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3D urban architecture growth animation

Architectural animation production process

Architectural animation refers to an animated film made to express architecture and related activities. It usually uses computer software to express the designer's intention and let the audience experience the spatial feeling of the building. Architectural animation generally creates a virtual architectural environment on a professional computer according to architectural design drawings. Geographical location, building appearance, building interior decoration, garden landscape, supporting facilities, people, animals, wind, rain, thunder, sunrise and sunset, moon, moon and other natural phenomena are all dynamically presented in the building environment and can be viewed from any angle.

Architectural animation production process

1. Before you do it, you should fully plan and design the script (such as what the main body wants to show and the overall effect, which part needs to be shown in detail, the action design of the projection lens, the time control of each lens segment, the visual effect, the overall artistic effect, the music effect, the combination of the commentary and the lens picture, and so on). ) and decide which ones need to be made with 3D software. That part is handled in the later software.

2. Modeling: First, create the main body, the secondary (subtle) can be made simply, and the number of models should be as simple as possible. Environmental planning animation should first establish the overall terrain layout, and then use other technologies to make it.

3. Animation setting: After the basic model is completed, adjust the animation of the camera according to the design and performance direction of the script. When there is only a theme building in the scene, set the camera animation first, which is very helpful to refresh your graphics card. After that, animate other objects.

4. Mapping lighting: After the model animation is completed, assign materials to the model, and then set lighting. Then adjust the details according to the direction set by the camera animation.

5. Environment making: Adjust the map and lighting before adding the environment. Trees, people, cars, etc. )

6. Rendering output: Color animations with different sizes and resolutions according to production needs.

7. Post-treatment: After coloring. Modify and adjust with later software. (such as adding depth of field, fog, correcting color, etc.). )

8. Non-editing output: Finally, add the animation of the shot in turn, add the transition, and input the required format after editing.

Artistic temperament of architectural animation

Architectural animation developed from the earliest architectural roaming, and most of the early practitioners transferred from the production of renderings. The technology of renderings has been very modular, and in fact, qualitative changes have taken place in the process of changing from static to dynamic. In addition to inheriting the inherent modeling and rendering techniques of the renderings, how to look good and impress people is the deepest and most important issue. Good creativity and mature split script will be the key to success or failure, which will determine the atmosphere of the whole project. Is it the beauty of Europa or the beauty of Jiangnan water town? Never let others comment on the atmosphere of our works, but there is no atmosphere. Creativity will play the role of finishing touch, and music, rhythm, tone and composition will become intuitive representations of creativity implementation.

Architectural animation film and television language

The professionalism of film and television language is the key to the success or failure of animation. The principles of film art, including editing, composition and scenery, are all elements of the overall concept. Moreover, I rarely see professionals discussing this. Most people are comparing rendering and spelling skills.

Several problems in the application of animation in real estate sales

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Three-dimensional animation production: The company is engaged in three-dimensional animation production, and it is a well-known "living very hard" company in the industry. As a technician, I summed up some problems in making animation. Take the animation of many real estate companies recently as an example. Their purpose of making real estate animation is to promote real estate, hoping to help in sales. However, some small communication problems were found in the production process, which I hope will be helpful to everyone.

1. The purpose of animation is not clear:

On the first day, Party A came to discuss the animation scheme. It is not difficult for the company animators to start asking them some related drawing questions. They quickly reached a consensus on some technical issues. Then, the animator asked them: What kind of animation style do you need? After a period of time, the people of Party A are gone, and the style is unexpected. The animator then asked: What kind of customers do you want to show your animation to? Party A still said it hadn't considered it. Therefore, the animation department can only start modeling on the first day, and wait for Party A to go back and continue to discuss the use of animation. ...

2. The use of animation lens is not clear:

Finally, Party A pointed out that animation should be very cool, very cool. So animators began to suggest using some special shots, such as flying leaves following the shots and so on. Party A says it's not good. I hope to have a bird's eye view. The animator explained that there must be a bird's eye view. This is a popular expression skill, which is used by everyone. Since it's cold, we should work hard on the camera. However, Party A still has no idea about the lens. After the results were made, Party A scrapped a large number of lenses, which were cool and dull. Animators also feel wronged-they just won't accept it after chatting with them for a long time.

3. The background music doesn't care:

There is a girl in Party A's staff who likes Hong Kong and Taiwan music. Let's add some. The animator explained that music must match the camera, and not all music can be used. Although the music of Hong Kong and Taiwan is good, it is difficult to find the background tunes. Moreover, the copyright issue is very eye-catching. So, Party A said, Music, whatever. Music animators will choose, but if Party A knows his own project better, he should be able to choose the most suitable music, whether it is melodious or solemn, whether it needs to be matched before and after the transition, and so on. When animators choose, they can only consider the lens collocation.

4. Do not pay attention to the production of animation:

The company's production process is very strict, and each project has detailed time node control, which needs Party A's signature for confirmation. This is beneficial to both parties, avoiding disputes outside the contract, controlling the progress and effectively grasping the final effect of animation. But Party A doesn't care about this. It should be said that they are a group of people with strong ability and working principles, but they don't care about animation, they just think it's fun. Every time we ask them for confirmation, they use it as an excuse to push it off, causing a lot of unnecessary trouble.

At present, although we are technicians, it is the real estate company that really uses animation, not us. I hope everyone can pay more attention to animation, so that animation can be done better and sales can be more effective.

There is still a lot of room for development in architectural animation, so we should continue to work hard to make architectural animation! Developers should not be impatient, and then clearly express what effect they want. After all, high-tech means can attract the attention of the audience and help you sell your property successfully.

Real estate animation. Application and business opportunities of real estate animation

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Application and business opportunities of real estate animation and real estate animation: The competition in the real estate industry is becoming more and more fierce, and the competition in geographical location, community size, environment creation and apartment design is also extremely fierce. It is difficult to make a revolutionary breakthrough in the planning, design and space creativity of real estate. The birth and development of digital technology has solved a difficult problem for the real estate industry, so the introduction of architectural animation has brought infinite business opportunities to developers.

Application of real estate animation

Category of architectural design bidding

Features: Strong architectural flavor, mainly showing the sense of space in architecture, including architectural forms, architectural design ideas and composition techniques.

Building engineering construction class

Features: strong pertinence, focusing on the whole process of engineering construction, and strong explanation.

Real estate sales category

Features: Mainly facing the public or a certain group of people, it needs to have a strong business atmosphere or cultural characteristics. In the production of the scene, it is mainly realistic, and in the handling of the film, it is also inflammatory and has considerable advertising effect.

Project investment promotion category

Features: It is mainly to attract investors to invest, its technique is commercialized, it is necessary to highlight the business opportunities of the whole environment, and the animation style is closer to advertising.

Urban planning course

Features: This is also a common project. In order to explain the intention of the scheme more accurately, sometimes some more conceptual methods are used to express the film.

Old city restoration class

Features: This kind of project is not very common, but it is a kind of architectural animated film with characteristics, which reproduces national characteristics in an antique way and can bring historical shock to people.

Business opportunities of real estate animation

The process of urbanization in China is very fast, which involves the problem of urban planning. Some projects need more intuitive argumentation. For example, during the construction of the cross-sea bridge, the visual demonstration can achieve the desired effect of customers more accurately. Even industrial simulation and medical simulation can use this method to make the performance more intuitive, vivid and informative. Three-dimensional technology shows great vitality and replication, which can be extended to more fields: cultural relics protection, cultural exhibition facilities and so on.

Real estate animation is a magic weapon for developers to successfully sell real estate, and developers must seize this business opportunity.

Architectural roaming animation-the magic weapon for real estate developers to successfully sell real estate

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Architectural roaming animation: the birth and development of digital technology has solved a difficult problem for the real estate industry. The introduction of architectural roaming animation has been widely used in various marketing stages. Shenzhen, Guangzhou, Shanghai and Beijing have become pioneers in leading this scientific and technological revolution, and Canada, the United States and other economically and technologically developed foreign countries are very popular. It is the symbol and symbol of the grade, scale and strength of the real estate industry today, and its main core is real estate sales!

A summary of the development of architectural roaming animation

The competition in the real estate industry is becoming more and more fierce, and the competition in geographical location, community size, environmental construction and apartment design is also extremely fierce. It is difficult to make a revolutionary breakthrough in the planning, design and space creativity of real estate. Many developers are still limited to relatively traditional expressions such as loushu and banners. With the maturity of property buyers, they need to understand the information of the real estate itself more intuitively, quickly and comprehensively. Traditional loushu and banners can't fully meet their needs.

Definition and advantages of architectural roaming animation

Building roaming animation uses animation virtual digital technology combined with film expression techniques, according to the planning and design drawings of real estate buildings, gardens, interiors and other future life scenes, such as the appearance of real estate, indoor structure, property management, residential environment, living facilities, etc., so that people can easily and clearly understand the quality life of their future homes. The lens of architectural animation is infinitely free, which can fully and truly interpret the overall future image of the real estate, capture the lens that the real shot can't express, perfectly interpret the thoughts of the real estate design masters, and make people feel the beauty and truth of the future home.

Recommended by professional companies

Moonbow digital technology applies three-dimensional animation technology, which allows the audience to walk freely in the virtual building environment and experience the scenes that can be seen in the real environment. According to the functional settings, visitors can also overlook the whole building environment from the perspective of birds and have a comprehensive understanding of the surrounding planning of the community.

Architectural animation production process

I. Pre-analysis script

1. All personnel involved in project production must deeply analyze and understand the script and be familiar with the process arrangement of the whole script for the project.

2. Everyone puts forward their own understanding of the script and expounds their own views.

3. Finally, unify thoughts and determine the final plan. (It shall not be changed without authorization after being confirmed by all staff).

4. Find reference materials (videos, pictures, audio) to find the artistic style of the project.

5. Make a storyboard.

Second, enter the production

I. Modeling

First, preparation before modeling:

1. Before building the model, build an empty file, and each build will start from this file.

(1) The unit is set to millimeters (MM)-both positions have been set.

(2) PAL system, adjust the appropriate key virginity length.

(3) Open the rendering panel and set the filter as Catmull-Rom.

(4) The rendering size is 720*576 or 720*404, the HD picture is 1920* 1080, and the ratio is 1.067.

(5) Set the maximum depth under the light depth control to 1, only Enable is turned on, and other options are turned off (in the process of ray tracing in the shader, select the second item Reflectio in the Trace mode).

(6) Divide the materials involved in the construction drawing, and establish multiple material balls, and each material is named according to the actual situation, such as glass.

2, the establishment of terrain, vision, a separate close-up.

(1) These all start with an empty file.

(2) The unit is set to meters (m)- both positions have been set.

(3) The material is not set, but set according to the production object. The terrain and foreground finally generate a composite file, and a single shot is determined according to the shot itself, with a clear name.

(4) Transfer to CAD terrain, with the center at the axis position of MAX space and the height of Z axis at 0.

(5) The standard is PAL, so adjust the appropriate key length.

(6) Open the rendering panel and set the filter as Catmull-Rom.

(7) The rendering size is 720*576 or 720*404, the high-definition picture is 1920* 1080, and the ratio is 1.067.

(8) Set the maximum depth under the light depth control to 2, and turn on and off other options (in the process of making the ray tracing of the quality ball, Reflectio the second item in the Trace mode).

Second, the modeling process:

1. Before the modeling begins, the person in charge of modeling classifies the buildings and assigns them to the modeling team members respectively.

2. Everyone makes a detailed study on the model for which they are responsible, and lists the following aspects.

(1) Problems in drawings.

(2) Problems that you can't understand.

(3) List the materials needed for the model.

The person in charge of modeling studies all the model drawings, lists the problems and precautions, and the materials needed.

3. Hold a group discussion, formulate standards, put forward matters needing attention, and designate the person in charge.

4. After the model is completed, submit it to the person in charge for inspection and confirmation.

Third, the modeling specification:

1. Body shaping.

(1) Establish the model in strict accordance with the construction drawings provided by customers, or communicate with customers according to their requirements, raise any unclear points in time, and actively communicate with customers in time. If the model is modeled according to the renderings or some unclear drawings, the person in charge of modeling will determine the details of building modeling.

(2) The central axis of the object returns to the central position of the object, and the system coordinates return to zero.

(3) Uniform use of empty files with balls of various materials.

(4) The model and UV mapping number of each part of the building are the same as the ID number in the established multi-dimensional material.

(5) Set and adjust the 5)UV coordinates uniformly.

(6) The modeling adopts two-dimensional wireframe stretching, which does not need Boolean operation as much as possible, and can be used appropriately in some cases.

(7) After the final model is completed, the person in charge of modeling will check and confirm, keep a file that has not collapsed as a whole, and then save a file that has collapsed as a whole.

(8) The material ball and model name should be clear, without drawing, and then submitted to the refining group.

(9) Save to e: \ Project: \ Model: \ Building: \ Building number-over.

2. Terrain modeling.

(1) When modeling, the center is located at the central axis of MAX space, and the height of Z axis is 0.

(2) The unit is set to meters.

(3) The kerb height is 0. 15M and the width is 0. 15M. The grass is slightly lower than the kerb by 0. 12M, and the sidewalk is parallel to the kerb.

(4) The elevation can be seen clearly in (4)CAD.

(5) The pavement is negative and has thickness.

(6) After the model is completed, the group will not collapse.

(7) Topographic naming: Topographic stones, for example, are not allowed to have the same name as other model materials such as buildings.

(8) Save to e: \ Project: \ Terrain: \ Terrain-over.

3. Preview modeling (including distant terrain), and model the periphery of the project around CAD terrain.

(1) Determine the vision style according to the project script style and customer opinions.

(2) The fewer simple surfaces, the better.

(3) The building should be modeled according to the actual height, and should be consistent with the internal building size of the community.

(4) Complete all maps and save them by name.

(5) Determine the group name after completion.

(6) Fine production when time permits.

4. Several groups of close-ups unrelated to architecture are built at the same time.

(1) The unit is set to meters.

(2) According to the actual position of the construction drawing, that is, it is consistent with the topographic position.

(3) Adjust the lens according to the script.

(4) Build a complete and independent scene, including the main landscape and necessary supporting facilities (there is no complete scene of people, lights and buildings).

(5) you can bring a map (less map) and you can't collapse.

(6) save to e: \ project: \ lens: \ lensnumber: \ model.

Ⅱ. Split Mirror (Preview)

1. Take a good shot in the scene according to the storyboard and mark the shot number. After the lens is confirmed, delete the model irrelevant to the lens, and be careful not to delete it wrongly.

2. Finally, synthesize a preview shot without texture and refinement, and name it according to the shot number.

3, the finishing touch, pay attention to artistry, beauty, and increase the elements that can create artistic conception.

4. Each shot generates a shot AVI separately. Edit a rough shot with the previous single shot to see if this shot is smooth and needs adjustment.

5. Finally, give it to the customer for repair.

Ⅲ. Lens (thinning)

First, prepare the required part model in the scene.

1. The specific manufacturer lists all specific parts models required by the project, and the inspectors will examine and approve them.

2. Find the required model and adjust the problems in the model to meet the standards.

Problems that need to be adjusted:

(1), the file unit is changed to meters, and the object is scaled to an appropriate size, which can be compared with the standard reference.

(2) Remove the original lost map and give a suitable map.

(3) The model collapses to generate multi-dimensional materials, which are named after actual objects.

(4) The central axis of the object returns to the central position of the object, and the system coordinates return to zero.

(5) Finally, save it, put it in front of the perspective view, and display it in the form of entity to facilitate preview.

(6), save the file to other people at a glance, can be directly called after the completion, the project leader acceptance.

3. The model that can't be found needs to be made by yourself. Before making, list the objects to be made, find suitable reference objects, and then make them after the project leader approves them.

Second, the task of lens thinning:

1. First merge the scenes:

● Merge the whole model.

(1) merge the foreground with part of the landscape of the park.

(2) accurate alignment.

(3) the group of the group, such as all buildings.

(4) Save the final file and display it in wireframe. If there are too many models, it will be slow to open files by entity display.

● Merge single close-ups.

(1) Buildings required for merging scenes.

(2) Merging roles, the protagonist manually adjusts and matches the roles to call the actions in the action library.

(3) A single shot can be separated from other parts for role action, lighting, testing and final rendering.

(4) generating a shot preview, finding a shot preview file according to the shot number name and sAVIng it in the shot avi.

(5) Add a single-shot landscape model to the merged file and name the material map.

(6) Pay attention to model mapping and naming.

2. Refine one shot at a time and increase public facilities, such as street lamps, trash cans, leisure chairs, etc. , and finally group the same objects.

3. Add plants, animals and some elements that express the atmosphere within the lens range.

4. Each shot in 4.MAXS should save 3-5 MAX files, and indicate which file is the refinement file.

Save path: e: \ project: \ sub-lens: \ lensnumber: \ maxs: \ lensnumber-over.

5. Add scene characters and adjust appropriate actions from the action library without fine-tuning.

Three, the specification of lens thinning:

1, character modeling.

(1) The unit is set to meters.

(2) When modeling, the center is located at the position of the axis of MAX space, and the height of Z axis is 0.

(3) The main character model should be controlled within 2000 faces (before thinning), and the number of characters with scenes should be reduced as much as possible.

(4) Making material drawings for characters should conform to the script settings, such as location and season, according to the actual situation.

(5) Skin, the skin of the protagonist must not be severely deformed, and most actions can be completed.

2. Single lens object modeling.

(1) You can adjust the necessary material map, but the map cannot be found in the file.

(2) Find out the main scenic parts in the scene (which can be used in the panorama). If there is no map, you can delete the rest and keep the position unchanged.

(3) After all the work is completed, save the final document by folding or grouping.

ⅳ. Lighting and materials

A, about the material tasks and specifications:

1. Complete the previous model, and draw and adjust the terrain and buildings appropriately.

2. After mapping, fold and group, and delete auxiliary and redundant parts.

3. Check the name and group of the merged model.

4. Try not to use the same named shader or different named shaders with the same attributes and parameters. Rename them if necessary.

5. As far as possible to reduce the ball, similar materials within the control range are merged and unified.

6. The size of the map is limited to 1024* 1024 pixels. Try to use seamless formats that take up less space, such as JPG and TGA.

7. There shall be no duplicate objects and materials. If there is any duplication, it must be renamed, otherwise it will easily lead to material confusion.

8. These buildings are merged into a multi-dimensional material.

Second, the specification of lighting:

1, lighting.

(1) First, establish the distant view, middle view and close view lighting under the sunlight, and establish the distant view, middle view and close view of the night scene respectively.

(2) Fine-tune the lights according to the actual situation of each shot. After the completion, only the lights are reserved, and the rest are deleted and put into the rendering sequence? XXX scene lighting.

2. Consider the direction of the light source in the long run, and don't ask for customers' opinions in the middle or near distance or according to customers' requirements.

3. Adjust the adjusted lighting to the scene, render and test the lighting effect, and make fine adjustments.

4. Pay attention to composition and color. If there is any inconsistency, replace and adjust the texture material.

Three: the last rescue:

The final saved path: e: \ project: \ shot: \ shot number: \ final rendering: \ shot number-over.

V. Translation

Final output requirements:

1. Rendering size: 720*576 or 720*404, HD picture is 1920* 1080, and the ratio is 1.067 (or according to customer requirements).

2. The standard is PAL, adjust the appropriate key length.

3. Open the rendering panel and set the filter as Catmull-Rom (as the case may be).

4. Set the maximum depth under the control of ray depth to 1, Enable it, and turn off other options (ray tracing in the shader is in the process of production, and select the second item Reflectio in tracing mode).

5. Balance the rendering speed and quality, and ensure the best rendering effect within the allowed time.

6. Final output ". TGA "(or RPF RLA) format.

7. Save the picture to e: \ Project: \ Split shot: \ TGA: \ Lens number: \ Picture. (Modify: e: \ item: \ split shot: \ TGA: \ changeshot number:/picture if necessary).

8. Large horizontal shots should be used for rendering.

9, depth of field, use AE test, if not, use the maximum depth of field.

10, other special effects are adjusted according to the actual situation.

1 1. Render separately from the sky. The sky only participates in reflection, not rendering.

ⅵ. Late stage

Save in two folders: After Effects and Premiere.

1, material map

2. Composition file -AE file-premiere file-Vegas file

3. Shot rendering-Avi in the movie MPG in the movie (DVD VCD in the movie synthesizes AVI (after the rendering sequence diagram is generated, the paragraphs are synthesized)-Shot preview (preview shot)-Shot sequence Zhen (1, finally rendering MAX file 2, rendering sequence diagram).

4. Model files-single modeling-building (classified by building number)-terrain-vision-parts (single object required for each part)-complete scene-whole scene-initial merging (including adjustment)-merging landscape-splitting shots (lens, lighting, thinning, merging and final)-close-up (all MAX files)-characters-protagonists.

5. Relevant materials-reference materials (reference materials related to the overall style of the film)-Party A's materials (all materials provided by Party A)-Music materials-background music-dubbing-(masks, corner marks, etc. Are placed directly in the root directory) Rendering test-Single chastity test (Single chastity test for each shot)-Animation test (such as fountain speed, etc. The lens that is helpful for observation when making) Pre-preparation-writing materials (written materials)

Naming of parts

1, modeling

(1) Individual parts are named after actual objects, such as "leisure chair 1".

(2) The terrain is named "Terrain -XXX", such as "Terrain-Grassland" and "Terrain-Pavement". Vision is named "vision -XXX", such as "vision-architecture" and "vision-pavement".

(3) Buildings are named after the building number, such as "8 #" and "16 #".

(4) Individual scenes are named after the actual landscape, such as "Children's Paradise-Slide".

(5) The protagonist is named after the actual role, such as "Girl with Red Umbrella", and the scenery is named "Character-1".

2. materials.

(1) Individual parts are named after actual objects with suffixes, such as "leisure chair 1- wood", with corresponding model names.

(2) The terrain is named "Terrain -XXX", such as "Terrain-Grassland" and "Terrain-Pavement". Vision is named "vision -XXX", such as "vision-architecture" and "vision-pavement".

(3) The building materials shall be set in the original documents.

(4) The materials in individual scenes are named after the actual landscape names, such as "Children's Paradise-Paving the Floor".

(5) The character finally generates a compound file, the material is named after the actual character, such as "Red Umbrella Girl", and the scene is named "Character -6".

3. Save the final document of each part.

(1) The parts catalogue is saved according to the actual situation, but it must be clear and convenient for others to find. The MAX file in it can be named after the actual object, such as "street lamp-final".

(2) After the building is completed, you should first save a file that has not collapsed, and then save a file that has collapsed, so that you can use the building number to name it, such as "8#- finally collapsed" and "8#- finally collapsed".

(3) The characters are preserved and named after the actual characters, such as The Red Umbrella Girl-Final, and the scenery is named People -6 Final.

(4) The terrain saves a file that has not crashed after completion.

(5) Foresight: After completion, save an unfolded file first, and then save a folded file named "Foresight-Final Folding" and "Foresight-Final Folding".

(6) Individual close-ups are named after actual steps, such as "XXX Scene-Model" and "XXX Scene-Merge", and all final files are saved after completion, such as "XXX Scene-Final".

(7) The overall scene is named after the actual steps, such as "Overall Scene-Merge", and the final file is saved after the landscape is completed, such as "Overall Scene-Final".

(8) Adjust the shot of the whole scene, and then save it with the shot number, such as "C4-2".

(9) Lighting is only saved and named "XXX Lens-Lighting".

(10) The whole scene was saved after combining the lights and named "XXX shot-final".

(1 1) The synthesized AVI, shot AVI and shot sequence are saved according to the shot number respectively.

(12) The movie is named according to the project name, the DVD is named "XXX Project -DVD" and the VCD is named "XXX Project -VCD".

Real estate building roaming animation production process, advertising animation production process, real estate animation production process

Information provided by customers

First, the publicity copy of this project (project introduction, animation production requirements and ideas, project-related instructions);

2. Architectural design data: The architectural drawings provide topographic maps, construction site plan, floor plans, elevations, sections and renderings.

3. Landscape information: sculpture, garden sketches, road planning, fountain water system, varieties of flowers and trees, ground pavement, etc.

Four. Indoor information of the building: house type, indoor layout, indoor floor, wall surface, furniture decoration design scheme or scheme, etc. ;

Verb (abbreviation of verb) Reference pictures and related materials of this project; As well as AUTOCAD files, PSD files, hand-drawn drawings or computer renderings.

Real estate cartoon service process

First of all, the two sides negotiate to understand customer needs.

1. The customer puts forward the basic requirements of production.

2. The person in charge of the project communicates with the customer in depth to fully understand the project situation and customer needs.

3. Introduce animation.

4. Provide customers with reasonable suggestions and professional advice.

5. Initially establish an operational framework.

Second, sign the contract and the customer pays the advance payment.

1. Both parties shall determine the production content, time and price standard.

2. Both parties sign a production contract

3. The customer pays the advance payment

4. Customers provide relevant materials and animation materials.

Third, make an animation production plan

1. We made an animation plan.

2. Plan review and adjustment stage

3. The customer confirms the animation production plan.

Fourth, the production stage.

1. We set up a project production team.

We hold a production meeting and assign tasks.

3. Presenting the split-shot picture effect for customers in the production process.

4. Review and adjustment of the shot images.

5. The customer confirms the split-shot picture effect.

V. Preview and acceptance of animation samples

1. Submit samples for customers.

2. Sample review and adjustment stage

3. Customer acceptance

4. Balance paid by customers

Six, the end of the project

1. The project is finished and archived.

2. Customer satisfaction survey

3. We provide technical support.