAuliffe's experience has been that all editors need to know Adobe After Effects at least as well as their NLE. His own experience has been that anything less than intermediate to advanced knowledge makes it impossible to actually get anything done. Even working with the compositing power of Avid Symphony, Kevin is in AE all day, every day. Here's the story of how he got there.
Editorial, Feature
|
| | | | |
| | | |
Adobe After Effects
Prisoner To My Passion
"I don't know if it's addiction or adoration, but one way or the other, I'm hooked on her," says Creative COW's Rob Mize. "The signs are all there: the obsession with After Effects, the inability to function without After Effects there next to me on my laptop, waiting to be clicked. And the torment of each moment spent suffering any separation from my cherished compositor. Is it any wonder that I, a once innocent naïf in an analog world, now find myself enraptured by this non-linear, digital Delilah?"
Editorial, Feature, People / Interview
|
| | | | |
|
| MORE |