Cinefex 119
Cinefex 119
Cinefex 119
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PUBlJS*"ER
Don Shay
EDITOR
Jody Duncan
ASSOCIATE EDITOR
Joe Fordham
ASSISTANT EDITOR
Estelle Shay
ADVl:RTISING DIRECTOR
Bill Lindsay
PRODUCTION MANAGER
Margie Duncan
36 G.I. Joe
Jody Dun ca n
Pll.INTED IN lM
CINEfEX 119-0CT0BER ~
CIN EFEX .. p<.>hII.i>ed quarterly" P.o. So. 10001. R r-~do. ell 64 Harry PoHer 6
m16. T.USI ·7iIl·I 9I 7. Fvc 9S 1.768- I1'Jl. URL.: www._,,,,,, Joe Fordham
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R"";"'_" """01< '" In p><t.io pm. '" "" <h< ~,0I"l>Ct. .......
OIJt writ< ... ~..i.,., i, ~tM ted, Jody Dunca n
•
III
ARTICLE BY JOE fORDHAM
Guinea pig performances were based entirely o n from ofT-ca m e ra , providing temporary vo ice c ues to
keyframe an imation. MI never o n ce thought abou t ass ist with timings and actor interacti o ns.
using motion capture/ said Hoyt Yeatman. MI didn' t Imageworks then gathered HDR-Cam a nd m otion
wa nt t h e c h aracters to look like humans in g uinea picllrre reference of camera se tups. "Director o f ph o-
pig suits. I a l ways saw it as pure keyframe a ni mation tography Boj an Bazelli had a unique lig hting philos-
from ta le n ted anim ators. But th ere is som ething o phy," observed Scott Stokdyk, " He ove r-cxposed and
abou t m otion capture thatlthink is very va luable, pull -processed the plates. w hic h made g rea t use of
w hic h is that it brings th e cas t t ogethe r in o n e per- th e h igh dynamic ra nge o f t he film , ma xi mizing the
forman c e. One o f the m ost diffic ull t hings abo u t a n usa ble stops of exposure. We m ad e sure whe rever pos-
a nimated film is crea ting a ho listic performance o ut s ible to get re fe r ence on film of how he lit th e scen es,
of all th e lilli e pi eces. ~ As wit h mos t ani ma ted fe a- even if we kn ew we were going to re-create most of
tures, voice actors record ed th e ir r o les separately - the e nv ironment in eG. And Hoyt's HDR-Cam wa s fast
w ith th e exception of o ne session with Sam Rockwell and easy to use. It got us co nsistent and re liable HDR
and J on Favrea u work ing together. "That was gold, images that fit seamlcssl y i nto o ur lighting pipeline.
because they began to rifT in a way that breathed life It was a great road map for us,"
into the c haracters," To a llow ca m e ra access in tight quarters occupied
Before s h ooting, Ye atman , Stokdyk and Saliba by tin y an imated c harac ters. Bojan Ba zelli favored
reviewed scenes as re presented by storybo ards and compact m otion picture camera bodies. includ ing the
an imatics, ed ited to temporary audio tracks, TIli s was Arri 235 fo r non-dialogue sce nes. w hic h was ca pable
followed by a nimation 'kick-oiT' sessions that involved o f filming up to 75 frames per second for slow·motion
discussing c haracte r m otivations in preparation for acti o n, Th e grip and came ra department rigged ingen·
live·ac tion plate photo graphy. Yea tman used ri gid io us d evices to pla ce th e ca m e ra at g u inea pig eye-
puppe ts on se t to pantomim e a nimated action and level. MBojan used some very bizarre looking ca m era
d efi ne t h e s pace th a t charac te rs occupied for light- ri gs: said Yeatman. MTh ey were the funniest things,
ing. grip a nd camera reference. During plate photog- from lillie bitly skateboard·wheel concepts, to bungee-
raph y, a vo ice actor delivered ta lking a nimal li nes cams hangi ng o ff of wheelchairs, to dollies th at had
CIN"E fE X 11 9 D 13
no wheels, inside of tires - we did everything we co uld us complete control over camera placement and in- In trtIininf, Darwin
to put the audience in unusual places, " teractions with the environment." for the te rrarium dj,P'ay:< hi< mo>(", 'kill< by
scene - wllere tile G-force team membe rs m eet pet riding a motion ..-mulator. ~
or scenes in which actors would be liflingor store inhabitants - Imageworks shot pan-and-tile
F
cr~aW~ dMign ~am """,d
ho lding animated characters, animal trainer backgrounds us ing General Lift's motion contr o lled Darwin, rh~ ~nt r~am ~<Kkr,
Larry Madrid provided li ve guinea pig per- Tesselator rig, which precisely captured nodal mov- on a""'omi<(I/ .r!J<l'ilo, of real
formers, which motivated realistic body language as ing background liles. guin~a pigl, copying Yeatman',
human performers crad led the squirming animals, To frame shots in realtime, Imageworks employed photogmph, ofm. ,on', ""' ... n-
and provided in.camera referen ce for guinea pig body its virtual camera system - deve loped for Beowulf- and-white ,arin Am~rkan co>y. I
and fur dynamics, for scenes requiring actors to place ei ther handhe ld or u si ng its pan and lilt mechanism. Jua",z 'poru a language dKoder
spy gizmos onto guinea pig c haracters, the produc- "It was almost like a digital scoul, " n oted Yeatma n. in ~r right ear,..midI tramJate,
ti on created practical 3D resin props, derived from "Th(lt g(lve u s blOCking, le ns ing, composition and A- guj""a pig ..,.,alizat,ion, to human
CG models, Imageworks then replaced props with to-S movement of the characters. We cut the scenes 'pnd>. Though Imov"",rb
digitally rendered counterparts that could interact together to make sure they were working, and then mauly pre1~~d nawrnl rodent
with digital fur sim ulations, the s hots went to animation.- alllltomy - ",toining m. crearur~"
Extended scenes of animated c harac te rs in co n - Th e separation of foreground and background ioo..rt!nt floppineJ< ond comic
tained environments required an alternate approach layers in animated scenes gave lmageworks the flex· vul"""'bility - the arom m.m.
to traditional plate photography. - We had approxi- ibility to embra ce another technical challenge: pre- ,ubrie oItuation" adju.ring
mately 200 shots of animals inside a pet store terrar- senti ng the film in stereoscopic 30, an idea Disney ")'e po..-tion, ond realigning
ium," related Scott Stokdyk, " f or that sequence, and first suggested during preproduction. P(l ce fusion digit< to olio ... W onimak
a few others, we knew the purpose of the live·action 3 0 in Burbank allowed Ye(ltman to lest sophisticated to gliP objects.
s h oot was to get good refe ren ce to match the back- stereo digit<ll camera rigs developed for James C(lm·
ground, It was like a reverse of the movie 300, where eron's documentaries and upcoming science fi ction
they had actors on bluescreen; we used live-action e pic, Avatar. The eq uipm en t, although impressive,
plates as backgrounds and c reated all the texture posed ch(lilenges for guine(l-pig-scale s hooting. "We
and realism as CG synthetic foregrounds, That gave couldn 't get the camer(l down to four inches offthe
140 CINEf EX 119
S~' - o"eor. ground : said Yeatman. 'hat was a problem beca use Engle th en crafled 3 D like a sound mixer, determin-
<igh~d. Slor.,.,,"'; mok - we had a chase sequence following nine-inch·tall cha r- ing depth as we needed iL-
len<k his novigo~DI><II $kiR:< a c ters with a snorke l lens. I also ta lked to my good Engle a nd h is team bu ilt on stereoscopic 3D pro-
ond 'em;uv.. lIO'e (or compuler friend Eric Brevig, w h o was working o n Journey 10 cesses tha t Imageworks had used on projects dating
worm, to rI>e G.foro! teM!. the Cenlerof Ihe Ear/h. His setup was different Ulan back to The Polar Express, and more recen tly on Beo-
The pl'()ljwjon digitally mod*d what we needed, aga in, because it involved actors in wulf, The stereoscopic interface was based on a Maya
S~lu' miniarure 'PY ,odgers, g r eenscree n a nd bluescreen environm e nts, w hi c h environment, viewed t h rough polarized glasses, and
and mode reWl IlIJrputJ (or a gave him more control over 3D efFects. M used a g r ee n g rid to indicate th e position of the th e-
,ru~d dummy model ofrl>e mole ater screen i n re lation to ch a rac ters and objects in a
to ..MId on ,ell""'gewo,*, 111M hen Disney com milled to a 3 D presen - scene, MTh e green g rid gave us a c ommon langua ge
employed lIIe ,ome geometry tatio n halfway tlHou g h principal photo- about w h ere t hings we re wit h respec t to the a udi-
ro creore CG godl:"tJ for llleir g raphy , Yeatman conferred wit h Scoll enc e,M observed Engle. "The interface was not unlike
onimot"'; character. f Mooch. a Stokdyk and Imageworks 3D visual e ffects s upervisor a tradi tiona l CG tool tha t gave the artist an objective
''''''/!lOll housefly, pro>ide' oeri" Rob Engle, a nd e lec ted to generate 3 D during post- view o f t he v ie wing platform of a ca m era. Th e gree n
re,,,,,,ook,ance Il$ing lhorox_ production, - We decided to make t wo movies that g rid derined th e edges of the screen, and we used
mlllJnt"'; came"" !hat unfold In would work both in 2 0 a nd 3 D," explained Yeatman. depth-measuring tools to determine w ha t was ' in'
flitll!. Imag""""*' worl<e<1 clo,eIy " Ha ndling 3D in postproduc tion a llowed me to do an d 'out' of th a t scr een ,M
willi H oy! Yemman to de~ away with all t he technicalities of 3 D on seL Dealing Scoll Stokdyk's team developed vis ual effects inde-
godl:"try for ~ animated with that In the field - selti ng the inte rocular a nd con - pendent of th e 3 D team, assembling and l ighting up
In<.a. implred by rem.world ve r gence of t he 3 D lenses - would have been crazy, to 60 passes per c haracter in Imageworks' lig h ti ng
military """"technology. because even if yo u think you know how th e shots go tool, Katana. When assembling c omposites, digital
together during shootin g, they often get rea rran ged effects s upervisor Seth Mau ry favored volumetri c ren -
a nd it ca n ca use problems i f a c u t doesn' t work, Pu t- dered e lemen ts over 2 0 effects, giving En g le's team
ting the 3 D process into post gave us th e abi lity to the option o f adding di m ension to atmospheric phe-
accentu ate the d epth o f a c llaracter's snou t, or push nome n a, Stereo a r tists t hen a na Iyzed each s h o t to
it back in realtime to see how it played in a c u L Rob determine depth, - During animation, we ' d decide
C INEfEX 11 90 IS
In their laboraro,.,
<Iaging "",a, G.forc~
ream m..",""" re>MW 11"';"0
~d from Mooch Director of
ph<Jwgrophy &;an &mJli qver_
0Pll.ed lind ~nMr.pnxe"~d
rM motion pkwre MgariW! [0
maximize dyll<lmk range of the
image lind ,,"ow for g",<11 "'fituM
in o/>O<u",. Imllgewo'h u.ed film
",(erenu 000 imogel)' <apwred
by Ho-yt Ye<7fmlln', HDR-<:om
- on automated 36n-<1egree
,u~'.higl><le~nition imDge
ocquiWon <kl'ice - to
digirm/t ,.·build lighting
.,,';mnments in 3D.
which parts o f the background needed to b e broken allowed Imagewo rks to create characters that ap-
out as separate objects, - sai d Engle. -At that point we peared naturally dimensional, rather than like 2D cut·
kicked off o ur rotoscope and depth layout process to out s hapes. "If all we did was map objects on to nat
build rough geometry that corresponded to objects objects: said Engle, "everything would have loo ked
in the scene. We isolated elements with r oto, tra ci ng like cardboard. To augment th e 3D geometry, we used
objec ts by hand , and c reated sta nd ·i n geometry for a variety of2 D teChniques, including image warping.
where objects would appear in 3D space. We did all We 'd isolate the middle of an object. give it a little
that without wearing 3D glasses. We th e n went i nto warp independent of th e edges, and that created a
o ur stereo camera layout to set the ' interaxial' spac- sense of roundness. We'd also ' roto-mate' characters
ing between the rig ht- and lerl-eye ca meras, and co n- to define faces and bodies, and then map the textures
ve rgence. That's wilen we made the crea ti ve c hoices onto 3D s hapes, That c reated a very realis ti c sense
about how to play depth.- of d epth."
Engle's team used multiple camera rigs to isolate
objects in the Foreground, controlling spacing of right- mageworks spent almost one and a half years
and lefL-eye cameras to add depth and roundness to
objects, and angling the co nve rgence of the stereo
lenses to control spatial depth in frame. 'he more we
I developing tools and crea ting the stereoscopic
e ffe cts for G-Force, analyzing every cut. Out of a
total 1,861 shots and 82 minutes nmning time, Image-
separa ted the stereo ca meras, the closer and rounder works produced 1,287 shots, or 61 minutes of footage.
objects felt. We u sed convergen c e to push objects for th e remaining shots, In-Three handled the conver-
away From or toward us without changing that round- sion of non-vis ual effects s hots to 3D. Sassoon Film
ness. !fwe had a shot ofa human and a guinea pig in Design also handled approximately 50 3D SllOts, and
th e sa me plane and wanted to give th e human m o re Asylum Visual Effects contributed to more than 270
dimension, we'd isolate the human, use a wider inter- vis ual effects and computer graphic screen displays.
axial spacing to give him more roundness, and then Rob Engle oversaw stereo effects, working with all
push him back so he had correct depth." of th e visual effec ts facilities to e ns ure a seaml e ss
The dexterity of the postproduc ti o n 3D process 3D experience.
160 CINE fEX 119
Afi" a G-F""e
mi,<ion diortlpts an .8/
ot>emlion, me rodent agents
are urip~ of I""if tadgeu
al>l1 de~d 10 a local pel ,tore.
SceM' inJiM !he ,I"", lermrium
inlfoduced a MW tmup of animm
eMmele,,_T" shOOI badgrouoo.
{or the ,eq..... nc .. wIlich included
aboul ZOO 'liwa/e~' shot!.
imageWllrl« filmed motion control
lile. of ~ pel ,10", <e' u!iHzjnt
GeMra! J.jfr', Twe/mOl" rig. Ani,U
men ,",c"''''ruc!ed badtrounds
~hil>l1 Q digirnl ,.,..,,,,ation of
the rerrn,;um inle';",. Yemm<ln
uJed ~ ,rudio', ..rwal cam"a
$)"Iem (0 ."abksh CMlpMiliom
in ",01 rUm, prillr 10 keyfmme
""imarion.
One o f the most unusual uses o f 3D in th e film was ti o nists special framing charts to make sure the mask·
bo rn out of an experiment that [mageworks had toyed ing was correct in general theatrical release. Wh en we
with o n Beowulf. "We were t ryi ng to figure out ways knew that was achievable, we used it, ho pefully, with
to bring the aclion out into the audience,- reca lle d good taste. I found it very e ffe ctive fo r 3 0 'wow: in-the-
Eng[e. - [n one of our s hots, the widescreen matte audience's-face momen ts,- frame-breaking scenes in-
wasn't quite right and the action overlapped it, break- cluded the lunging pet store s nake, protruding guinea
ing the widescreen mask at the top and bo ttom of the pig legs, wriggling cockroach antennae and sllards of
fram e. [t loo ked as if we were looking through a noat- nying glass re ndered into th e blac k horizo ntal borders
ing window i n 3D and we were b r inging objects o ut of the top and b o tto m of the fram e.
into th e audience. - The effect went unused in Beowulf,
but a poster of the 1952 3D m o vi e Bwana Devil. d e· te reo effects added to the excitem e nt of the
picting a [i o n le aping o ut o f a movie theater screen ,
inspired Engle to explore the fram e-busting technique
for G-Force, Th e 30 team selec ted a scene featuring
8 film's acti o n scenes, including a sequence in
which the G-f o rce team rid es an ROY - rapid
deployment vehicle - composed of three inte rl ock·
a pet sto re snake lunging at a member of th e G·Force, ing motorized transparent spheres. Th e production
th e r eptile's jaws striking its glass terrarium wall, c rea ted a non-fun ctio nal ROY prop for reference o n
breaking th e edges of th e 2.40: I widescreen mask set i n downtown Los Ange[ es, filming with stunt co-
wi t h a co m edic spla t. o rdinator Ke nny Bates and s p ecia l effects coordin ·
Th e s tartling effect inspi red Yeatma n to add a ator Stan Parks,lmageworks then generated the ROY
number o f shots that occasionally allowed 3D objects digitally, w ith G·Force c haracters inside, To capture
to overlap the perceived barriers of the theater screen. backgrounds for the chase, Pursuit System s s upplied
" I've made a large number o f special venue films , so an articulated cra ne mounted atop a modified Porsche
w e ird formats have always intrigue d m e," admitted Turb O Cayenne, - We t r ied to g et real in-ca m era foo t-
Yea tm(ln. -But it posed a problem: how to project it in age wherever we could,- commented Scott Stokdy k,
the field? We worked with t h e Dis ney e ngineers and - The Purs uit Sys tem s ca m era could ny up above the
they ca m e up with a process to give th eater proj ec- cars, and get d own very low. They also had insert cars
CINEFEX 1190 17
Hu~ - a pmulen~
with s norke l lenses that could get very c lose down a spherical IIs h-eye lens, and h e appeared gigantic
to th e ground, and elec tri c go-karts that had ca m era in frame, Then, when we c ut back to a wide shot, we
rigs aUached to them , rigged with a s mall re m o te· revea led he was this little teeny creature '"
controlled camera. ~ In one o f Mooch 's starring mome nts, th e coura-
Forclose ups o f c harac ters in the moving RDV, th e geous ny inllltrates a cocktail party in Saber's ho me,
productio n captured IIsh-cye-le ns perspectives racing and barnstorms a waitress carrying a d essert tray,
along the street using an Bmm lens o n a Vi stavisio n Imageworks generated a virtual e nvironm e nt for th e
camera mounted at guinea pig eye-level. Imageworks seq uen ce using an ingenious live-ac ti o n plate s hooL
digitally unwrapped the moving footage and projected · We put a IIsh-eye lens o n a Vi sta vision camera shoot-
it o n a virtual dome, · We used the Vi sta foo tage as a ing straight up in the air, ~ Yea tman explained. "Th e
p seudo-virtual environment, ~ said Stokdy k. "That e n- camera was o n a little roller d evice, and the actress
abled us to create any camera move we wanted o n the playi ng the waitress pushed it through the party as
foreground o bjects, with correct pe rspec ti ves which- if she was ca rrying t he tray, We unwrapped that foot-
ever way we looked. We then added a CG road surface age and digitally proj ected it o nto a virtual dome.
and CG undercarriage of a sports utility vehicle. ~ That gave us a h emisphere o f th e party in motio n in
360 degrees. Imagework s th en added a computer
he production used Pursuit System s' mobile graphics platter of d esserts. We animated one contin-
(1
o
- o
, , ,
-~'''''''' --
ARTICLE BY JOE fORDHAM
A
invited Blomkamp to meet with filmmaker Peter Jack- s Blomkamp drew up plan s for a loca ti on
son, whose Wlngnut Film s was developing a movie shoot in Johannesburg, the workload at Weta
based on Microsofl Game Studios' sci-fi computer Digital increased on its c urre nt projects, in-
game, Halo. cluding James Cameron's science fiction epic Ava/ar,
and it became clear tile production would have to look
flew from his home in Canada to elsewhere for its primary v is ual effects ve ndor. Image
I cl iCked with Jack- Engine visual effects executive producer Shawn Wal sh
J J months' pre- and digital production s upervisor Peter Muyzers leapt
production, to a at the opportunity, "We'd seen Alive in Joburg on You-
halt. " Tube: said Peter Muyzers, " We knew Neill had been
Blomkamp Fran Walsh said: a vis ual effects artist, like us, in Vancouver, and we'd
' Why don 't youjust stay? Let's sta rt something e l se been following his work, We also knew he was trying
that 's not a studio film : Alive in Joburg seemed l ike to do a fea tu re with not a lot of budget, shopping it
a good diving-off poinL We dusted that off and reco n- around in Vancouver because Weta Digital was bu sy.
figured th e story into Distric / 9," We were very inte rested in that opportunity."
The screenplay by Blomkamp and Terri Tatc hell Image Engine inherited the lio n's share o f v isual
begins, like its short film predecessor, with a lien vis- effects. including a lien c haracters and esta bli s hing
itors living in District 9, a ghetto beneath their space· shots o f their mothers llip and military hardware. Muy-
ship on th e outskirts of Johannesburg, where th ey zers was joined on location in South Africa by repre-
have been harbored for 20 years. Documentary-style sen tatives f rom The Embassy, who had worked on
es tablishing scenes then in terweave a more conven- many ofBlomkamp's comme rcial s, and who mainly
tional narrative that foll ows Wiku s van d er Merwe handled a third-act action seque nce. During post, vis-
(Sharito Copley), an employee of Multi-National United ual effects production manager Marie-Cecile Dahan
- a terrestria l technology consortium - who devel- joined the team, a long with Weta Digita l . Wll ich re-
ops sympathies for the aliens through his contact turned to assist as the shot count grew. Zoic Studios
with alien Christopher Johnson (Jason Cope). handled overflow 2D work, and Goldtooth Creative
Weta Workshop worked with Blomkamp to design generated alien ho lographic displays.
the aliens and their technology, exploring co nceptual The production staged two s hoots in K:liptown, one
d esigns and options for s llOoting on location with a of the poorest townships of So we to, and a o ne-week
relative ly small budge t, in the post-apa rth e id Johan- in terior soundstage s hoot in New Zea land. To secure
nesburg slums. "I first UlOught we were going to have a safe area for location shooting in South Africa, pro-
to do alie n characters as in-camera prosthetics: Blo m - ductio n manager Phil ip Ivey made use of a s hanty-
kamp commented. " ' t didn't loo k like we were going town region that loca l authorities were in the process
to be able to afford to create the number of aliens of tran sforming into a g reen space, rel ocati ng inhab-
22 0 CINE fEX I 19
~n ah~n mothe"hip
ho"",, 0,,"' johonnesblJrg in
°Welo Olglla! shot produced
(or Di<t/icr 9_ ea.-wrillen and
direcred by Neill 8/omkamp -
making hi< (earu", ~bul a(ie' a
core .. in commerOOh and ,horts
- the film u,ed a dorumenro'Y
,hooling n~ !O depkl a.."" 0'
,*,wnlmd~n Mint' IMng in ha"h
eheno condilions ~ nom.. South
A(rican, 8/omkmnp d~"'t>ed
visuol concepl< <I( producer Pel..
Jock,on', Wingnul fffm" ......ting
with Wera Warkshop, ond then
broUehl a ma~ o(!he mool
"
effect< work bad!O hi< CII,renl •
homelawn o(Vancou"",, wrn,,,,
Ima~ Engine and rm
Embony
genernled !he 0 . ."" ond
!Mi, lechn%gy_
C INEFEX 1 19 0 23
r ---
itants to housing elsewhere in th e region. lidar scan s and high dynamic range images as ofte n WelO Wori<shop
as possible on seL Image Engi ne vis ua l effects s u per· sculplll" Seon foo~ Anlony
hooling cond itions were chaotic. MIL was insan· v isor Dan Kaufman then led th e charge i n postproduc- McMu.c." ond SI.... &7tIe worlc
S itY,M said Neill Blomkamp. Jason Cope actually
M
away; and so we wound up a nimating a lot o f those cr ucia l pa r t i n evoki n g empa th y for th e strand ed,
scen es k ey fra m e. - tra gic c r eatures. "One o f the things that I was w res-
tling with : d eclare d Ne i ll Blomkamp, - a nd I t h ink I
lien animation bega n with studi es of Weta's a m going to contin ue to w restle wit h for th e rest of
Chriuop/lef )ohn,on
pee" out !he w'ndaw af
at> annored ~"onnel ,a""f,
before being intem>gared and
bruraf,t beaten. AAn (adm
,UtKtu~ Included a .egmented
cafopace, articulated mandlbl"
and ik'hr tentade, thar hung
from !he """,I "",a. Mmato"
articula[ed rigid portion. of the
aRt> fixe, and QIOrroRed tent~
ming ,k~eU!l ItnKfure, and
<1jntmk musc/f: <i'nulation<. I
Fof the (raHef', interrogation
"e"", la.on Cope plured rile
Inrer"'gotor In odditit)n (0
peifonning Chriuop/ler
)ohn.on', inwll<:tions.
2 6 D C INEFEX 1 19
by wearing strange congl o m e rati o ns of c loth ing -
Image Engine researc h and development lead John
Hadd o n and asset lead Nigel De nto n·Howes assem·
bled a library o f a lien parts. ' We c r ea ted hundreds o f
versions of alien characters ba sed o n o nly a couple o f
d esigns: sa id Stewart. "We co uld vary the size of the
alien bodi es, c hange paint schemes, dirt m aps and
clothing. We could select diffe r e nt paint splatte rs,
sti ckers, trave l markin gs, co lo rs and textures. Il ere·
ated an a mazing va ri ety o rLextures that integra ted
into this very d etailed e nvironme nt."
his gray suit," stated Peter Muyzers, "Th en th e MNU hoveri ng around the e normous floa ting disc, the pro-
performers really went to town , beati ng a stuntm a n duction leased helicopter s fro m a Sout11 African min·
dressed in t he g ray s uit, wearing a protective vesL" ing contra ctor. Image Engine th e n ge nera ted three
Animators used roto mation of Cope and the stunt makes of digital he licop ter to s upple m ent th e prac-
performer w i t h keyfra me adjustments, "In our first tical ai r cran, and a dded MNU logos. Image Engine
pass, we matched what was d one by t he actor," Steve also modeled a nd replicated fleets o f Casspir a rmored
Nichols expla i ned. "We t he n 'insecticize d ' i t, adding personnel ca rri ers, th e n add e d digital doubles of
tweaks and twitches to make th e c haracter's motions MNU infan try m e n.
more razor-s harp and alie n, w hile r etaining th e per· Weta Digital took on molliersllip shots that did not
formance, Each time Neill saw a take, h e asked us to inc lude aliens. Image Engine s upplied Weta w ith its
amp up the i mpacts. The harde r we hit CJ, t he m ore m o th e rship mode l and textures; Weta retoole d the
Neill liked the s h ot. I ca n 't r e m e mbe r seeing a dig- m odel fo r its interna l pipeline a nd e nhance d d etai l
i tal performergeUing th e c rap beat o u t of him t his for scen es h overi ng c lose to t he e no rm o u s space
way be fo re. He was bleeding. co ug h ing up blood and vehicle. "We packed a huge amount of geometry into
sa liva - i t w as inte nse." th e s h ots: c omm e nted Weta Digital v is u a l effects
To create the aliens' mothership, Image Engine supervisor Matt Aitken. - We did a lot o f mode ling w i th
referenced Weta Worksh op co nceptual art of the ship, c u rves, a nd used rea l-world-based textures with ru st
which rese mbl ed an e no rm o u s inverted indu stria l and corrosion. We dug o u t th e wea th erin g tool th a t
refinery. - The s paceship was s upposed to be about we had d eveloped for New York City in King Kong.
two and a half kilometers i n diam eter, " Dan Kauf- Th at was a particle·based solution. w hic h acknowl·
man noted. "I t had tons of detail, wh ich was very hard edged Ule geometry of objects, and c reated running
to create at t hat sca le. We achieved that by m o d e l· streaks q uite n icel y. "
ing the piping ata bigger scale, and t hen using cards Th e production f ilme d m o th ership interiors on
and to ns of texture reference of real industria l build· soundstage sets, includin g refe re n ce fo r a shot-
in gs to beef it up to a finer scale.- added in t he las t m o nth of postproduction - t ha t
for s hots o f MNU and te levision news he licopters revea ls the m oth e r s hip's ho ld teeming with alien
CINEfEX 11 903 1
A k~ Kelle in"""'''f a
"''I:" "",d><mk<ll ... osl<e"tM
liIat Wikus commandee'" and
uses 10 bre«h a defensive hWU
Nne. WeI<! Worl<shop de\'eloped
design. (or !he alien ...osuf[ and
built a full-Kale prol<!type. WeI<!
Digil<!l "ea~d a CG model and
previW<!lizalion (or !he <Xti<ln. A
Ime M.jgn dIlInge .treamHned
!he ...osuj~ ..midi The Embassy
realized '" a djgital rnaracter.
To shoot Ken.. orlile UO'lui\
OIl location in ""wet<>, Emba«y
representati\'es googed!he
gi<lnt biped'S ~jgh t on
set by uSj"t a pole.
refugees. Blo mkamp shot Jason Cope in gray s uit frame , dropping out of the mothers hip. Wikus then
scrambling through debris. and that e lement beca m e locates wllere the s hip has been hidden and rires it up
the ba sis for choreography of the s hot. " Neill liked - which was our biggest single task o n th e show."
the reference so much," said Dan Kaufman, " he asked
if we could put the alien in where Jason was scra m · or Wlkus ' dropship flight- which sta rts with
bling. So we started wi th thal, and the n tilted up to a
2 i7D environment that involved a bac kground malle
painting that Weta created. We added foreground set
F the craft bursling free ofa hiding place under
Christopher Johnson's home - the productio n
s ho t background plates around the s hack in Sowe to.
extensions and all the aliens." Limited time to com - Weta Digital then created digital erupting effects.
plete the o ne-off epic s ho t m ea nt complex artificial "It was a very complex simulatio n: observed Aitken.
intelligence c rowd s imulations were unfeasible. I n- "We wanted to avoi d i ts looking like a bunc h of par-
stead, Image Engine laye red animation rotomated ti c le effects obscured by dust, because we felt that
from Cope's performance with keyframe and m olion pe ople are gelling u sed to those visual s le ights of
ca ptured midgro und aliens, and animated motion hand." Blomkamp referred Aitken to refere n ce foot-
cycles projected onto cards for background aliens. age of an Iraqi improvised explosive device. "The JED
Compositors laye red the shot in The f o undry's Nuke had been buried too deep and, as an ArnlY truck drove
and lIluminated charac ters with bonfires and flas h - pa st, the ground heaved, forming a giant m o und. That
lights scattered through th e environment. was crucial re feren ce for how the dropship displaced
M NU re connaissance of alien technology also re- the earth and destroyed th e s hac k. We then had an
veals a s maller alien space vehic le. the size of a large aerial plate that Neill s hot from a he licop ter, and we
bu s, which Th e Embassy generated as a 3D model and added the dropship breaking free. A lot of si mulation
Weta Digital integrated into s hots. "The dropship first work and very complex compositing went into that.
appeared in an early documentary montage o f the We generated all the e lements digitally beca use we
mothership," recalled Mall Aitken. "We did another would neve r have been able to contro l the perfo r-
ve rsi o n of that s hot where the footage is fore ns ically mance if we had tried to s hoot them practically."
analyzed and the dropship is seen in the co rner of the After c rashing the dropship, Wikus commandeers
32 0 CINE fEX 1 19
As texture refe re n ce, Blo mka mp s upplied Th e Em-
bassy wit h r e plica g uns to illu stra t e a n a lie n a lloy
s hee n . ~ Ne ililiked d i ffe re n t c hromes and m e ta l fi n-
ishes o n th e re plica g uns. We setlled o n a d iffuse black
powd e r coat as th e primary s urface, with accen ts o f
c hro m e a nd b rass. "
Malt Ai t ke n . -As i ts e ngines turn ed on, a gia nt shock· and tell us how to do it?' He sa id: 'Guys, it's your thing.
wave spr ead o ut across t h e e n vironme nt. We ha d a If yo u tell m e that this ls til e best way, t he n we ' ll go
w ide s h ot of all the skyscr apers in d own town Johan· ahead and d o that: Of cou rse , working w ith a director
nesburg, their windows shatte red . We had w ide s hots that kn ows a lot about visual e ffects , yo u ca n't get
of th e city w he r e resonant energy from th e m o th e r· away wit h anything! But it was good to work w ith
s hip sent power w ires swinging, dust storm s swirling, som ebod y w ho kn ew w hat h e wa nted a nd under·
a nd fo liage blowing as if it was in a hurricane. That stood the boundaries of effects.·
i n vol ve d a lot of pa rticle si mulati o ns, rendered e le· Th e d exte r o us use o f digital technology a llowed
m en ts an d compositing, building up laye rs of effects.- the production to brin g a v iscera l and imagina tive
The alien vessel rises skyward, seen from ground·level sensibility to a stap le ofthe science fi c ti o n ge nre.
handhe ld ca m e ra perspectives. Blomkamp urged "Th e re is a generation o f fi lmmakers e m e rging now
Weta to avoid overtly animated effects in the m othe r· that is tired of seei ng the kinds of v is ual effects we
s hip's e ngines. - Neill never wa nted us to go os te nta· were exposed to in th e late 1990s and til e early part
ti o us ly sci· fi with any o f the effects. f o r th e thrusters, of thi s d ecade,· asserted Neill Blo mkamp. · CGjust
we tri ed to convey an e ffect ofa massive force th a t got o ut of control. It was n' t being crea ted for th e rig ht
co uld lift thi s g iant Sllip up into space, but we a lso reasons. It was buliShit spec ta cle. I think we' re going
k ept it quite s ubtle. It had a very grilty sensibility.· to see filmmakers reverting back to using effects in
ways that can a mplify t h e texture of th e film , not
he high volume of effects work - more th a n dim iniSh i t. "
T" A
13 U R13ANK • ,.ANOKO K
uvers
ARTICLE BY JODY DUNCAN
A
effect< facili(je. !hct worl<ed on
team , led by Joseph Grossberg, per formed addi tiona l inc ludes Duke a nd Rip cord tra ns p o rt s fo ur the foJm - exr.l>ded a "",,0 live-
co m posi ti ng a nd cleanup dut ies. n a no mite wa rh ead s in a case from th e MARS <>CIiM .et la =are !he ",<I f'it
facil ity. f or a s ho t of two A p ac he h elic o pte rs taking inleriar. W",af effect< .u~"""'"
pro logue seque nce begins w ith a n establish- off to esc o rt th e co nvoy, Fra m es to re rep laced a live Boyd Shenni. QOO "'-.ua/ efferu
gets th e mas k pinne d onto his fa ce llad to b e c o m - is a b ig job. We could rotoscope til e helico pte r, but we cover (or Cobra'. plan< ('" world
pletely v irtua l, expla ined Boy d She rm is, " beca use,
M couldn't rotosc o p e t h e m o ti o n ·blurre d r o to r b la d es dominatian, ma<1ennind.d by
after t hey'd shot it, th ey deci d ed to c hange Ule w ho le o r th e e ngine exha u st; so a ll th at s tu ff ha d to be re- MARS a ojame< McCuNen
ca m e ra move.' gen erated . We tra c ked in new ro tor bl ad es, re m oved (Qlri<1opher &de<1an). /n "
"We ex te nded th e s ho t so th a t it was 12 0 fra m es buildings a nd re p laced th e m w ith moun tai n s." Ca(efX sho~ McCufkn a/>P<'ar<
lo nge r: sai d f ra ntic films v is ual effects supervisor Gre g Mc Murry a nd a second un it c r ew ca p t u red «> !he GJ.)at. a. a 10 mer_
Chris Bond, "a nd w i th a diffe rent ca m era move . A t til e bo lll aeria l a nd ground-base d s h ots o f t h e con voy p~ hafof'''''' la rMIIII~fy
momen t th ey put th e m ask o n th e g uy' s face, every · trave li ng throu g h a m o untain o us a rea i n Lo ne Pine, in.pt<:t na"""'~e wam..ad<
th in g becom es syntlletic - th e ch a r ac te r, th e back - Ca l ifornia . Pro duc t ion film e d s ubseq u e nt s hots o f untkr the mililary', protection.
g r o und a nd the m ask , wh ich was CG th e e nti re t ime. the co nvoy be ing attacked by a m ys terio us high-tech To capw", imagery for !he
f o r th e eyes be hind t he m ask , Mike Fink s ho t som e team a t B ig Sky Ra nc h , north of Simi Va lley. Digita l hofagram, &dtsIDn wm <hal in
eyes for us on s ta ge, o ld -schoo l, " Do m a in created m a tte pai ntings to bridge th e d is- a separate pass an the .e~ with
Th e film c uts to th e ' not too distan t fu t ure ,' to th e para te loca tio ns , its pipe li ne a llowing Geo ffrey Ba u · ~uore<cenl wbe< standing in (or
MARS Industries wea p o ns compl ex in Ky r gyzsta n, m ann and his d igital en vironmen t tea m tre m e ndo us !he hgh l Iabl. la emure Nghting
w he re th e desc enda nt of t he 17th-cen t u ry McCulle n Hexibi lity. "We we r e n o t locke d into th e h e lico p te r continuity. ClI(efX mIQ<C<>/le<i
(Christo pher Eccl eston) intr odu ces to m i litary a nd p la tes or a ny thin g e lse t h a t h ad b ee n s h o t ,' n o te d McCullen bad inla !he «eM,
gove rnm ent brass his company 's ne wes t techno logy Di gita l Do m ain vi s ua l e ffects s upe rv isor Bry an Grill. along with laser pra;.ruan
- mic roscopic rob ots, ca lled n a no mites, s h own eat- "Projectin g plates throug h o ur composit ing pac kage, beam, aoo a (Jjcker . ffea
ing th ro ug h ta n ks a nd city stru ctu res in a s imula tio n Nuke, we were able to re build shots a nd make w hat- generar.dill ZD.
produced by f ra ntic films . Fra ntic and Digital Domain ever ch a nges were n ec essary."
d id ea rly d es ig n work o n na nomite swarm s - w hic h Digita l Do m ain a lso c reated s hots o f t he lyph oon
would be seen in des tru ctio n scenes throu g ho u t th e a ircra ft that nies in, blows up th e Speci al f orces' cr aft
38 0 CI NEfEX I 19
CINEFEX 1 19 0 39
40 0 CINEfEX 1 19
and vehicles with high-tech concussion weapons, and off you would see all the e lectro nic.s and mechanisms
then lands to expel a team o f fighters le d by the Bar- beneath; so it was a huge undertaking to creilte all
oness, a black-clad villainess who was once Duke's the inner workings ofa helicopte r, and then rip them
fiancee, Anna (Sienna Miller). Conceived as a thruster- apart,- Digital Domain used a rigid dynamics s imula-
ba sed helicop te r that can hover and the n accelerate at tion for the helico pter explosion, The action th en cuts
very high speed s, much like a Harrier jet, the Typhoon to a burning, smoking shell on the ground - the only
A/><Jdle h,&opter" Ufi: off and its weaponry suggested the film 's slightly futur- practical helicop ter in the seque n ce,
to e",on a c"""")' tfOMporong istic selting. -Since this story takes place a few years Anna steals the nanomite warheadS case and is
~ """"",ite wtlmem1< from into the future: sa id Boyd Shermis, -we used weapon about to escape with it when the G.I, J oes arrive in the
~ MARS fodJity in Kyrgyz<!o ... and c raft designs that were on the drawing board at Howler - a futuristic version o f an Osprey helicopter
Uv...oction for the "e"" woo shot DARPA - the Defense Advan ced ResearCh Projec ts currently employed by the Marines. -rhe Marines' ver-
at a mild"')' b .... in Texa •. To Agen cy - things that might be in production five or sio n is based on propellers: said Boyd Shermis. - but
make the area look more rem<>te. ten years from now, And then we s pruce d up those o urs had swlve l·tiltjet engines.-
FrnrM.wre replace<! Ihe en!ire designs a bit cosmetically.- Digital Do main mode le d the Howler from art de-
bad<ground with an unpopuillted partment plans, making some m o difications in tile
he Typhoon 's concussion ca nnons emit an process, -Originally: noted Bryan Grill, - it had a wind-
T
Iond<cope and oorren mountain<-
frameJtore roto<coped ~ H... energy mass that also s uggests a futuristi c s hield in th e fro nt. Th ey c hanged that to a big hull
heocopter.; to i"",n them inUl technology. - It is a very intense volume of air with no windows- all vision outside the airc rart was
the""w .urroonding•. but hod to that moves through s pace and d estroys things: said done through video or som e other kind of electronic
mgitnlly "'I:"""rot. motkln.b/urred Shermis. - We decided to give the bad guys a range monitor system . We also adjusted the wings, which
rotor b/oM •. ... wei ... a"'...
of of these co ncussion weapons. They have it built into hold the engines, and made the engines able to move
the IIiruo/i Mtoned by engine the Typhoon , into th e top of their Humvee, in th ei r independe ntly so that the Howler could do a hovering
exhaun - none of which could rines and pistol s. Each of these weapons has a differ- movement. We based it on known science, and then
be rotO<CDped. fr""'e<Ulre o/so e nt strength and capacity, but they all s hare the same hoped that the liberties we took were within the realm
re-fjmed the plot. to cr.ot. fundamental technology. It is a real technology. too, o f believability.-
m~ dynamic oaiM. except that, in reality, yo u would not see anything
coming out of the gun. f or movie purposes, we had fter the Joes retrieve the warheads, Duke
~
A Cobra Typhoon anad<.
convoy, blowing up ground
vehideJ and he!icopt.r.; witIl
to come up with something that the audience could
see, so they could follow what was happening,-
The final look, designed by Digital Domain concept
A and Ripcordjo in the elite team, boarding th e
Howler and returning to a top-secret 0.1, Joe
base ca lled the Pit, hidden deep inside a sa nd dune
high~ch concussiM weapon<. artist Claas He nke, featured rings moving through in the Sahara Desert, · When the Howle r arrives at the
Digital Domain created !he space, giving the trajectory volume of air a distorted, base, we see a nyby of the pyramids - which was an
digrtal Typhoon, conceNed ... a plasma-like quality. To create a more dynamic effect, all-virtual environment - and th e n the approach of
hig/l.-speed. (ilru<!er-ba.e<! the effects team, led by Thomas Reppen, ran multiple the sa nd dunes and the exterior of the Pit door open-
h.&opter. To IUUeJt sHghrJy nuid si mulatio ns - us ing PSIM, Digital Domain's pro- ing: observed Boyd Shermis. - That was all done by
fuwl'is!ic. )'I't reo/iltk te<:/lnolorr. prietary nuid simulation system - representing dif- CIS Hollywood. I had s hot some aerial photography
the l'iwo/.ffect< (eom bo1ed ferent aspects of the concussion wave. Compositing at Dumo nt Dunes near Death Vall ey. We were able
~ Typhoon and it< weaponI)' s upe rvi sor Paul Lambe rt and his team were respon- to use that rootage as projecti o n material and refer-
"" i!en1' o/reorl; "" ~ drawing si ble for integrating up to 20 3D layers per shot to ence, but we knew we 'd never be able to use the aer-
board lit the reo/.world Defe"", produce the final effect. ial footage as plates because the sca le wasn't right.
AIMIIKe<! R....on:h f'roje<.t< Concussion weapon impacts were a combination It was a matte r of cutting and pasting and tiling and
Ag.lI<)'. ColKu,lion weapon of digital and practical effects, the latter orchestrated projecting to put that e nvironment tog ether. Greg
impacts were 0 combioolioll of by special effects supervisor Dan Sudick, On set, Suo McM urry had also f1Im ed some ground-based Vista·
digital and procrko/ effects. !he dick's team had bl own up vehicles and launched Ulem vision panoramas that we could move around on
loner orche<trllted by ,pKiai into the air. In post, Paul Lambertand his team erased and til e very effectively,-
e{f&t< ,up,""-.or OM Sudrl. launc h rigs and added digital debris to e nhance the Digital Do main delivered its CG Howle r model to
In p... ~ Digital Domllin ef<t'l.d explosions. Th e most extensive concuss io n d estru c- CIS Hollywood so the tea m there could c reate the
,peaol.trem rig< and added tion was for all-CG shots of the Typhoon cannon tak- s hot of the sand dune opening up and the aircraft
dopal <kbl'is (0 ,nholKe ing o ut convoy helicopters. - The impact is like an lowering into th e Pit, o nto a landing platform, - The
procrka/ e.>:plo.ionI. a ccordion effect : sa id Bryan Grill. °In s low motion, production plate ofthe Howler nyi ng into the sa nd
you see it hit and compress the helicopter like a sa r- door didn' t really work camera-wise: explained CIS
dine can, and the n rip it apilrt. The helicopter couldn' t Hollywood visual effects s upervisor Bryan Hirota,
just be a shell, ei ther, becau se o nce the covering WilS - and so we did so m e photogramme try to map the
C INEFEX 1 19 0 "I
terrain and project the plate back onto the geometry. where you see people training/ observed Shermis, New =ru~s III /he
We reworked the ca mera move so we co uld ny around "On the water surface you see vehicles buzzing about, GJ 1M un". Duke (Channing
the Howler, and then we added the effect of the sand firing bazookas and blowing things up. And then, as Tarum) and Ri/Xord (Marlon
doors opening.M yo u tra ve l down vertically, you find unde rwater sub- Wayan'},join !heir teammates in
Greenlit as a digital environment only late in pro- marine training vehicles. There was no water tank a Pi! hangar in wIIich SUl1~(.me .
duction - after the art department had mos lly dis- footage for this at all- it was all s imulated." CIS used art miNto')' aircraft 011' parked
banded - the landing platform environment had to Realflow Realwave for s urface water effects, s uch as as Ha»ywood =ated mas<Ne
be designed through the v i s ual effects d e partme nt, wakes trailing CG boals, and generated additional 3D P'i! in!emm (or sequ""ces
which hired illustrator Simon Murton to develop con - s urface water detail in Maya, (hraug/lOU! !he film. In addition
ce pts. MCiS took that2D illustration and crea ted a very CIS Hollywood also built muc h ofUle bottom·most III trrId<ing 3D environments inlO
detailed, nes he d ·out.;D environment," stated Boyd level of th e Pit, a cavernous training area revealed as bluew«n piare • •hat an smaR
She rmi s. "The only thing we had s hot for that was a the c harac ters disembark from the elevator. "We had portia! sets. as alien replaced
set about the size of my living room , which isn't very built about half of the actual Pit, at the lowest leve l , set elements.• ud! '" painted
large." Diana Miao, at CiS, supervised the develop- as a set," said Shermis, "but CiS extended it vertically baddrops I1'presenling !he Pit'.
m e nt and co ns tru c tion of th e landing platform. and in depth, sending the backg round back another rod< wall•• /k."",d ulI<anl'ill<ing
200 yards. " in !he plale photography. CIS
he action then c uts to a shot of the soldiers In addition to extending minimal sets to suggest a
T
brought addilianal life III son>!'
disembarking from the aircraft and walking vast e nvironment, CIS had to replace some set pieces. shots by "'~ling in bluescreen
into an elevator- another very small set that "Shots that weren't originally going to be v isual effecLs or digirnl U!tIH.
consisted only of a small strip of tarma c and the e le· s hots became v is ual effects shots: noted Hirota, MFor
vator. CIS built a virtual elevator slmft to extend tile example, they had a backing that was painted to look
minimal elevator se t, which had consiste d ofa plat- like a rock wall, but in many cases, it was complete ly
form lift capable of moving up and down 30 fee t , in unconvincing. We roto'ed everything orf of that plate
front of a bluesc reen. Th e elevator descent brieny and replaced it with a CG rock wall. We also re ndered
reveals every level of the facility, including an aquatic out generic rock walls to give to Pixel Playground so
training tank area. "CIS built that whole environment they could continue the patCh job on the Pit." CiS com·
42 0 CINEfEX I 19
The Ma"-ng f'lcwre posited in bluescreen extras or integrated digital char- quite keep up with realtime. "
Compall)l aemed shots of acters into shots to populate the Pit and make it look
abuzz with activity. he action cuts from the Pit to the underwater
T
the UnMtwater MARS 00"'.
built an the ",eon floor beneath G.I. J oe commander General Hawk (Dennis Quaid) facility in which MARS CEO McCullen conducts
a paIa' ice (,,/,_ Starong with an conducts a tour of the Pit, Which includes de monstra - nefarious affairs. The Moving Picture Company
art department iDu<1fati<m. MPC tions of advanced warfare items. such as a camounage crea ted the underw<ller MARS base for establishing
engaged in a mm' ..... 3D build, s uit that renders a female soldier nearly invisible. The s hots and also for a major end ballie in which the
devmping the initial Ik$ign ta camounage s uil,like all the film's technological cre· base comes under (lttack by G.I. Joe watercraft. "That
'UU'<1 a ("",plex thllt...", both ations, had a real-world foundation. "Th e re are Jap- was a mass ive 3D build for MI'C: said Boyd Shermis.
ul!r<Hnodem and utilitarian_ a nese scientists working on these invisibility suits "They started with an art d e p(lrtment illustrati o n of
/llumi""ri"" of the fadlity c",""" now: noted Hirota. · so Stephen wanted to show one th e base; but it evolved design·wise, and MI'C's art
from ,unligh t brenl<ing thmugh and make it look very realistic, The idea is that the department made those changes. "
the ice above and NgIllS mounted suit has hundred S of little cells that photograph every- "Our (lrt department worked on those des igns for
ta the ext..no, ,tructu,u_ MI'C thing around a subject and the n project that imagery the firstlwo months we were o n the production : said
odlk<1 blooming and lltuing onto the suit. So the person wearing it is n't really in- MPC v is ual effects supervisor Greg Buller. " for the
light effeas. bubble rmh and visible; but they' re camouflaged so well it makes it establishing view, we had artwork that g(lve us a sense
portkullJfe motte, ta aelJfe very diff1cult to see th e m. " of a design theme and a general scale of the facility ,
a reali'tic un<ktwater Sommers and Shermis shot the perfonner - wear- including its rel<llionship to tile surrounding under-
enl'iro""",nl ing a suit covered with tr(lcking markers - with the 'A' w<ller rock environment." MPC expanded on that art-
film camera and two HD witness ca m er(lS. "We took work, creating d esigns that were mode rn but also had
the girl's performance from set." Hirota noted , "and an industrial look. "Stephen wanted the base to have
used th(lt to drive a CG model of the camoun(lge suit. a high-tech core, but with a lot of mechanica l struc-
We looked at what was behind her in the set. and pro- tures bolted on, breaking up the s ilhouettes and giv·
jected that onto this mode l. To make it more realistic, ing an impression of inte ns i ve industrial activity.·
we introduced lag in areas of the suit t hat were mov- The MARS base designs also addressed specific story
ing more quickly, (IS if the cell photography couldn 't points. "The re were shots later in the movie where we
CII'IEfEX 119 D 45
were going to see a giant concussio n canno n firing, up to two kilometers of v isibility from th e camera to Charged w;th <leahng the
and sh ots s howi ng three missiles In their s ilos. There whatever we ' re seeing, whic h is way beyond anyttl ing ""nom rt. wamead:! is Cobra
was also a seq uence w here t he Joes in fil trate the base. real. Since it was an arc ti c underwater enviro nment, agent ·the Barone",' (Sien""
To h i t those s tory points, we designed specific areas the wa ter wo uld be as clear as any yo u'd find on earth ; MHlerl. Duke', (armer ~<IM~e.
u p front, While working on a more genera l approach but that wou ld still only get you to about 400 meters A F'<7lrn'slote Mlablish!ng sM(
to the overall base. Everything was 3D·built. Given t he of v i sibility. So we were a lready extendi ng o ut t he vis- slam with an a.rial ....w ,,(Pam,
nature of the a nticipa ted camera moves, we knew we ibility four to five tim es beyond rea lity. That meant and rrn-n filts down 10 (oIIow th.
weren 't goi ng to get away with anyth ing but a full 3 D that th ere was going to be a significant s uspension &ran." ill a ~rIey, on her way
build for the who le th ing." of disbelief, even if we did everything right. " !O her hmband" e,!OI, ouuide
Ligh t sou rces fo r the underwa ter base, loca ted be· thuiry. Slarting w;th a hdicopler
neath the polar ice cap, i nc luded s unlig h t breaking o make its underwater e nvironment as rea l·
T
plare thar wa, ~lmed in me
th ro ug h thin areas of ice, as well as lights mounted to istic as possible, MPC used compositing tec h· Itaban counuy1ide, Fl'tlln.. ~
th e exteri o r base stru c tures. "Sunlight througll th e niques to make the color fall from t he lig ht Cleared the 'hoI's bod<ground,
ice provided a genera l key li g ht that wo uld fade off sou rce above to the subject at the bottom of the ocean, midgraund and (oreground "'0
based on th e th eor eti ca l depth of wate r: said Butler. making everything at the furthest point awash in blue. muflip" m<7ue-.p.ainled hlyer< 10
"There were plenty of local sources, too - w hat Boyd MPC a lso adde d blooming and h azi ng li g ht e ffects, accommodale the larg. C<ll11,","
ca lled the ' rock·and·rolilig hting ' that you 'd expect o n bubble trails and particulate matter. "There wo uld ""'ve. Frome<lote 01'0 changed
a n oi l r ig, for example. We a lso made s ure there was a l ways be a h a n g ing fi e ld of w hat we ca lled mari ne the lime .elfing ill rrn- <h0( (rom
a g low coming from all the different ba se windows snow or detritus - little particles in the wa te r - and day 10 Iwiligh~ "nd r..rimed
to give it a l ived· in look." those wo uld be affected by things passing by: said !he pial" 10 <lighrly ac,~ra~
MPC refe renced The Abyss to determine a realisti c, Buller. "We used particles and b lobbies to c reate the the c""""ra "",ve.
but practical level of visibi lity withi n th e sim ula t ed bubbles, and a spri te system to ge nera te fi ner bub·
underwater e nvironment. "On t ha t film : said Butler, bles that c reated a sense of aerated wa ter - pretty
"there was very litlie visibility eve n in shots where yo u sta ndard effects animation, b ut huge amounts of It.
could see th e most- and t hat's w hat made it so co n· It was a ll s imulated in Maya, but relied heavily on o ur
vincing. For this film , there are sh ots w he r e th ere is in·h ouse effects too ls, incl uding custom fie lds a nd
46 0 CINEfEX I 19
pain. even as o ne places his a rm ins ide a glass enclo-
s ure and is attacked by a cob ra. frantic films ani·
m ated a cobra - matching the live s nake used o n set
- crea ted g raphi cs s howing m icroscopic views of the
nanomites being injected into the v iper 's vei n , and
digitally extended the set.
framestore contributed to an aerial s h o t - seen
as the action cu ts to fran ce - that starts on a distant
view of Paris and th e n tilts down to fo llow til e Ba ron·
ess in a Bentley, on he r way to h er husba nd's estate
o utside the ci ty. · Starling with a he licopter plate that
was s hot somewhere in the countrys ide o fltaly: sai d
Jon Thum, "we c r eated the background, midgro und
and foreground with a lot of m atte·painted layers. We
did an initial matte painting pass of 10 to 15 layers for
Paris, fl eshing o u t the city from foreground to back·
grou nd. Th e Eiffel Tower and the Arc de Tri o mphe
would be on one layer, and othe r buildings would be
on another. Th en we filled o ut Ule midground and fo re-
ground with farmhouses and gard e ns, because th ere
wer ej ust fields in th e plate a nd th ey wanted it to feel
as i f it was closer to Paris. We needed a ll th ose laye rs
because it was quite a big ca m era move. After the first
round o f matte painting, the res t of it was don e in
compositing, us ing proper 3 D ca m era ins ide the co m·
posite. We co uld make c hanges really quickly that way.
j ust m oving the laye rs a ro und in 3 D space." fram e·
1M Baroness and her noise functions. " store also c hanged the lime se tting in th e s hot from
viPer5 - nanami!~nf...:t~d In o ne s ho t inside the base. realized by Framestore, day to twilight, and re·timed the plates to s lightly
ag.nu - gain enva",. W ~ McCulle n pushes through a set of doors. revealing accelerate the camera m ove.
m'*
Pi! .,;., pods rha! !/tl'II'e1 the three missiles in th eir launc h si los. "Th a t was a
A
b~!he ,urf""~ af!h~ d•• ert completel y CG s hot," sa id J o n Thum. "Fro m no thing, c ut back to t he Pit finds Duke and Ri pcord in
sand a f><! !hen driN in!a !he (1Joern we had to crea te a huge si lo complete Witll missi les, training, learnin g to h andle advanced ha rd ·
walls_Though CIS HaI#(wr>ad gantries, crane an d vehicles. We wer e given t he mis- ware suc h as the 'accelerator suit: a n electron·
d igi!ally ~nera!ed "'at<
af!he s ile models because they were used elsewhere in the ica lly e nhanced s uit o f a rm or that e nables wearers to
drilling male p<><k, Stan Win<!an film, but everything e lse had to be designed a nd built run very fa st. Artists at Stan Wins to n Studio fl eshed
Swdio f>u~ ( a proakal mole from scratch. We looked at pichlres of th e space s hut- o ut a n art department accelerator suit d esig n so that
pad fi"om I01!ich 1M perforINrI tle in a warehouse for the kind ofscafTolding and gan- it could be fabricated as a practical s uit worn by Chan·
would etrn'/ie an !he let ~W5 t ries and machinery t hat m ight be in a room like that. ning Tatum and Mar lon Waya ns. "Stan Winston Studio
mechanical !echnidan' Se!h We were told t hat t h e director liked things to be very took what looked g r eat on paper and t ra ns lated It to
Hay< and David CaWlrrubja, s hiny , and so we made sure th e re we re a lot of reflec· something they co uld actu a lly build a nd make func·
a " ..",b/e 1M fuN.liz. ti ve s urfaces in t h e r oom . " The s hot a lso features ti o nal o n set," sa id Boyd Shermis. "About 90 percent
n>Ok pad prop_ soldie rs, lab techniclan s and other MARS personnel. of th e time, the s uit was CG; but if the character s were
"Th e people were all digital d o ubles, c reated in o u r standingstill or if we saw the m in extreme c loseup, it
Massive p ipeline to fill o ut the space. Th e main t h ing was t he practical s u it."
was filling the room with life , so i t wouldn 't look too Stan Winston Stud io s tarted its accelerator s uit
CG. We added a lot of little d eta ils like flas hing lig hts, build by first modeling in XSI, us ing th e 2D art con·
liquid nitroge n gas coming out o f the m issiles. and cepts as re ference. - from there: noted SWS effects
sparks where people we r e solde rin g." s uperv isor Shane Mahan , " th ere was a lot of tradi·
A d e monstration i nsi d e the MARS facility iIIus· tion a l m odel maki ng, done by Dave Merritt's team.
trates a c hange i n e m otional sta te when s ubjects We b u ilt the accelerator s uits o ff ofa cast of Marlon
are i njecte d wi th a nanomite soluti o n. Th e altered Waya ns, because Channing Ta t um hadn' t been cas t
s ubjects, ca lled v ipers, d isplay n o sign s of fear or yet. So we had to retrofit t he su it to fit Channing, using
CIN"E fE X 11 9 D 47
Ma rl o n's body mOld." SWS buil t a total o f s ix s uits: two
heroes fo r Du ke and Ripcord , and fo u r stunt versio ns.
"Th e understru c ture was a light foa m a nd ure th a ne
co nstru ctio n; a nd th e n, to m a k e t he m eta l pa nels as
li g ht as possible, we used som e lig h te r·weig ht ure·
th a nes we had d eveloped fo r t h e Iron Ma n s u its. T he
s u its ha d to be lig h t enoug h for th e actors a nd s tun t
p eo p le t o run in th e m ; a nd we got th e m down to a
li l tl e less t h a n 30 pounds."
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Durinr" ''"'i""nce 'el hun Lee) picking up lIle Baroness and Hying out of thallechnol ogy," said Shermis, -is that, beyondjust
jn Pam, th~ 8GroneJSlI'I6 the Pit - with warhead case in hand - via jet pack. facial re solution, the data it d e livers provides both
a conculI.,n ~on 10 ,hatt., •Allhat poinllllcy are both CG characters. We started subsurface scatlering and bi·direclional radius diffu-
rile roof of a flo .. bujlding. tmm with some scans, bullhey didn' t ha ve the amount of sion function. Th e dome that yo u scan people in has
wile'" ,h~ and h~r leam pIGn detail we needed; and so we used a lot of reference lights all over it, so it will photograph light samples o f
lo'rel the fjffd T~r (Dr
10 photographs to build th e mOde ls. W the face fro m hundreds of dlrferent angles and direc-
",,,,omite de'tructi<m_ Prodl1<li<>n tions. And then it pieces it all together so as you move
phoU>grapMd dig~al ,UII, o(Poris ac k allhe MARS underwaler facilily, Cobra the camera arOll nd, relaU ve to where the light is in
and ProfU~ roo(fcps to provide 1M
view tmm mop the flo .. f>u~ding,
<III octu'" <trucW", WI In Prag""_
B operalive Zarlan (Arnold Vosloo) undergoes
a facial re co nslru clio n procedure lo c hange
his appearance lo lhal oflhe Pres idenl of lhe Uniled
your sce ne, it will always know how lhe face reacts lo
lighl al any angle. So in addition lo gelling lhe way
lighl penelrales and difFuses undernealh lhe s urface,
Digital Damoin ",~o~d th~ Slales, Slrapped down to a lable, Zartan's head is yo u gel a calculalion o f lhe way lighl refleels off lhe
buildinr jn CG 10 accommodate s urrounded wilh n ee dles that inject nano mites into surFace. Yo u don'l gellhal from any olhe r scanning
new,amero mo ..., and ,hOI his skull, making his features warp and s hift. CafeFX lechnique.ll makes lhe face very lifelike in lerms of
compos;r;"",;, and <IS a means created a Zarlan digital double for the scene, usi ng lhe way lhe lighl re nects and scaUers on lhe skin.M
o(",moving light!;, til' and crew facial scans provided by Aguru Images, MAguru did Th e leam al CafeFX - working under visual effects
membel'l "'~M in the flo,,-- incredibly high·resolulion facial scanning for us,· said supervisor David Ebner and CG supervisor Selh Lipl>'
Djgilol D<>main 01$0 ",bu~1 Boyd Shermis, ·something on lhe ord e r of 5 million man - execuled a CG malc hmove oflhe aclor in lhe
offICe jnleriQrt .een thrtlugh the pOlygons, I wanled lhe higllesl resolution Facial qual· plale, who writhed as if in agony, and lhal malchmove
tron."..",nl roo( and walls. ity I co uld get because I knew thal we'd be very close drove lhe animation o flh e digilal Zarlan. ' We made
uWlg photograph< on som e of these digital c harac te rs, We did use XYZ a syslem where lhe malc hmove poinl animalion was
RGB oul of Canada for lhe body sca ns, butlhe facia l Independenl of our model shapes,· Ebner explained.
scan s were all d one by Aguru," MSO once we applied lhe malchm ove we could slill
Aguru Images used its commerc ialized vers ion of shift lhe models around. We modeled aboul five dif·
Paul Debevec's IIghl d o me technology lo achieve the ferenl poses, s haping c heekbon es and olher facial
high·resolution scans. -rhe reason I opted to go with slru clures, referen c ing pholographs of boxers being
CINEFEX 1190 5 1
punched. Then we animated the facial muscles and (IS we ll; so not o nly could we extend streets, we could
bones to s hift in 3D. In the animation program. we c le(l n up w hateve r we needed to by comp letely recon·
we re able to p ut a co n trol point over t he face; a nd by stru cting an y part of the street.- Digita l Domain a lso
moving the control point, it s h ifted it, as if you were added CG vehicles c rashing a nd flipping, a u g m e nt·
punc hing the face w ith th at con t ro lle r. We se t it up ing the physical effects work done o n location.
so th at it would look like a p unc h and then ripple and
re lax back to th e match move. All of tha t was going on igita l Domain c reated CG versions of th eac·
D
Duke and RiIKo,d. in
w hile th e actor was s till pe r formi ng; and so, In a way ce le r ator s ui ts that dom ina te til e sequ ence, ekctrDllica/ly eMIIlKed
we were able to a nimate it in nearly realtime andj ust as we ll, using sca ns and photos of th e prac· IIcce/emlM surt<. =e Ihrough
put it on loop play to see how th e effect was goi ng, It ti ca l s ui ts as modeling g u ides. The look of th e s uit ~ s~1S o(Pllns in purwit of
really sped up the process.- evol ved somewh at once it was in th e digital r ea lm. 1M Bamne .. · ..,n, InltOdu<M in
"They decide d they wanted it to be more refle ctive an ellrlierrmining sequence, the
nna has th e warheads weaponized at a par· than th e practica l version: sai d Gri ll, "a nd beca use
A
""ce~m!or .uilS w.", (llbricmed
ti cle accelerator lab in Pari s, and th e n races we we re doing it in 3 D, we we re able to p lay willl a ll by S!lIn Win""" Studio (or __
wi th h er team towa rd the Eiffel Tower - the of th ose options." Although th e s u its were virtually actian shot< with the acto", ShOIS
intended target of the war head. Duke a nd Ripcord , identica l, t he runn i ng gaits a nd body languages of ,,(the ch<!rncte" in /lCCe/mi!ed
wearing accelerator suits. chase the Baroness and he r Marlon Waya ns and Chann ing Tatum va ri ed s ignifi· molion w.", relllized by Digitm
vipers as th ey speed through the city streets in a va n. can tl y enou g h th at the s u it models had to be r igged Domain, ..mid! modeled!he
" Ha lon helped m e previz this big c h ase seq uence,· differently. " We did motion cap ture sessions wi th IIrmored .uilS u..-ng ""am lind
said Boyd Shermis, -a nd they did a fantasticjob. I had Ho use of Moves ea rl y on to get th e actors' cadences photographs o(!he prncrklll .uits.
a great working re lations hip with a g uy t here named a nd gaits so yo u 'd recog nize t hem as they were run · Though idenlkal in appearance,
Clin t Reagan. I spe nt abou t six months working with ning in the suits. Animation su pervisor Bernd Angere r eoch .uit wm cu.!onH'igge<i
him, fine·tuning that sequence. Once we got it just the a nd h is team kep t those same c ha r acteristics even (or animmian to capture the
way we wanted, we sh ot good portions of it in Prague w he n motion capture wasn't used. With those subtle distinctive gllrt< and running
before we ever went to Pa ri s. We s ho t a lot of the flip- nuances, you could easily tell w h o th e actor was in .~< o( Dlanning Tlltum
ping ca rs a nd o th er prac ti ca l components of th e the suit just from t h e way he moved," lind Marlon W<rfam,
accelerator c hase th e r e.- Stonn Shadow, armed with the na nomite warheads,
Afte r t he Prague s hoot, the production team went climbs to the roof of a la rge g lass office b uilding to During !he .~t chase.
to Paris to film additional plate photography for the ta rget t he Eiffel Tower. Prod u ction s hot d igita l sti lls Duke and RipaJrd SUffer II
c hase seq uence, "We had moving camera cars s hoot· o f Paris a nd Prague rooftops to provide the view from cO/Kll.sion _apan blast FiooJ
ing Vistavision plates in Paris: sa id Shermis. "We a lso atop the stru cture. Though the building itself had been CG /lCCe/er<ltDr .uit cha,Me"
s hot aer ia l refere n ce p lates - b ut you can·t fly a he li· s hot in Prague, Digita l Do m ai n was ca lled upo n to r eo did not march the 5!lIn Winston
copter in ('aris, certainly not ar o und the Eiffel Tower, create it in CG, "A CG g lass building was not a n easy Swdio ve"",m exocdt. '" !he i0oi<
Which was ve ry disconcerting to learn after I had de· thing to do: Boyd Shermis said. "You can do g lass in ,,(1M wi! cO/Ilinued to e ........ in
signed the seq u e nce. I s udde nly rea lize d I couldn 't 3 D, of cou rse - but to create an e ntire building made ~tproduction, Digitol Domain
s hoot h alf th e plates I wanted. What t hey did allow u s of glass presents a lot of problems, beca use it'sjust c~a~d up produc!iOll pla!e$ sho!
todo, t ho ug h, was go u p to the top o f t he EiITel Tower a bunc h oflransluce n t mirrors. You ca n sec t hroug h on !he weelS o(Prague and Pa",
to aim both digital a nd Vistavision cameras down, so them, you ca n see wl1at is reflected off of t hem. It was (or rile (/lase <equence. ~mo""-ng
we we re able to get all of th e landscape s urrou nding (I m(lss ive fe(lt for t hem to do t h(l t. - pmcrkm ~ffect< rig •• cllmera
the towe r. Th ere was quite a bit of guerilla second unit -We rebuilt the i nterior with photographs in Nuke,- cor< and other equipment Digit'"
work through the streets o f Paris, too. We s hot a lo t of Bryan G rill e laborated , "whi c h we adde d to plates DonIain a"" extended <treet•.
plates i n and around the Arc de Triomphe, as well as or used a lone. Th ere werea lo t oflimes whe re they'd "'ing lidllr datil lind photographs
sti lls, so t hat we cou ld virtualize it. " s hoot a plate to sim ula te following one of o u r a n i· from the location<, Md addM
Digital Domain, unde r the di rection o f composit· mated cha r acters; but, then, wh e n we showed th em flipping lind era<hing CG
ing supervisor Michae l Maloney, did a lot of c leanup what we could do with t he (lnimated c h ar(lcter, th ey vehicle. to augment pmmcal
a nd othe r work o n t h e Prague a nd Paris plates. "We would ask u s to a ugmen t a ca m era, adding part of efferu wall<.
we re either removing thin gs i n th e scene that we re n' t the interior to t he top and bottom to better preserve
s upposed to be lIlere: noted Bryan Grill, -or adding the a ction.· Even shots t hat were fine i n terms of com·
things to make ('rague look like Paris. We c leaned up posi tion and move ment requ i red r ebuilding so that
a lot of pr(l ctica l effects rigs , camera cars, ramps- Digital Dom(lin could re move li g hts, rigs a nd c r ew
you name it. We did a lot of extensions o n th e streets, m e mbers reflected in t he g l(lss. - When we were s hoot·
too, whic h we had photographed very th oroughly on ing, it was, 'Oh, gre(lt, we got t his plate (lnd we won't
location. They had lidar information from th e streets, h(l ve to build t h is: Bu t t he n we'd get it bac k h ome
52 0 CINEfEX 1 19
C INEI"EX 1 19 0 53
54 0 CINEfEX I 19
and start seeing the camera crane and 50 people re- fOllowed the engineering rules; but in a couple of
nected in the glass, so we would have to rebuild most sh ots, we added 110llywood moments, such (IS when
of it anyway.~ the tower snaps right in front of the camera - the e n·
gineers sa id it would actually snap a little lowe r.~
ith the impact of th e nanomite warhead, a In the wide s hot of the tower smashing into the
H
10 creOle an appropria~1y fCa"'d
splash. and !hen nes*4 all 0( automatically run through all the simulatio n steps, Tower d estruction. the J oes travel by s ubma-
!he 3D imagery inl/} a plme including nanomite erosion , m e tal fatigue simula- rine to his secret facility beneath the polar ice
$/Io! trom a comtruaion crane tion and secondary truss s imulation. cap. The Moving Piclllre Company crea ted all-synthetic
map a Iall Pari. bOOf'_ The Digil<ll Domain crew sought the guidance of views of th e facility from the sub, and also animated
an e ngineering firm in animating th e towe r 's actual a 3D polar bear that reacts wilen the vessel breaches
collapse and fall o nto the bridge. "None of us has ever o nto the ice, deploy ing Joes o n snowmobiles t o ex-
seen th e Eiffel Tower co llapse,~ remarked Grill, ·so plore an ice cave that will allow them to gain entrance
we had no idea what this should look like. So we called into til e MARS lab. Production had Sl10t live-acti o n on
these engineers, and asked: ' What would happe n if a very s mall ice set o utsi de a stage at Downey Studios.
the Eiffel Tower sta rte d to fail?' If th e front leg was MIL was a short set o f carved foam ,M said Boyd Shermis,
ealen away, how would th e stru cture fa ll?' I t was very Mwith salt crystals for s now, surrounded by green·
important th(lt it look pl(lu sible. for the most P(lrt, we screen; and so every shot in that sequence, both inte-
CIN l':fEX Il g D 55
rior and exterior, had to be extended virtually. To give project. " He asked if we still had that polar bear: said The G-'. joe. ~ by
us backgrounds and e nv ironments to build from , we Greg Bulle r, " because he needed one. We still had it, .ubmmi"" !O the '''''re!
had sent a unit out to Norway to photograph some and wejust did som e quick upgrades on it us ing fur uno'er....."., Mo\RS b.... and
aerials and som e land·based HDRI panoramas of ice technology that we'd developed for NaTllia last year. deplar SHARC submarine aaft
shelves and glaciers. We used pieces of that to con· We went ba c k and forth with CIS to establish timings, initioring a SUr Wa",,,¥e
s tru c t our own ve rs io n of the ice cap." Lhen gave them a final pol(lr be(lr render Lo comp into uf>derwtl!er banle. The MalOing
CIS Hollywood created the virtual ice cap e nviro n- Lheir s h ots." Picw", Company contrioo!ed to
ments, including interiors and exteriors of an icc cave, the design afth. ~HARc., as
d esign ed by artist Robert Stromberg, wh ich h o uses eneath the ice cap, Generaillawk deploys
B
we/! as (he ManU. Cobra figll~"
Typhoons and the high-tech 'Night Raven ' aircraft. SHARC submarine c raft to attack the MARS that join rhe figIIl adhering
" for the exterior of the icc cave," said Bryan Hirota , base, initialing a huge unde rwater baltle real· g..".ralty to rhe IaaI< of Hosbra's
"they'd built may be 20 feet o f ice wall, with some fake ized by MPC. "Stephen Sommers wanted a classic Slar dossic toys. MPC then modeled
snow o n the ground, But any of the blowing s now, the Wars style ballle, o nly underwa te r: Butler said. " We and animated CG SHARe:. and
sky, the dista nt mountains and the large icy environ· did design work on the ships yo u see in that ballle- Cobra ~ghl'" - with piIots -
ment was o ur virtual environment. The shot where yo u the SHARCs, the Mantis Cobra fighters, and McCullen's as well ... McCullen's T/iden!
see th e submarine break through the ice was a co m · Trident s ub. Th e SHARe and the Mantis were based .ubma"'-"", seen Ia!er in
bination of Ho udini and Maya rigid body dyna mics to on toys that Hasbro made in the eighties, and these the .equmce.
handle the large·scale c hunks of ice breaking up; and s hips had to bear some resemblance to them. There
we used Real Flow to generate the fluid dynamics s im- was almost n o d esign o n the 'J oe sub,' though, th e
ulalion of the water coming around the sub and drip- big com mand vehicle that launches the SHARCs; and
ping o ff oflt as it came out. We worked o ut the liming so we did that one from scra tch. "
and camera move o n that, and then shared the s hot MPC built generic ve rsions o f the SHARCs and
with MPC, who animated the polar bear." Cobra fighters, with pilots, and then built custom
She rmis had asked MPC to provide the animated versio ns as needed. "We did a souped -up SHARC for
polar bear because he recalled that th e company had Heavy Duty: said Buller, "beca use they wanted him
generated one, years before, when bidding on another to have bigger ve rsions of everything. We put four big
56 0 CINE fEX I 19
A Cobra Mantil pu"ue< c hain g uns o n it, and o th e r bi ts a nd pieces Just to sio ns ri g ht from t he beginning. Th at was a good thin g,
Q SHARC s~ip as trno warfare make his SHARC stand o ul. We c ustomized som e o f too, beca use Stephe n So mmers was a l ways sayi ng,
in!ell<i~s. Am<>llg rile d>dIenge. th e pa int jobs, too. I look ed a t t he toy d esig ns to see ' More explosions!'-
o(rIIe se<jill'n<e was de~ing i f th e re was anythin g we could pull ofT o f the m . So, in
one insta nce, Ul e SHARC has a liUlesha rk icon o n the n th e hea t o fbaltle, McCullen la unc hes th e na n-
I
unde .... arer .... pIo1ians in CG
MPC referenced unde.....,,,r hood , w hic h I fo und o n som e o f t he o ld toys. - o mi te wa rh ead missi les, targe ting Lo ndo n , Mos·
P)'rolec/lllio in movies sudI m Am o ng the c ha lle nges o f th e baUle seque nce was cow a nd Washi ng to n D.C. CIS Ho llywood created
Crimson TiM and The Hunt d eveloping underwater explosions in CG. - I talked to virt u a l m issile la unc h es, composi ting t ha t i m agery
for Red October. and trnon uled som e practica l effects people to see i f th is was som e· w ith g ree nscr een foreground c ha rac t e rs. Ri pcord
kanline's Rawline <itmlimion thing we could even t ry to sh oot: said Bulle r. -Il has th en board s th e Nig ht Raven a nd ta k es off a fte r th e
pockage 10 crear. trno look o( bee n don e, but it ca n be ve ry d a ngerou s. So we did missi les. Prod u ction had film ed Ma rl o n Waya ns in a
explalians in trno near weigllde<s i t all CG. We took a look at th e few good examples o f Night Rave n cockpit, a nd CIS s u rro unde d t h a t w i t h
el!"'ronm.n~ wil~ smoke and underwater explosio n s in m ovies like Crimson Ti d e vi rtu al air cra ft a nd ha ngar extensions. Fra n tic f ilms,
fire (t<>i/ing in trno waler. a nd The HUll /for Red Oc t ober. The expl osio ns in this w h ich c reated th e Night Raven aer ia l sequ en ce th a t
se que n ce are th e r esult o f co nve n ti on a l t orp edoes fo llowe d , b uilt th e a ircra ft m odel a nd t urned it over
bei ng fired by th e SHARCs a nd Ma ntis. The co nc ussio n to CIS fo r t he ir ha nga r s hots.
ca nn o n w as a speci fi c , h igh ·e ne r gy bla s t effect ; b ut At Fr antic film s, look d evelo pme n t o n th e Nig h t
th e J oes s hut d own t he con cu ssion ca nno n before it Raven began w ith productio n concept art a nd a m odel
d oes too much damage. Wh enever yo u see expl osions m ockup illustra t in g ge ne ra l scale. Fra ntic Films d ig·
goin g o fT, it is gene rall y because a to rpedo has e i t her ita l m a Ue lea d Ke n Na k ada th e n p ai nted m ore d e·
expl o d ed near a ship, or a ship has been ta k en o ut by tailed co ncepts from whic h t he c rew m odeled th e fin a l
o ne.- MPC use d Scanline's Flowline s imula ti o n pack- Nig h t Rave n. - We d id som e pre-m odeli ng fi rst to gel
age to c reate the look of explosio ns in the nea rweig ht- o ur base shape: sai d Ch ris Bond, ~a nd t hen th ere was
less en vi ro nme n t, with fi re a nd s m o k e tra iling i n t he quite a b i t of r e fin e m e n t to t h al. We ha d to be care-
water. - Flo wlin e had th e righ t tool set for t his effect, ful how we ch a nged it, t ho ug h , beca use t he re was a n
a nd we gol r eally good at t h ese unde rwater ex plo · approved toy concept a lrea d y, a nd we couldn 't s t ray
CI NEFEX 11 9057
too far from that. " to build th e story arc so t hat you would feel th e in·
The final Night Raven model was extremely com· te nsity grow as th e sequ e nce progressed."
plex, with some 10,000 moving parts. "Th e re were Fran tic also v i rtu a lized Washingto n D.C. for s hots
small components allover it," said Chris Harvey, "mov- of t he Nig h t Ra ven fOllowing the missile as it travels
ing and adj usti ng to make it look rea l. If it rolled o r along t he Poto mac Ri ver towa rd the Whi te Ho u se.
banked hard , flaps and e n gi ne pieces would adjust Refere nce imagery for the Wa shington D.C. build con·
accordingly. Also, if i t hit a certain angle at a certa i n s isted o f h elicopter footage s hot by Boyd Shermis and
speed there 'd be contra ils com ing off th e wi n g tips. 16,000 digital stills s hot by a fra n tic films unit over
Thin gs like that we r e a ll built into the rig. But even the course of four days. "We couldn't get access to t he &ploring an ice
though t here was a procedural system built in, that White Ho use grounds to s hoot, o f course,' said Chris c~ an m. paIor ice cap
could be ove rd riven and artistically contr o lled by Bo nd, " but we got as close as possible, b oth on th e above m. MARS bcHe. m. jM'
th e a nimators." ground and on nearby rooftops. We s hot all this ref· di,c_r a hit/1/y admfIC~ aircraft
e r e nce materia l and m apped o u t t h e whole pa t h of ~.-eJoped by MAR5In(/u.trle,.
o captu r e Ripc ord piloting the Night Raven, t he jet, which was quite lo ng. We had to create very called me Nighl Raven, ..midi
ca m era cranes flying around him. Th en f ra ntic films Boyd 5hermis com m e nted. "Th e ph oto realism of that W""'ington D.C. Worl<ing from
tra cked that a nd d ropped it into the 3 D versio n of the aerial e nviro nment and t he way we m ove through it c"",ept ",1' by Robf:n Slmmberg.
flying craft. Everything in t hose s hots - the aircraft, is better and more e xciti n g than anything I 've eve r CIS H~ mmed a 'Yn !hetic
sky an d clouds -was virtual. Frantic had done previz seen. And we got t hat because we were able to com· ice c~ hangar and bo<kground
on the seq uence early, a nd th ey'd done a very nice job pletely virtualize it, without having to r e ly o n aerial Typhoon <Jirc"'(~ as
atti<1< a/<o
o n i t; and so I asked th e m to do th e sequence i tse l f. photography Shot from a he licopte r. " compasited 1M Nighl R~n -
I turned it over to them very early because I knew this a CG modeilMlized by Fran1ic
had to be t he coo lest, best aerial dogfight people s th e J oes infiltrate t he MARS base, McCullen
A
Film. - inlo 1M (oreground o(
had ever seen." and Cobra Comm an de r (J oseph Gordon·Levitt) it< ;;nua len ;;r"""'~nt
Toward t hat e nd, Frantic films engaged a specia l· escape in the Trid e n t s ub. CafeFX c reated til e
ist in c lo ud simulations to generate th e vir tual skies. underwater v iews from ins ide the subma rine. "We had Flying over W mhiIIgron
" Most aerial wo rk in r ecent film s has been executed developed an entire underwater e nviron m ent when D.C.. in !he Nigtu R.,..,.n.
wi th rea l came ras: comm e nted Ch ris Bond , " using we were bidding o n t he s h ow: reca lled David Ebner, Rjpcord shool' down d>e mi"i/e
rea l plates for backgrounds. But in this sequence, the ' so we had tha t 3D environme nt all ready to go. There and carriM !he ""nomit • • .."Im
Nig ht Raven was s upposed to be traveling at outra· were rocks and plant life cli n g ing to th e rocks, and high ~ the dry. frontic. Flln"
geous speed s - Mac h II , o r something like that- d etri t us in the wate r. We also did som e matte paint· in l~gf(7!edlre. 3D Nit/11 ~n
a nd yo u ca n' t speed up aerial photography or s hoot ings for the buildings in t he background." model inlO ;;nual Wa, hington
enough film to get that sense of speed. 50 we had to MPC delivered s hots of th e MARS base being d e· D. C imllgery and ,"""",, 10
create entirely synthetic clouds a nd sky e nvironments. stroyed when McCullen and Cobra Commander, from .imula~ Modi II ~ighl . peed.
Looking around at the technology that was out there, the Trid ent, blow up t h e ice pack above it. "Th ey det· The ""nomile cloud con,lsled 0(
we didn ' t really see an approach that didn't have a onate these explosions in the ice pack: stated Greg billion, o(partkk. rendered in
puffy, cotto n·ba ll cloud loo k to it. So we developed Bulle r, " which brings huge c hunks of icc down onto franrk'. Krak<lll><l ,o{iware.
o ur own technology, combining a number o f tools, the base, demolishing it. Earl y o n , th ere were a lot o f froMk wfl>!e (Ullom code 10
including our Krakatoa particle rende rin g system , to d iscussio ns about the fac t that ice doesn' t s ink. Even ,ugge<1 in~lIigen l beh<MGf in
create smoke and cloud c le m e nts. Ke n Nakada su per· heavy icc floats - so how would these c hunks o f ice m. I .."Im a. i1 mo~d aaa«
vised the building of the virtual s k ies, usi n g these fall through til e water? To solve that, we sold th e idea me .urface o(IM ("'ft eallng
c loud e le m e n ts a nd matte painting." ea rli er that th ere we re metallic tunnels and stru ctures away d>e melOllo reveal Ire.
"To he lp convey a sense of s peed," added Chris woven into t he ice, whic h would make i tsink a nd slam in~rnal m.mani"" •. allo(
Ha rvey, "especia lly i n all·sky s hots w he re you don't into the base. We hand·mode led a couple o f h ero icc ..nidi had 10 be (u9t
see landscapes passing by, we added a lo t of t hin pieces, a nd t hen built a library of m o re generic ones. madekdin J D.
w ispy clouds or particulate in th e air o r vapor off th e We used procedural animation based on particles to
plane wing -a ll manner of things to keep that sen se create a sense of th em falling a s a group and Obey·
o f speed going. At the sa m e time, we were tryi ng to ing th e rul es o f underwater gravi ty. But then , effects
create a story arc through the sequence. If the air· artists would take over a nd move things around as
craft is always moving at Mac h II , t h e n it never is, needed , givin g a couple of the big c hunks a liltle bit
because i t isjust t he same thing all th e ti m e. We had of rota lion as they fe lllhroug h the water. It was never
58 0 CINEf EX 1 19
C INEFEX I 19 0 59
a complete simulation or complete keyframing, but somewhat different than what was in the final mask, MPC delivered 'holll of
rather a combination of the two. - too, - said Ebner, · which meant we had to grab those u.. MARS bme being ~uoyed
The last shot in the sequence revea ls the remain s areas from the footage and relocate them. So there with the explosion of 1M ice pock
of the base and the giant concussion cannon disap· was a lot of complicated 3D technical work that went """'~ it Attim hornJ.mod.led
pearing into an ocea n noor chasm, along with the into it, from match moving, to reprojecting the match· he", ke pi..,e, (or u.. .ee"", and
McC ullen family mask - a reminder of the fate of the move onto th e mask model, to altering the ma sk then buih a hbra.., of mare generic
McC ullen ancestor. Family history is repeated when model into the final approved design.- one$. MPC employed procedural
a weapons exchange with Duke sears a nanomite· onimation bmed on porode. to
based helme t onto McCullen 's head , transforming he film concludes wilh theJoes having beaten
T
make the i::e <:hunk, (all as a
him into the villainous Destro. CafeFX created the - at least temporarily - the Cobra organization, group according to the ",,,", of
transformation effect. - His face first begins to burn: and with Anna held aboard an aircraft carrier. unde~r gra"'Y. E/feas artin.
explained David Ebner, · which is a practical makeup Framestore executed an extended pullout that starts would IMn manipulate ir>dMdu<J!
application. Then, digitally, we heal the skin a bit as inside the c orridor of lIle aircraft ca rrier, pull s out ~Ce$ to enhance drama ond
you see all these little nano mites crawling under his through a window and continues to pull ba c k, heli · ae<ltheua. To ju.tift u.. ice (alljng
skin. And the n the skin begins to blister, with black copter style, to reveal the ship at sea. Other than a thrtlllgh 1M woter rather thon
blisters taking over his whole head. finall y, the blis· plate featuring a s mall interior corridor se t , every· flooring, MPC <:reared the look
ters turn silver, forming the Destro mask. For the look thing in the shot - the ocean, the aircraft carrier and ofmetallic ,tnJcwre' wo~n
of the mask itself, we had to collaborate with Hasbro, the beautiful s unset s ky - was CG. throug/lO<lliL
as well as Stephen Sommers and Boyd , because there framestore modeled the aircraft carrier based o n
is a toy version of the character. We went back and real o nes in the U.S. Nail)' neet, but adapted it to more
forth with different head d esigns until we came up closely resemble the toy version in tfas bro' s G." J oe
with the approved version.- product line. " It didn't have to match the toy exacUy:
The final Destro head was slightly narrower than said Jon Thum , - but we had to make s light c hanges
the helmeted c haracte r in the plates, requiring Cafe· to the layo ut o f the deck and runways, and we had to
FX to erase parts of the real head and res tore bits of add a logo in a co nve nient position for the camera
background. "The location o f the mouth and eyes was to see it in the shot. Other than those adaptations, it
60 0 CINEfEX 1 19
l "lll
F"'m~<fo", U~01!..d Q was based o n a rea l a irc ra n ca rri e r. We had to build to come. If Boyd Shermis is ca lled in again to oversee
nearly all.£G shot!hor " Ortl' in a l o t of detail a nd texturing fo r th e beginning of the visual effects, he wi ll re ly on the sam e multiple·
;mkk 1M corridor of on ";rr,,,(r the shot, w hic h starts very c lose on th e ship. And th en, ve ndo r approach that enabl ed him to d e liver m ore
carrier, where the &Iron ... i, fo r the e nd oftlle s h ot, the tri c k was j u st maki ng it t han 1.600 effects s hots relatively quickly fo r G.t. Joe:
~ng Mid, and 1M" puIh bock (0 look rcal. An ai rcra ft car ri er at sea is som ething that The Rise o{Cobra. -I t has a lways been m y philosophy
"'... ,,/ the ship or seo. Frnmeno". everyone instantly recognizes; a nd so we had to work to utilize ta lent all around town : obselVed Shermis.
m<><kkd the aircraft <Drfier bam r ea lly hard to m ake s ure lIlis a ll-CG image l ooked - I find people w ho are partic ularly good a t doing
0II1hw' in !he U.s. Navy fI~~ absolutely r ea l." ce rtai n things, a nd ca n do them very efficiently. And
odoprM I<l "..emblo: H".bm', Wo rkin g in Houdini , f ra m estor e generated t h e because they ca n do them e ffi ciently , t hey can do
toy """"n. Wot/ant in Houdini, o c ea n s urface u ti lizin g a sta ndard m athe m atica l them cost-e ffective ly.-
Fmme<rote ~nermed!he oce"" m odel, applied as a displace m en t map. "We've done Efficiency and cost-effec ti veness were essential
sUrfoce employing" <la Mord CG ocea ns before,· Thum o bselVed , "for projects like to a director w hose filmmakin g philosoplly appears
mmMmmkal m~l. applied.,. Superman Returns; and so we had the setup to make to be ' more is more: · Stephe n Sommers is a g uy who
" di'plac~1I! mop, IMII added i t work. The mathematical model wo rks qu i te we ll . likes t hings b ig : said Brya n Hirota. "I saw a quo te at·
..mitecaps ond . eo foam [0 make generally. but you te nd to see repeti tion in it because tri buted to a s upeIVisor atlLM who had worked o n o ne
it IooJ< Jib " rougher "'''. as it's a til ed s urface. So a lot o f the work i sjust i n break· or ooth o f th e Mummy m ovi es, a nd h e said, 'Th e re 's
wtWD' /><>rTide whi~wtl!er ing up t he repetitio us pattern. We t hen added w hite· big, there's really o ig, a nd then t her e's Stephen Som·
around the huQ and " 'orge caps and sea foam to make it look lik e a ro ugher sea. m e rs big: I found th at to be tru e on this s h ow. G.t.
lroiNnt wok • . We also added particle whitewater around t h e edge Joe was d efi nite ly 'Stephen Sommers b ig :"
of t he hull and a huge wake in t he ba c k. All of t hose
w e added in separate effects passes. · Joe : Th e Ri se of Cobra photographs copyrigh t
G,].
In a stirri ng final sh ot. t he v i ctoriou s G.!. J oes exit ~ 2009 by Pa ramount Pictures . All r ights reserved,
the Pit in th e Howler fo r yet another m ission - a co n· Special thank.s 10 Ngoc Nguyen, Cryslal Shin , Greg
elusion t hat perfectly sets th e stage for a m ovie fran· McMu.rry, LYIl·Del Pederse n, Ellen Pas ternack., Ri la
c hise tha t may be selling t he po p co rn and putting Cahill, Tim Ellstice, Chris Slaughter, Jim Charm atz,
Joe e nUlus iasts into t heater seats for m a ny .summers and Gemma Samuel/'
CINEFEX Il g 0 6 1
• Agora by Alejandro Amenabar
• Biutiful by Alejandro Gonzalez Inarritu
• EI Che Parts 1&2 by Steven Soderbergh
• Volver by Pedro Almodovar
• The Sea Inside by Alejandro Amenabar
• Goya's Ghost by Milos Forman
• The Others by Alejandro Amenabar
-
Earth, ind
and
ARTICLE BY JOE FORDHAM
Joining Yates on the production was director of were going to altempttoshoot backgrounds for that Nick DUdmon_ Doul* Negar;..,
photography Bruno De lbonne l, making his Poller live, so we used photogrammetry tools that Double hondl'"<i the Death Eater 01tOd:
film debut. and series regulars s uch as production Negative had developed and digitally re buillthat en· using dighaJ smoke simlJation.
designer Stuart Craig, special effects supervisor John tire section of Central London." ond phologrammetry IDOls
Richa rdson , makeup efFects and creatu re designer Paul Riddle oversaw a high·a ltitude point o f view 10 ",bu~d a large ..ction
Nick Dud man , and Cinesite mode l un it supervisor looking down over the city - a vast hand·pai nted dig· of C~nlTa/ lDndon_
Jose Granell. Visual efFects s uperviso rs Chris Shaw ital environment based o n satellite photography and
and John MofFatt assisted with second· and third·unit Ordnance Survey maps. Artists generated textures for ~oth Eoters c"",mir
eFfects duties, allowing Tim Burke to maintain an over· the River Thames In Double Negative's dnOcean reno a parting <ICI of Wlnd<lNsm,
view o f vendors in Lond o n, California and Au stralia. derer, and populated the city with trees generated in lipping opart the MiII~nnil1m
Returning vendors inCluded Double Negative, The a procedural modeling system developed in Ho udini. Footbridge The produc6an sIIOI
Moving Picture Company, Industrial Light & Magic f or lower·leve l views, seq uence lead Phil Johnso n plot~. oflM .effl and cancrete
and Ri s ing Sun Pictures, joined by Cinesite, Frame- gathered textures u si ng a Canon I DS digital single .usp"nsion bridge fi"om a crone
store and, new to the franChise , Luma Pic tures. le ns renex ca mera mounted to a he licopter flyi ng at on th~ south bank of the Thom~',
approximately BOO feet over Central London, Double ond ~lmed dru~up, ofl~rri(red
he film opens with vaporous Death Eaterappa· Negative shot street·level photographic textures on fl"deSl,;ons on 0 f'~enscr~~n sel
and 2D s upervisor Paul Riddl e. " It gave us precise tion o f ve hicJes. The Death Eater night culminates at
control over nuids, allowing us to Fill 3D s hapes, with Th e Leaky Cauldron pub, e ntry to a hidde n wizard
vapor dissolvi ng at the edges, Th e Dark Mark looked realm. "We wanted to link our 'muggle' world with t he
like a natural skull·like c loud in constant motion , wizard world, " noted Tim Burke. "Th e idea was that
never completely resolved. " the entrance to The Leaky Cauldron was right on our
66 0 CINE fEX 1 19
C INEFEX 1 19 0 67
AIbu. Dumbhodo'e /MidI<1<!'1
Gambon). ""'adm/lf(e, af
Hogworu 5d!oaI ofW;(dtaaf!
and Wizardry. pays a vi,i(!O an
old colleague. Profe"", HOl"«e
Slug/larn (j;m &<><rdb!'nIJ. wIlo
h/lf ruriOl1<1y difguj,ed hlm"'if
/If an atmehai,. For Slurharn',
doorstep, down a litlle a lley ofTCharing Cross Road.- quenced that to our pyrotechn ics,-
Double Negat ive b u ill a hig hly de tai led model of following the rai d on Diagon Alley, Death Eaters
Cha ring Cross and adjoi n ing Great Newport Street, take night back toward th e Tham es and, in an act of
and swapped out a storeFron t with The Leaky Caul- g leeFul vandalism, rip apart t he London Millennium
dron fa.;ade_ Modelers bui lt the pub interior from Footbridge. The produc tion s h ot establishing views
photo s u rveys of a Leavesden set used in previou s from a c rane mounted on t he south ba nk of the river,
fi lms, which the camera traverses in 20 frames. The and the n reconstnlCted a portion of the bridge backed
camera then exi ts to a courtyard, and blasts th rough by greenscreen at Leavesden. John Richardson's crew
a brick wa ll into Diagon Alley, the wizard wo rld's main built closeup insert pieces for s h ots of cab les snap-
street. Double Negative s ho tl idar and photo s urveys ping an d bolts explodi ng, wh ic h served as th e basi s
of the Leavesden Diagon Alley set, modeled the loca- for fully digital versions that Double Negative created
tion digitally, added w i zard pedestrian s and dove- in May(l (l nd the studio's dynamics tool. dnDynamite.
tailed the compute r generated camera move into a Double Negative rebuilt the environment for t he co l-
practica l wire-nown camera that accelerated toward lapSing bridge. · We adde d stormy Clo uds from s till s
Ollivander's wand shop. s hot off t he roof of Double Nega tive,- r eca lled Pa ul
The Death Eaters cause the shop front w indows to Franklin, -Closcups ofthe undu lating bridge featured
explode, staged as a practical effect. "The camera was the Leavesden se t wit h a background created from
nying down th e road a t about six meters per second,- th e 10C(ltion sti lls . for wide s hots of t h e bridge pitch -
said J o hn Richardson. - We had to time multiple deto- ing arou nd, we digit(lily re moved t he real bridge (lnd
nations as the came r a trave led by th e s h op i n about river, and added a CG bridge and river with CG people
24 frames, so we were dealing with fractions ofa sec- running back and forth. · Double Negative key frame-
ond fo r th e w indows blowing out and fire balls trav- anim(lted t he bridge for twisting and w(lrping motions
eling t h rough t h e shop. We rigged everythin g u s ing (lnd applied second(l ry animation in dnDynam ite to
a signal from th e wire-now n ca mera, Whic h tripped create planks springing ofT (lnd cab les sn(lppi ng. The
a multi-way firing box. We worked o ut timings us ing fina l collapse fe(ltured (I fully synthetic e nvironment
flashb ulbs , then h ooked up o u r flri ng box and se- with dnSquirt s pla sh simu lations.
68 0 CINEfEX I 19
Harry (Da.wl R~)
and (dow Hogwan< <t!!den!
W"" IDvegood (E""n"" lyndl/
appraad! th~ ,chaoI', main gll!~,
...mere Pm(e"or F~iu, Flilwid<
(Wa"";c/< Dam) in,pKtS arri.mg
' Wlknlll'luaage. Davi<I Yar~,
filmed th~ see"" on location in
Wirulsar Grear Pari<, Surrey, with
Dam wearing pm,th.ric makeup
supplied by Nid< Dudm<lll', r..",.,
Onesite mad~ unit ,u~rvi1Dr)o"
Grandi wpplied fWn elen>l'nlll
o(the eve,~voMng HofW<'rts
minialUre, ..nidi were merged
into the en.;"",trn'nl by 0""""
compo'illll'S. O""site also <:rea red
an a""""red bird zapped by a
magical (oree (odd pmrec~ng
the cmlle perimerer.
ea th Eater a llacks prompt Dumbledore to wit h a visce ral and disorienting transition. · Wh e n
David liked th em; but I thought t o myself: 'Damnl from one to the other, and added light effects to
How do we do that? '· make it look like they were traveling."
Aithadi's team dove into s hot production in Pixo-
logic ZBrush and created a series of 3D models based umbledore and Harry rind Horace Slughorn
on six pieces o f conceptual art. Modelers developed
blend s hapes to bridge transitions between models
in Autodesk Maya and worked w ith animators to estab.-
D (Jim Broadbent), a retired Hogwa r ts potions
master, hiding inside his apparently wrecked
home by impersonating an armchair, from wh ich he
lish t imin gs. " We started w ith models of Harry and transfonns back to human fo rm . To set the scene, the
Dumbledore: noted Aithadi. "Our lead ri gger, Dan production rilmed a practical armchair wit h striped
Zelcs, c rea ted a special rig that cou ld deform the faces fabric simi lar to Slughorn's pajamas. Yates then s hot
and bodies wh ile keeping th em 'a nimatable: Our ani- the transformation by seali ng Broadbent o n a teeter-
mators did preliminary animation to establish timings. board , with h is limbs spaced to c orrespond with t he
The modelers worked on top of that, extracted geom- geometry o f th e armchair. · We u sed the teeterboa rd
etry every rive frames, reworking the model in ZBrush, to nick Jim up in t he ai r: explained Tim Burke. " He
a nd building high·resolution blend-shapes to create then stood up, s haking. in an 'I'm·turning·from-an -
smooth transitions. It was a long process.· armchair-into-a·hu man' performan c e."
To integrate t wisting bodies into e nvironmenls. Tim Burke' s team provided color c ha rt photo ref-
MPC c r ea ted 3D models of production plates, pro· e rence, high dynamic range imagery, lidar scans and
jected textu res from the plate onto the geometry, and blueprints to Rising Sun Pictures, whic h generated a
th en created blend s hapes between corresponding duplicate chair that vocal ized as Dumbledore prodded
portions of the two loca les. ·We added deformations it with his wand. "TIl e second he got poked: recalled
to make the platrorm twist as it r e-created ilselfinto Gregory Yepes, "Jim Broadbent open ed his eyes and
the vi llage," said Aithadi. · We then re nde r ed a still said, ' Merlin's beard I' from that point o n, we used the
texture of the t rain station deforming, and did t he actor's head. The rest of the armchair consti tu ting his
same thing with a slilltexture of the v illage. We com· body ceased to be a practical element and became a
posited those t wo elements, c hose w here to blend CG exten sion of Slughorn. As his body transform ed
70 0 CINEfEX I 19
FILM EFFECTS TV EFFECTS SCANN ING & RECORDING MODELS SFX TRANSATLANTIC PORTAL
.....
Telephone +44 20 7973 4000 W\VW.cinesite.com
CINE SITE
• KO DA K COMPANY
Ron W~o"ey (R.up~tt
Grint) ,u~rs a cmk of
confid~M~ ... k~~per ofrM
GtyffindOl' Qujddi!ch ~am_ Th~
""'1:",111 ,parting ~n! fK~~d
on ~ffeCU mak~r !a ~nhOM~
!he udt~m~n! or!h~ game. John
Rkilcmkon', reom revamped
uiuing mmaniclll firing rig< !o
c,.. a t~ mo,.. d)inomic bhif:<c,..~n
fro m chair to pajamas, we blended each secti o n of th e at Shepperton Studios unde r the s upervis io n o f J ose
c hair to a part of Slughorn's body, w h ile matching his Granell a nd d i rector of miniat ure photography Nigel
performance. We built bl end s hapes fo r different parts Stone. The production fi lmed scenes approaching the
of t he body, and th en did cloth simulatio ns on top to school in Wind sor Great Park, Surrey, a nd Ci nesite 2 D
M
resemble th e motion of Slug horn 's pajamas. s upervisor Andy Robinson ove rsaw composi tin g of
Dumbledore and Slughorn use a spell t hat repairs the Hogwarts m iniature into the t r ee·lined wa lk.
wreckage around the room , ca us ing scattered furni-
ture to hop bac k into place. - Tim asked us to animate a rry Po tter's yea r at Hogwarts is plagued by
the effects to music, stated Yepes. MHe wanted the
M
e le m e nts of the 1/ 24-scale Hogwarts m i niat ure, shot effects superviso r Vince Cire lli, Mthat was one of o u rs,
CINEFEX 11 9073
The HOgw1rt.< hpre«
rransp.oru student> home
for Chrinm .... 1M producIk>n
returned 10 familiar .,.,atiom in
korJand 10 fJlm mo<l of the KMK
lexwre< used in generming rural
landKapes around Hot"""t', ond
u<ed ""rial plalM shol jn NorYmf
far ,now<o""",d ""ajn. MPC
genermed a dighal model afthe
""omori"" and rroded jl jnlD
plo", IOith digilDl milrood rrod<s
ond rk,. porDde <imulmions
of \lentjng neam, ond I~" of
almosphenc effe<:!S, induding
falling snow.
On a counuy road;
,Iuden( K~ 810. (Georgino
leonid"') ...... arM. po" .... ed,
ofier louching a ru .... d /lKkJoce.
)OOn Richardson', (eam wpplied
wi", rit', jnduding 0 four.winch
coble 'Y'leln wirh a rigid body
fonn 1l!Olded ID J.eontidos ' bodf, ID
{1M! ~ actress on .. ~ For ""rial
shot!, J.eondo, ~ormed ag"'-n,.
blues""",n jn a wa(.nook, ,,*,ich
<reOled ~rie {looring motiom in
I!.r h"'-r and dmhing. DOIJb.I.
NegotNe ",ma ... d the bubblM,
rompo,j"d the girl with digjlDl
..IextemiOll$ and falling $!lOW,
and u$ed hond-poinfed I>o/dou(
mones 10 grade the sIIoI and
<reOle o!mO<phenc depth
andfauing.
74 DC INEFEX 11 9
Also in that seque nce, oneof the boys has a big book to give quite an interesti ng looking flame.' Cinesite
open with a P/aywil c h magazine hidden i ns ide. The combined pyrotechnic c lements wi th interacti ve lig ht·
productio n provided us with footage o f a girl in a ing, and digitally re built portions of the plates.
witch 's hat, sca ntily clad. We compos ited h e r into A later pen s ieve v is ion revea ls Slughorn's e m o·
th e magazi ne, throwing ki sses.· tional o u tburst at an adolescent Tom Riddl e (Frank
Dillane), tearing apart th e liqu id fabric o f the scen e.
any faces m o re pressing issues when Dumble· " It was g r ea t to have s uc h strong m o ti va tion in t h e
S in pri o r fi lms, the Qu idd itc h a re na of woode n a nd sti tch ed scenic textures into a pa noram a wit h 3 D
Burke. "We had lots of close·proximity c harges and uring winter break, Harry Po tter visits the
D
<e~ which john Rkhardson', leam
rigged (or a pmpa"" pyrnlwlnjc barging between players, with con tinuously moving ru stic \Veasley ho useho ld fo r Christmas. Cele-
bum_The Cillfiile model leom cameras that flowed with th e game, We wanted to brations are inlerrupted by th e arrival of f e nrir
!hen budl !he & .mw 01 IIJ--«:,* create a dy namic fluid feel to the action, so we relied Greyback (David Legen o), a malicious we rewolf in
fo. 0 (iJfl.bui/djng burn effect An on our digital d o ubles a great d ea l." league with the Death Eaters, who attacks the home.
~d;lorial "'''-'''n, calh-ng fo. 1M MPC generated digital Quiddi tch players using a Nick Dudman's team provided prosthetic makeup for
Burrow I<> "" <eM jnlOCl ""fore it v ideogrammetry technique. Performers sat in a c hair Legeno in Greyback's partially lupine state. Til e Cine·
;. , el Gblou, ",quj.~d Doobi!' with 60 tracking markers on their faces, and four video site model team built a 1/3-scale version o f the Weas-
Neg<1live 10 rebuild!h~ nru<Wre cameras aimed at them - one on each s ide; and two ley Burrow, and collaborated with John Ri chardson's
digrtoilt u,;ng leJCWr~ fi'om !he in front, o ne aimed low, one aimed high. Players en· effects team to stage a propane-fu e led pyrotechni c
minimure_Attim genel'llted acted th e game, emoting as dictated by th e screen· effect that burned the miniature to the ground, Edi-
flome effern u,jng d)lnom;,;: play. MPC then extracted animated texture maps of torial revisions caused a rethinking of th e scene, "The
fire ';muJarion.. the perfo rmer' s faces, painted o ut tra c king markers, original idea wa s for Harry and the others t o find th e
and digitally projec ted faces onto 3D mod e ls of th e house on Fire at th e end o f the sequence," sa id Tim
actors d erived from cybcrsca ns, "This gave us m ovi ng Burke, MThe revised story line had Be llatrix Lestrange
geometries based on th e markers,· Nicolas Aithadi (He lena Bonham Carter) fly past in he r Death Eater
noted. "The textures moved exactly to th e m ovem e nt fonn and blow up tile house. So we had to c raft a new
of t he face, with all th e d etai l of blood fl owing in their shot to sho w the ho u se exploding,"
cheeks, and then we used a Skin s hader to light char· Double Negative re built the \Veasley home as a 3D
acters as t hey m oved through fram e. It allowed us to digital model us ing textures from tile practical mini·
CINEFEX 1 19 0 79
Harry and Slugflom
mil Hogwatts' h<1'f-gkmr
gomu~ep." Ru/>eu, Hagrid
(Robbie Cckron<!'/, who is ,Uiden
with glief <11 !he gm""'iok ofM
belo...d Aaomonwl", Amgog. I
Nrl DlJdman', I~om provi<kd"
rj(ad """,ion o(!he llllimmtoni<
giIInl ,pj(ju!hey hod fo, hion<!'<i
for !he 'e<'ond 1'0«., film. TM
prodlKlkm shOI the scene on !he
bad</al 01 leovesden, agoinS!"
bJmo"ll'~n, ond pooragraphed
"'p"mle P"'"'' for R<Jddjffe ond
8roadben~ ond for CMmne and a
Nellpolit"n mmliff repr~ ..nting
Hagrid', bIoodhoond, Fang. R<"<inf
Sun I'1cruIl'I ,ompo'tted H"frid
and Fang <11 a large' ",ale, and
extended the environmenl
u'ing ",enic texroll'l "nd
almO'lpheric elements.
ature that Tim Burke's team had shot as sa fety clean "ab o ut 700 feet tall. Th e seas were too big to g oout Harry', pkm 10 ingmriare
pla tes befo re th e py ro technic burn, Co m positors th en on in a b oat, but t hey we re n o t b ig e no u g h fo r ou r him'eIf with Slughorn by
used e le m e n ts o f th e b urning m in iature a t the climax purp oses. So we s ho t stills a nd m o ti o n p ic ture tex- inllOdudng the pmf~"or to
o f a dig ita lly gene ra ted supern atura l b urn. - We use d tures o n location , s ho t b luescreen ele m e nts o f Harry H"frid bea", froil II< Slufllorn
dnSqui rt to cons truc t a wa ll of e nc ha nted fi re th at th e a nd Dumbledore at Leavesden , a nd rebuilt the scene unbu,~", himselflo the gende
Death Eaters cr eated around the Bur row, _ Paul Fra nk· as a dig i ta l e nvironme nt a t ILM.- £ian! 0'-" dlinks in'ide Hagrid',
li n elaborated , - As Ha r ry a nd th e o thers br eached th e Th e h e l icopte r p la te, ei r c u mn av igati n g a la r ge ~ul To Cll'<1Ie the fflusion of
f irewall, we gene ra ted g ia nt se r pe n ts o f n a m e that roc k j u lting fro m th e storm y sea, served as a g u id e Hagrid', ",a/~, th~ production
rose o u t of th e fire, k eeping th em a t bay, Th e s na kes for came ra motion a nd textu re p rojections, "Tt wa s a filmed each tKto, in a .. po,a!e
we r e quite a bs tra c t , b ut t h eir m ove m e nt sold t h e ir bea utiful pla te," r e m a r k ed ILM v is ual effects s uper- p"", a<!iu,ting the ~amem',
serpe ntine n ature. _ Cha racte r an im ato rs establis hed v isor Ti m Al exa nder. "Origina lly, a ll we wer e going to proximity 10 the perf"""".
th e underlyi ng m o ti o n o f th e serpe n ts; visu a l e ffects d o wa s in tro duc e th e cli ff i nto th e p la t e fro m a sep - IIrooel"/>enr and Co/1m"" u",d
th en appli ed secondary dyna mics in dnSqu irt. "As th e a rate e le m e nt shot by Tim Bu rk e, Bu t th e ocean plate guide' for their ~~-li"" .. wfli'"
s na kes reared about, the names swi rl ed around th e m, was n ·t storm y e no ugh a nd th e wate r s imula ti o n was the ,a",.m """mtor performed
revea ling nashes o f s na k es' hea ds, Th e n , as th e fi re- so complex it was easier to crea te a CG m o d e l o f th e "/><,n "nd ti/r,Il'pe"ting the
wall buil t up, Bellatrix fire-bo m bed the ho use a nd le ll roc k , w ith a n c lem e n t o f Dum b led o r e a nd Harry, ele- m"", withOU! />e""fil ofm<>Iion
it to burn, w hic h is w he re we used t he miniature," m e nts o f th e cl i ff, a m a tte-pa inte d sk y a nd a full CG ~onrrol. Double Negod"" camped
o cea n ," ILM fl uid d y na mics ve te ra ns Frank Los asso the ~I..",.nt$, paying d""e
s th e Death Ea ter presen ce e n c r oaches o n Petter son a nd J o hn Ha nse n lever age d techn o lo g y
'A
att~ntion 10 shadows and
Hogwarts, Dumbled ore a nd Ila r ry e mba rk o n d eveloped for the Pir a tes of t he Caribbean films. "We eyHn<!'1 to ,r-em~ ~"",bIe
a miss io n to d estroy Vo lde m o rt by see k i n g a used a h igh-resolutio n simula ti o n around til e rock to ch<1rocrer inreroction.
piece o f th e Da rk Lo rd 's soul hidde n insid e a ta lis m a n c r ea te t he m o tion of th e b iggest wave break i ng a nd
kn own as a Ho rc rux, in a distant cave. Th e prod uction wa te r SUCk i ng bac k_ We had add i ti o na l simulatio n s
s hot es ta bl ishi ng scenes fo r th e Ho rc ru x quest from a fo r pa rti cles, sp ray a nd splash, The n we had o u r d eep-
he licopte r around t he cliffs o f Mo her, in County Clare , wa ter ocean s im, a nd th e h igh-resolutio n s im pa tched
Tre la nd , "Th e cliffs were huge: re m a rked Tim Burke, into th a 1."
80 0 CI NEfEX 1 19
for scenes at the cave mouth, Yates shot Radcliffe
and Gambon on a set represenlinga narrow a lcove in
the cliff face, where Dumbledore opens a co ncea led
door. ILM creatu r e s upervisor Michael Balog employed
the studio's rigid dynamics tool, Fraclure, to crumb le
away the rock face. Dumbledore the n leads Harry
into a vast crysta llin e cave, filmed as a partial set at
Leavesden. MStuart Craig wanted to c reate a salt·like
crysta l cave ,~ commented Tim Burke. "Th e crys tal s
had a little bit of spa rkle and s light translucency, but
they we r e not s hiny, polished surfaces. We wanted
itto feel like Ha rry and Dumbledore were en tering
a h orrible place, so we kept it very dark, lit on ly by
their wa nds. ~
Th e production built crysta l sln.clures using fiber·
glass wilh a resin·based skin, with s ubtle internal
illumination , backed by illuminated greenscreens.
To simu late a magical nare that Dumbledore emits
from his wand, the grip and electric team employed a
SuperTechno 50articulaled camera cra ne to puppe·
teer a China ball lamp high above th e set. MThe flare
new around causing refractions through th e cave /
said Tim Alexander. · We built t he cave in 3D because
the moving light source didn't lend itself to a painting.
We used a crowd tool to populate crysta ls around the
cave and wrote s haders to sculpt hard-edged ·dough·
nut' s hapes around th e columns, and th en broke up
the shapes to make t hem refract like crysta ls . ~
82 D CINEFEX 1 19
VoldemorL ~ The production used performers wearing
greenscrecn gloves to pull Radcliffe from the island,
and a scuba diver in the water tank at Lea ves den to
grapple RadclifFe underwate r. ILM then generated
Inferi digitally, with limited performer refere nce and
zero motio n capture. ~ We tried some early tests to
see wllat it would be like if we had people interact and
grab Daniel, But David didn 't feel the performance
ofa real person gave him the weirdness o fthe way
th ese creatures moved .~
84 D CINEFEX 1 19
arry and Dumbledore return to Hogwarts to Yates then introduced a new co n cluding scene,
africagraphica.com
Or Gall 866-539-7428 (Toll Free)
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•
ARTICLE BY JODY DUNCAN
F
"""" c.Io$~up. III> !ho.e robots,
around, ~ ILM visual effects supervisor Scott Farrar order of business was to build a much m o re !han _'" in !he origifllJ! film.
agreed. - We had huge model and paint and anima - exten s ive library of real·worid parts. Mode le rs The "qu~ al.o (emur~d
ti o n crews. Eac h robot took 12to 15 weeks to build, would then assemble their robots from those parts major 'equence. </lot in h!gII.
and then at least that or more to rig. It would be 25, 30 - a CG version of model kit-bashing. ~ I come from the /8OIuri<>n IMAX (ormal
weeks before we were ready to put a robot into a shot. ILM model shop, ~ said Fogler, -and there was a lo ng
With 40-plus new robots, that was a lot ofhours. ~ Con - tradition of kit·bashing there. We 'd walk up to the loft A~r .~nding month.
tributing to the complexity and size of the show was where th ere were carton s of model kits, dig around p",'limaJizing rh~ (11m. Bay
the fact that two major seque nces would be realized in and find what we needed for building and detailing and hit production '''''" .hot
the high-resolution IMAX format. ~ Rather than shoot our models. This was the same idea. We wound up Jocaoon , equeMel o,,", .. ea •. m
on 35mm and bump it up, we ac tuall y s hot these se- with easily a thousand parts - every little screw and konk $ite$ in Egypt 000 jordan,
quences on 70mm IMAX cameras. IMAX is eight times gear and spring - all textured and plugged into this and within !he l/nit..,j State" at
larger in frame size than an anamorphic frame; and library. Our first robot took a long time to make, be- urban 000 wilMme .. area< in
so, for us, that meant more render space, more resolu- cause we were building everything from scratch; but P~nm)'M"'ia. California and N~w
tion, more lime to make the re nders. Just managing as the s how went o n , we were able to work faster be- Mexico_ Th~ duen noear lonoe
the show, which fell to our digital production super· ca use everybOdy had access to everything that had Pinoe. CaJjfomilJ, . erved a. !he
visor, Jason Smith, was a major feat unto itselr. ~ been built and could use it in their models. That' s not '~aing (or 0 prologue ,equeMe.
to say that the later robots built them se lves. There drca 17,000 S.c.. in ..nKh human
ue to the large number of assets that would was a lot of custom work for every robot; but when
D
primitives ~ncount~r 0 ~t*
have to be built, modeling and texture s uper- we got down to making the elbow. there was no need Dfi~p1kon kader ""fmd !he
v isor Dave Fogler was among the first c rew to make all -new e lbow bolts. Th ey were right th e re falkn. """ o( nearly 50 highiy
members at ILM to start work, laun ching the project in the library.~ detailed CG robots ILM
in February 2008 with a trip to production designer Th e model crew continued its construction of robot ,,,,,,t..,j (or the film.
Nigell'helps' art department, the walls of which were parts as Bay and his production team shot the film o n
cove red with arlwork by Ben I'rocter and I'age Buck- locations around the world. The desert outside Lone
ner. - We walked in there, ~ Fogler recalled , ~and there Pine, California . served as the setling for a prologue,
were rows and rows ofrobols illustrated o n the walls. set in 17,000 B.C., in which human primitives have an
Some didn't end up in the mov ie, of course, but a lot encounter with a Decepticon leader, called the Fallen.
of them did. Wh en we came home, we hired a /0/ of In his initial visit to th e production art department,
people. At our peak we had 25 modelers and painters, Da ve Fogle r had noted that the illustrations of Fallen
and we stayed at that number for about a year. ~ were m ore organic-looking than the other robots; and
A hard lesson thallLM had learned on the first so, rather than assemble Fallen from the mechan-
90 0 CINE fEX 1 19
CINEFEX 119091
TM pr%gu~ ~, way 10
moo.m-day Shane/l"-, wh~",
!h~ (abri<:ar~d report of a 10.ric
ica l parts libra ry , t h e m odel c rew rirst sc ulpted th e i nte r es t ing bits of m e ta l that could be composed Pading 10 le~ home for
character's form. " Fallen looked more a lie n : noted into a m o uth or expressive eyebrows. " cDlleg~ Sam drop. a .plinle.
Fogle r, Ma s if he wa s made up of pieces t hat we re n ' t "A huge amount of t he c haracter's performance is from !he AJhporl< cube. which
rea l·world. So I took t he approach t hat we could trea t delivered throu g h the eyes: added animation s uper· londs in /he Wirwid<y kitchen
h im as a crea ture , sculpt h im as a s i ngl e mesh and visor Scott Benza who , a long w itt1 associate anima ti on and b.ing' 10 life an a.roy of
th e n cut that up into litlle bits. Th a t approach didn't s upe r viso r Rick O 'Conn or, s upervi sed a team of 54 ,mall applia""... Digitnl Dom..-n
rea lly work, th o ugh . As it turn ed o u t, Fallen was n ' t ani m ators - nearly three tim es the number o n t he realized the 'kilchen bol<' -
a ll th at different from the o th er robots. Even th o ug h original f ilm, "and so a lot of a tte ntio n to deta il was ;ndmHng an ,'pre"o machi",, -
he is c urvie r and more organic, he is still made up o f g ive n to t h e eyes and h ow t hey wo uld arti c ulate. All under !he .upe.....lon ofMartMw
thou sa nds of litlle hard·s urface m odels. By the time the ' muscles' around th e eyes had to be represented 8utho •. Ugh!!ng arti'l< 'emopPI'd
we were finished , Fallen looked like a big cast·iron by individual m eta l pieces. We had to make s ure t hat high dynamic range !mag.. 10
skillet, wi th pits and burnished edges." the robots had some representa tion o f a brow, a lower re.<:",me !he sel In Nuke, which
lid and c h eeks, so th at their eyes co uld open w ide o r enabled !hem 10 ''''''/Imre!he
o accommodate c loseups - whic h would be squint. In addition to g iv ing th e m eye movement sim ·
T
HDR! from a"'l poinl of 'liew
more num erous and more lingering on th is ilar to what yo u' d see in a human c haracter, we also as !h~ CG applio""" moved
s how th an o n the last - the mode l and paint gave the m som e robotic types of eye articulation, like !hrough a <cene. DigrtaJ Domain
team d etailed facial areas of the robot m odels to a very mechanical spinn ing a nd dilation." inleg.ated !he kitchen bol< inID
fine degree, building th em o ut of hundred s or thou· ILM viewpai n ter Jean Bolte provided m o r e d eta il live plates. rwealting anim<7l.ioll
sands of sma ll pa rts . Ma ny movable parts a lso gave a nd var ie ty in the Fa lle n model, painting a s himm er· timings (0 correspond ID
th e animators th e flexibility t hey needed to create ex· ing lapis lazuli blue in some areas, su ch as the fins on OHel effecl< gags.
pressions o n faces made of ha rd metal s urfaces. "With the s ide of his face .•Jean painted that co lor through·
metal: said Fogler, "we ca n 't str etch thing s o r envel· out the model. a lmos t making i t look as if he was in
ope stuff o r provide smi le s hapes o n a s ing le mesh. military dress uniform: said Dave Fogler. MFa lie n also
All we ca n do is ad d a lot of small ri gid pieces that the had a lava·like glow inside, and so J ean pain ted heat
anima t ors ca n m ove to create expressions. Fallen discolorations o n h im , like yo u would see o n a m otor·
fel l into that camp. He needed many l ittl e piec es of cyc le exhaust pipe, to m ake him look hot. Adding U13t
91 0 CINEf EX I 19
colo r desig n on top of the cast·iron ski llet aesth etic
crea ted his fina ll ook.~
F
pom to Jimulme fro wns, .",Qe..
Pete r Cull e n, t h e vo ice ac to r, h ad d o ne." s to ry c u ts to th e Witwick y h o m e, w here Sa m ond eye ond brow mo.-emenL
Th e Sha n g ha i se quenc e features the fi rst of m a ny i s getling rea d y to lea ve for college. As Sam 11M rendered &mble~e, end
tran sform atio n s in the fi lm. Initi all y, Mich ael Bay h ad packs, a s plin ter from th e All spa rk c ube - th e source all ofit< CG ",1>0(., occording
decided he would spend less lime o n t rans for mat io ns o f life e nergy for the ali en robots - fa lls o ut o f aj acket 10 rile dieter.. ofMichoelllay,
i n t h e se que l, his logic bei ng th at t hey ha d a lread y pocket, burns th ro ug ll the floor o f his room a nd la nds who wonted !he ",1>0(. NI
b een we ll es ta blis h ed in th e firs t film . However, as in th e ki tc h en , brin gi ng to l i fe applia nc es s uc h as a ~oU!i(uI/y ond weQ, even if
p roduc ti o n wo re o n , h e c ha nged his mind. " Mic hae l bl ender, toas te r, router, m ic rowave , espresso m achine !har meant Ik,..,ling from
did a 1800n th at d eci s ion : sa id Be nza. - He'd say, a nd ga rb age d is p os al. Digi ta l Do m ai n r ealized th e l!ricl phOlOreolism.
'You kn ow, t his m ovie is ca lled 'Trallsform ers' - we k itch e n bots, under t he v i su a l e ffects s upervisio n o f
need m o re tra nsfor m a tio ns l' Sowe added a lot more Mat th ew BuUer a nd th e a nima tio n su pervis io n o f Dan
94 0 CINEfEX I 19
The De.oeplkon
Sau~ inlercept<
communkatiom at NUT - o
.terel m~ila'Y unil wori<int in
col/obomli<>n wirh rhe Amab<l1.< -
by in(ottraUnt a WleWle in .pac~
The Di(ilai Domain ,hal ~a. ~
nafHInrhropomarphic: SooMwa~
.pawning <>rganic lenmd.. !hm
cannKlla rhe .mellile lind
rhen lmn'farm 10 'UU"'l"
teamel1icaJ/y pallerned drruil
board. To.""" produaion lime,
ye! fulfdl Michaeillay'. re'l"en
(hm ~ 1001< It'I ifit
""'. madfo up of many <litre",n!
materi<rl:<, Digikll Domain
brol<e up rhe rnGfaCId, Ngh~nt
inkl oeparme rende",d layers.
enabjint quid< adjuslmenl$
in Ihe comp.osile.
Taylor. i l lis was a o ne-off sequence: sai d Tay lo r, -so fair ly w ide a na m o rph ic p lates . " We h ad t o warp o u r
th ere was n' t a lo t o f tim e to establish th e ki tc hen bots' CO to m atch th e p la tes , In a lo t o f cases, the ed ge of
c h aracter s ; b ut we fig ure d o ut h ow th ey wo uld be· fra m e is w he re tra c k i ng fa lls apart; a nd in som e o f
have based o n w ha t t hey wer e. Th e garbage dis posal, th ese s hots, we had th e kitc hen bots on bo th e nds o f
for exa mple, h ad g a rb ag e fly ing off o f h im as he ra n t h e f r a m e a tth e sa m e tim e - i n a ll fo ur co rn ers a t
a ro und . Michael Bay got i nto a little to ile t humor for th e sa m e ti m e, in som e cases - so i t wa s g ru e ling to
t h e espresso bot, having i t fa rt na m es b e hind it a s get th e trac k i ng to work a nd g e t everyth i ng to s lick.
i t runs d own th e ha ll. Fo r a ll o f t hese s m a lle r, co m ic· And o f co u rse, we had to m atch th e le ns a b errations
re lief bots, we ha d to look fo r t h ose li ttl e m o m e n ts a nd t h e c hro m atic se p aration w he re t he red , g re e n
a nd b its o f bu siness tha t wo uld make the ir brief ti m e a nd blue c h a nne ls s pli t a part i n CO, as well. It was
o n screen specia l, m e m o rable and funny. The kitchen t ra ditio na l 2 D work , bu t th e re was a lo t o f it, a nd i t
bots had a bi t of a classic cartoo n feel, bu t we had to was p retty unfo rgiving.-
fi nd t h e balan ce betw een cartoony and th e world Digital Do m ai n m ade significa nt lig hti ng im prove-
o f Transfor mer s .- m e n ts fo r th e k i tc he n bots a nd o th e r CO c ha rac ters
Anim ators integ ra te d t h e k itche n bots w ith live· in enclosed e nv iro nme nts, using hig h d y nam ic ra nge
actio n pl a tes tha t inc luded inte ractive s pecial e ffec ts images in a s l ightly diffe re nt m a nne r, - Il was base d
g ags. -Oetting th e k itc hen bots to time up w i th a ll the o n o ur reg ular pi peli ne," explained DD lighting s u per-
diffe r e n t p r ac t ical e le m e nts o n t h e set was a c h a l· viso r Cha rl es Abo u Aa d , " but we took it a ste p furth er,
le n ge," comme n ted DO co m positingsupervisor Lo u re m apping th e HDRs o u t to a wi d e fra m e re prese n ·
Pecora. - Th e re wa s a lot of inte ra ctive s t u ff t hat we tation of th e enclosed s pace w here t he CO c haracters
added , as we ll . f o r exa mple, t h e stuff thrown up by we re. An y lime th ere was a n indoor e nviro nment, we
t he ga rbage disposa l - what we ca lled t he Ga rbu retor wo uld re-project t he HDRs a nd re-crea te t hat env iro n·
- wa s a fluid si m . We al so s h o t som e n ew practica l m e nt wi th sim p le geo m et ry, in Nuke , Once we'd d o ne
e le m e n ts, a nd res c u ed othe rs f r o m t h e plate, So i t th a t, we could reca p t ure t h e HDR fro m a ny po int of
wa s a combination o f practica l and CO.- An other c hal· v iew, w he r ever th e c h a rac te rs we r e in t he r oom . We
le ng e in t he ki tc he n bot sequ e nce w as tra c kin g to we re n' t res tr icte d to us ing HDRs th a t were ta k e n o n
CINEfEX 11 9 D 95
Informarion £feo~d fmm
Ihe 'a1emle inl.",.pI lead,
10 ~pticon' !torning tile
wMreobour:. 0( on AI"porl<
,hDrd, heavily guorded al a II<IVOI
fdry. The ~tp!icOl" d..ploy
!he ctn.Jil<. Rm'tIg. robOI: 10 Mlp
relli.... til. 'hard. ItM', model
a"d painl crew creoled delOiled
le ..IUre'!, adding ",,,,Idle,, dlip'
and _<lIMnng la Rava~', m.laI
.Xltriot I<> ,ugge<t a ""ttl~W(I'"
dlal'GC~r.
ItM m<>d.lers built
and n~d tilf' digital I>IGdd at
tile from-end 0( tile prodlKtion
Jdl.dul. 10 give onimDlors mnple
time 10"""* OUI tilf' dlamc!er'1
port-~ine, p"rt.med><lnical
moW'tl1enl$.
96 D CI NEFEX 1 19
se t , the way they were taken on set. We were able " It was fascinating to watch lhe way Michael works
to almost revisit the set and get o ur lighting cues, on set and then try to apply those principles to ou r
moving around with the c haracte rs as they moved CG work, ~ added ILM v is ua l effects co-supervisor Jeff
through the se t. U's rare to have the lime t o recon- White, "On set, they would get the basic s unlight o r
struct a se t inside of Nuke a nd then recaptu re the environ m e ntlig lll first, but then they would add little
I1DRs, Normally, with any MDRs s hot o n seC you end lights all over the c haracte rs, kicking light off o f re-
up u si ng the cove rage from that specific point of nector boards and all kinds of things, When we start
view. That yields decent e n o ugh res ults, butthis a s hot it is all abou t gaUlering o n·set d ata and build·
was beUer. ~ ing our environments so it's a perfect match and o ur
characters will fit right in, But w hat Michael pustled us
igital Domain gave ILM r ende red kitchen to do was say, 'Okay, that's a great first take, but d o n't
T
splint., /hot Sam has gi.en to
o f Sam's departure for college to NEST Ilead- There was a nice mix o f behaviors in that shot, a co m - Mi/<oelo llanoe. (Metan FM) for
quarters, w here Optimus warns military brass bination of procedural and hand animation." S<I(ek"'ping. Digital Domain'.
tha t t h e Decepticons have i n cr eased t h e freq u ency The Soundwave s hots we r e among t he last to be Wh.eU.' . voIved lllrooghout
and feroci ty of the ir attacks, 111e NEST base includes a turned over to Digital Domain, req uiring til e effects production, changing from a <ad,
hanga r w hereOptimu sand other Autobots are parked team to c ome up with some time-savi ng techn iques, almo<t lovohle choma., to a
between missions, Among them a re t he ' twlns:jive- "Micllae l wanted that c haracte r to look like it was cru*,ft".y-«w'ted tough guy.
ta lking bots th at transform from sma ll ca ndy·app le made up of many different materials," explained Lou fer 1M "enoe in ..midi 'Nheelie
red and s hiny green cars a nd provide much of the Pecora, "but tha t was difficult because we o nly had ,.arche. M iIl ...Io', chop sh<Ip,
movie's com ic relief. The twins were th e fi rst robots about six weeks to do t hese sh ots. To save ti m e, we 0 ..... ( crews pup~t"'red props
comp leted by ILM's modeling and paint crew. " We had broke th e lig hting o ut into layers in the render so we 10 sutte<t the rob()f', interaction
nailed th e hig h-gloss look ofa ca r paint finish i n the could make quick adjus tm en ts i n t he comp, Navi ng ..nth cigar box.. and oilier it...,s
fi rst film: said Da ve f ogler. "Both twi ns had metallic various passes from the re nders gave us a lot of nex- in 1M emOronmen~ To paint out
paint breakup in th em;and the red o ne had an opales- ibility a nd control, a nd we wo uld never have finis hed puppe t..,,, and rit', Digito/
ce nt look, with hig hlights that c hanged from orange th ose s h ots in tim e without that." Domoin lIIoroughlf copwred th.
to yellow. The TDs had to work o u t sh aders for a ll o f The nexibi lity afford ed by splittin g t he lig hting into lei III <i-gital ,fiNs ond re!>uin
th at, which was tricky." separate layers came with a price , however. "There pam ofplates as n-eed.d.
Decepticons intercept communications at NEST is a l ways t he double-edged sword of nexibil ity versu s
w hen Soundwave, anoth er Digital Domain c r eation, confus ion," Butler comme nted , "A compositor wants
infiltrates a satell ite in space. "You don't see Sound- the ability to m ake c ha nges in t he composite - t o
wave ac tually transform: said Matthew Butler, " but c hange t h e ambient occlusion , for example, o r t h e
yo u do see him connect to th e satellite in an i nte rest- specu lar re nection, or Ul e d epth of field. That's th e up
ing manner. Ne's like a big spacecraft, very geom etric si de . TIle down s ide is t hat it is complicated and labo-
98 0 CINEf EX I 19
100 DCINEI'EX 11 9
FoIk n monit"'" ri o us and tricky to track. In additio n . by giving the end and they got som e pretty fantastic res ults. 'fyo u look
Deceprkon anades on user the ability to affect light, you put the on us o n tha t at Ravage's animation, there are a lo t of signature
~ atth from th~ Neme.i. artist to essentially become the re nderer. It is nice to cat m oves in there, s u c h as the way a cat will swat
sptJ<~u,ip, con<eakd ~ind have a render that is all in o ne, that looks great j ust atatoy.M
5aturn. To add m~ defDHand us ing all th e mathe matics and physics that are i nher-
teXlu~ III FaJ~n's ~s<enli<ll ca$(· ent in the application itself. Once yo u start pulling o gain Decepticon entry into the area w here
iron d:i/lel Jook. JIM .,;,owp.ainter
~a n &he poinred some a~as
of the I>IO<kJ with a , /Iim"", rln,
those things apart to give yo u rse lf nexibili l y. it puts
more ofa burde n o n the person who has to pull it all
back togeth er. Yo u 've got the ability to tailor it, but
T Ule Allspark shard is held, Ravage vomits UIOU·
sands of tiny m eta llic sphe res into a pipe. Th e
ball bearings s pill onto t he n oor o flh e sealed room
Japis lazuJi blue. ""aring !he look yo u' d better get it r ighW and t ransform into mic rocons that begin to swa rm
of a mHi[ary unifonn. &Ire aJ,o Deceptico ns learn from the satellite intercept that and form a shape. "Th e impressio n is that each of
plJinred c/j,c:%MtiQm - Jik~ the Allspark s hard is heavily g uarded at a naval fad l- th ese thou sa nds o f little bugs has intelligence," said
Ih",~ on a mOfD'~ exh<ltm ilyon Diego Garcia. To retrieve it, they send outa ca t- Matthew Butle r, "a nd yet the swa rm also works like a
Pip" - M fa Den surf« .. 10 like bot named Ravage - one o f ILM's assets. MRavage hive of bees. Michael set the tone of thi s ea rly o n by
,uneS! hear em a""rillf was in til e original Trallsformers ca rtoo n : observed photographing ball bearings o n a set at Digital Do-
from hi! (lowin, COOl'. J eff White, "a nd we were exci te d to see him in this main. He had th ese big magnets unde rnea th a table,
m ovie. He has a m etal exterior, but he's pretty beaten and he m oved t hem around to make the ball bearings
up, with a lot of scratc h marks and textures. TIl ere are behave in a very sta ccato , skittish way. That footage
a couple of sce nes tha t are really close on hi s teeth sets up the scene, and so we had to come up with ani-
and hea d , wh ere yo u ca n see all the d eta il we put into matio n and a procedural system to emulate t hat look .
his pain t and geometry - all th e c hipping, scratching We needed procedural tool s to handle thou sa nds o f
and wea thering. To give th e animation department
M these things; but we also needed to be able to hand-
ample time t o w ork o u t the character's part-fe line, animate them because in some shots th ey were going
part-mechanical move m e n ts, ILM modelers built Rav- to be full-fram e, 20 feet high on the screen. M
age at the fro nt e nd of th e SChedule. "The animators Digital Do main realized the sh ots us ing a particle
jumped i n with early testsjust us ing cat reference, s imulatio n c r owd pipe line in Houdini. MWe se t up a
CINEfEX 119 D 10 1
In lois c....,., donn
mom, Sam QtlI'mplS 10
""'aurar<' 1M odwJncn 0(0
nubi~ CMd ,... ,iEd AIoc~ (Isabel
To ",o/iu!he (uf.bo6t
tmmfOm>ation, 00 roc...
"ndk~",d"CG
"'........ oflue... """ oqwd b:i
"cornplu arrtrf of mrdoonKoI
ormowrn ond pImn p.oadJraIy
onin~d b:i I1ImI:tIo: and I'III"'~
/lit ....... , roboL One 0(
b:i ji:tmo
!he ~ ", uKWnf 1M
~ ...... ihIIIlM
octrn. hod" mud! ........ Mod
Ihon """'" -nd loot mMIXi1r
ill robot (otm. Artis .. rnoMd
!hepro' 'rnobym~Mr
102 0 CI Nt:I't:X 11 9
particle sys tem with a se t o f rules the lillie sph e res
would fo llow." noted DO CG supervisor Paul George
Palop, · w hic h was s imilar to the rul es of physics that
were at wo rk with th e ball bearings and magnets t hat
Michael Bay had s hot. We gave the particles c harges
so th ey wo uld repel each o th e r, and we tracked that
motion in t h e ir ball-bearing form. Once they turn ed
into the microcons, they exh ibited more con t ro lled
behavio r, wi th some robots wa lking in one di rection
and o th ers wa lking in ano th er, For that, th e a n ima-
tion department gave us wa lking and o th er cycles
we could run in t he crowd sys tem,·
allowed for faster s hot t urnarounds. thi ckness to it. That gave u s nice varia tion and high-
Th e final Re ed Man is so razo r-thin, h e v irtually lig h ts. We also played with s hading on every individ-
disappears w he n o rien ted a particula r way to camera. ua l blade, depe nding o n how that blad e line d up to
- It was a c ha llenge to figure out h ow something like camera. Whenever yo u saw it o n the side, yo u got th e
that wo uld m ove,- said Dan Tay lo r. - We knew fro m tile full -on .}O shaded loo k; til e closer you got to looking
mood of t he se quence that h e had to be c reepy and at it ed ge-on, th e m ore it vanished and looked like a
s in ister at first ; but th e n , when soldie rs come in and th i n line."
all he ll breaks loose, he had to be rea lly fast and agile Reed Man uses his razo r edges to saw into a cylin-
as he runs away. In the original d esign, Reed Man had der ho lding the All spark s hard, th en steals th e object,
ve ry s hort bac k legs; but whe n we tried to an imate a running o ut of the fac ili ty as soldiers fire o n him. Mean-
model ba se d on that design, i t looked like Reed Man w hile, Oeceptico ns disguised aboard a freighter s hip
was doing t ha t Fred Flintsto ne bowling thing on his dive i nto the North Atlantic to re co ve r Megatro n from
tiptoes whe never he m oved fasll So we had to exte nd t he ocea n floor_ Th e underwater scene wa s comprised
the back legs, and make the front leg s shorter, som e· of all-CG s hots created by ILM. Compositing lead f ra n-
what like a praying mantis.- cois Lambertand h is group used a c us tom underwater
No aspect o f Reed Man was m o re probl ematic tha n plug-in th at automatically created ha ze and murky
lighti ng, due to t he inhe r en t d ifficulties of making a depth e ffects, based on th e pos itio n of lig ht sources.
flat plane look interes ting. Reed Man was made up of "This plug-in was for Shake,- said compos iting s u per-
nothing bul flat planes. To work around th e problem, v i sor Nelson Se pulveda, - a nd it wa s ba se d on algo-
Digital Domai n modele rs first built t he model wi th rithms t ha t we got o u t of Siggraph pape rs a naly zing
some thickn ess and volume. 'he o ri gi nal model had prope rti es of liquids, from sea water to c ha mpagne,
diameter and geom etri c d e tail, - sa id C harles Ab o u and how light behaves in th em _Using th is plug-in, we
Aad. - We bake d a ll o f its s urface attributes o nto that could take CG images and reproduce what they would
thi c k model, and th en we flattened th e geometry. So look like inside an y particular liquid. It gave uS a ter-
what you ' re seeing a tth e end is f lat g eometry, but rific look. - Compositors refi ned the results by adding
th e lighting o n it reacted a s if th e m o del had some ambie nt lighting and layers of particulate matte r.
104 D CINEI'EX 1 19
AI Ih~ """ thou"',
M~ga(rOn otde" Sam
Slfapped la a labJe and
pra/mj by a uab-bal sean:hing
(Of ctlKi<ll d<lla stared irI~
IN I~ger'i head. 11M g~
MkhMi 8ay camplele (,~edom
o( camera ~ nl in covering
Ihe eXM!i""lian by iending a
leM! la Ihe Iocalian la shOOI sliNs
fi"om ~ighl diff~,.n l posilian. , balh
high ond law. The digimolle leom
i lilched /ho•••
,...;reo l~
Ii "
.
11I~lhe' 10
1M "",,.wue . et
and 8ay IMn cha,.ograpMd
hi< ShOIS, firing 1M ..-.wol
camera Ih,oug/llhe .pace
as h. wished.
n th e all·CG sequ en ce that fo llows, the revived ne r Optical : said Nelson Sepulveda. · We u sed a lo t
106 D CINEI'EX 1 19
moves, ha nd-held, w hatever. Focal length s could be
adjusted. Moves cou ld be mulliplied by any factor. so
a small move co uld be made into a la rge c ra ne m ove.
He j ust strapped this thi ng o n and sta r ted runni ng
around doing s hots within m in utes. And a ll o f those
moves wer e record ed , so we co uld plug t hem into o ur
s h ots. Sometimes there we r e artifacts in the move·
ments, so we wo uld have to r efine them; but it was
great to know that we had exacUy th e move he wanted
to sta rtrro m . ~
Due to tile size of some of t he CO e nvironme n ts,
rea l-ti m e m ovement within them was often not pos-
s ible. To get around th e problem, ILM created lig hte r
vers ions of the e nvi ro nments, still retaining e n ough
detail to enable Bay to compose s hots and get a good
sense of spa tial re la tion s hips. Low-r esolu t ion ve r -
sions o f the CO c h aracters we r e a lso on display on
th e virtual ca m era sc reen. · We maintained as much
detail in t he CO c haracters as we poss i b ly could to
h elp Mic hael as he com posed s hots, ~ said J eff Wh ite.
· We had done a couple of a nimation passes by that
point, a nd we had that a nima tion loaded in th ere. So,
much like he wo uld doon a set, he would say 'action,'
an d we'd hit 'play,' a nd the ch a ra c te rs wo uld move
a nd then he could move wit h them. It was very he l p-
ful , a nd it allowed Mic hael to work wit h all-CO s hots
in a very ha nds-on way. ~
moved th em on the set: r eca lled Lo u Pecora, - and of t hat human c haracter - w hich was roto-captured abaard!h~ USS John C. Ste nnis
o ur Wh eelie an imati o n was lock ed to that ti ming. But, and keyframe a n imated - to a comp le t el y proce· 10 capw~ r~f~re/ICe pholograpns
o f c o u rse , Michael didn't want to have his hands tied dural comp lex array of mechanica l a rma t ures and and lexrur~l. Model." IMn
by that, and neither did we. So we got good coverage plates that tumble a nd rotate to form t he inner robot. buil! evetyrNng on !he doomed
of that set with a lot of stills, w hic h a llowed u s to reo Th ere were a lo t of mixed software a nd disciplines ./Up's m.el< In eG, Indudlng f.18
build th ose plates. It was a good thing we did, because involved in th at.- H"'''''L$,llk!d<hawl< hdkople",
otherwise we wo uld still be working on th ose s hots. It DD artists first c rea ted an Alice model from a cybe r· mini'" carts and m.dc d.bm. IIhI
wasn't just a maller of gelling rid of til e stick ho lding scan o f Isabel Lucas, then ri gged that geom etry, - We aewm..",""" in co,w""', filmed
th e boxes - it was a lso removing th e s hadows cast spent a couple of weeks finessing a roto m alion of th e on 1IhI', "",lion capwre <lage,
by th e stick, t he boxes, th e oper ator, a ll oflha t. - plates: said Paul George Pa lop, - based on o ur geom· ~d ... "",en. b pl",lons
etry a nd rig . We had do ne t h e cybersca n w i t hout a w.re pnolographed on a Ill(/.
ikaela takes Wheelie with h e r w hen s h e dress, so we had to model t he dress and rig that as ",ale model oflM <hip', Inlerior
1 10 DCINEI'EX 119
••
,
•
• •
•
•
To uncalo'er the m...,ning their o rientation would be, h ow th ey would move. Decep ti co ns in a forest. Th e forest fight was o n e of
a(the bizarre alien symbol, Th e n we had to fig ure o ut how to make th e til es look. the fi lm' s two s ignature action sequ e nces, overseen
he /Ia. b... n envi<ioning, Sam good. Re-projeclion wouldn't have bee n e n o ugh to by seque nce supervisors Robe rt Ho ffm eister a nd Po lly
confrOll(S on el<hrtt Deceplkon, add rca lis m to t he rende ring o rlhc liles, beca use the Ing and Ch o reograph ed in animatics crea ted by Scott
named Jetfire. "'*" 11m befon jn lig hting information wo uld c hange as they moved, Benza, Ric kO'Conno rand l ead a nimato r Greg Towner.
j""rr IOding or on oeronaulkm and we couldn't d o lhaljusl us ing th e l ighti ng from - Ninety percent of the previz had already been d o ne
dis play or 1M Smid",,"""" (or the p l ate. So we had todoCO lighting and NOR li ght- by Michae l's a rtists a t Bay film s, " noted Benza. " But
mony yeors. T" ,uae<t advanced ing and all kind s o f ray-tra ce d passes to give t he th ere were a couple of k ey sequ ences that hadn·t been
oge. IlM modeho" buj/r )e(~re compos itor final co ntrol." p revized to the level th a t th ey need ed to be, because
with ,,~fDllk t>.ord ond ~d One o f th e diffic ullies i n executing th e tran sition they i nvo lved fight Ch oreography. We lea rn ed in the
sm<!ll h",••. hjn~. ond ~ to from Ali ce to the Pretend er robot was that the actress fi rst film that e laborate fight ch oreography has to be
hit (0<". j.tree body «roClur•• had a much s malle r hea d than wh(lt would look UHeiilt- neshed o u t in previz befo r e yo u s hoot backgrounds.
illduded ,etf<>.Jool<:ing port$, e ning in robot form. "To som e d egree," s(li d Dan Ta y- So we took the initiative and sta r ted doing previz of
such M c~~, and fo .... lo r , " we had to fit the robot i nside th is (lctress' body this batlle b et wee n Optimus and t he Decepti co ns i n
dIMn by lea(her ~15_ Te>fW,. and hea d , bu t h er he(ld wa s really tiny. So, tow(lrd the th e forest. We spent abou t t wo m o nths designing a
mop' ,imuloting dirt V""" e nd of production , we sta rt ed playing around w ith th ree· m in ute fight , coming up w ith as m any i d eas
and grime e"hoMed!he her hair, making it pa rt of th e robot hea d stru ctu res. as we co uld ."
aged "ff&l. Once we too k all of th(lt h(lir and m(lde it alive w ith Al th o ugh the previz wo rk was don e b efor e new
Medusa snakes in it, it visually exp(lnd ed t he size of m odel s had been completed, t h e animators were
he r h e(l d , and that c har(lc te r b eC(l m e m ore (l ggr es- able to work w ith rob ot m odels fro m the fi rst m ovie.
sive and m e(ln. - Animators also had a good sense of th e setli ng ofUle
After b ei ng c hase d across C(l mpus by the Ali ce fight, as production had s upplied th e m with location
robot, Sam is CClptured by th e Decepticon s, and th en photographs f rom th e New Mexico forest w he r e Bay
rescued by th e Au to bots, al o ng w ith Mik(le l a (lnd his p l a nned to shoot th e scene. - from the ph otographs,-
roommate, Leo (Ra m o n Rodriguez). As th e trio races said Be nza , - we knew th e r e was a clearin g and th a t
to safe ty, Optimus fights Meg(l tro n and three oth er there we re landma rk trees, and that he lped to g ive us
C IN.E I'EX 11 9 Dill
a se nse orthe geography th e fight would take place After the forest footage had been s h ot, Bay deliv· jel~rt !r<Jnspom Sam
in." Much of the fight action was choreograph ed by ered the plates to Benza, allowing him to take a fi rst and /lis companions to Egypl
Greg Towner. a stude nt of martial arts. " Greg has a pass at edi ting th e figh t scene togethe r, based o n th e 10 searm (or an anden( matrio
knack fo r comi ng up with crazy fight moves, and so previz. "Th at experience gave me a ll-new respec t for kty thaI wiNunlod a p<>w.rful
h e became o u r resident figlll expert on the film. He edi to rs ," Be n za sai d . " If you're worki ng in Maya, yo u aI~n e ... rgy """". A corollary
had done quite a few fight scenes in the f irst movie, can just c o m e up with w hatever ca m era move yo u (oMk1lod SaYs edkrthar the
and Michae l was r ea lly h appy with h ow t hose ca m e wa nt; but when yo u' re working w i th physical plates, robots aJvmys "" w.J1 illumin<J!ed
o u t. For this Fight, he Introduced a lot of martial arts there are li mitations to what those cameras ca n s hoot was Ills pre(ertnce thllt rhty i0oi<
moves, taking i nto c o nsideration the capabilities of and how fast t hey ca n move and how long t hey ca n crisp and sha'1' in s/lolS, withoul
the robots. There were limitatio ns to w hat th e robots run , et cetera. After I took a c ra ck at i t , Michael's edi - !he "'fjening _ffeer 0(100 mud!
could do, based o n th ei r d esign." tors conformed the seq ue nce to w hat he had in mind. morion blur or /laze, e~n in
A lot of editing ch oices I made ended up in the movie, «rungs or sjlllotions rhol mje/l l
r m ed wi th approved animatics, Benza and though, w hic h was great."
A
<iem<lnd it To thar end, .scott
Scott Farrar spe nt three d ays at an Indian Th o ugh Bay was determined to use the IMAX plates Forror d~ed (ormulations
reservation near Alamogordo, New Mexico, for the forest fight, rather t han v irtual e nvironments, (or redlKing morion blur, and
s hooli ng specific plates for the forest fight - in IMAX in some cases ILM animators panned off th e plates to encouraged jIJdiOOus "'" o(
- as Bay s hot first unit with the actors, ILM 's digimatte improve the framing of a sho t. "These robots are really olmospllerlc effeers.
team was also o n locatio n to shoot stills, which would big," said J eff White, "3D to 100 feet tall. Outon loca-
enable them to til e backgrounds if the plates proved tion, everyone t rie d th ei r bes t to r eprese nltha t by
unsatisfac to ry. " In the en d ," related Benza, "Mich ae l sticking a character's head on window-washer poles;
used all the footage lIlat was s hot wit h the IMAX ca m - but t h ey were sti ll s h ooti ng empty plates and they
eras. He was touting th e sequence as one of th e first didn' t know exac tly w here th e characters were goi ng
involving CO c haracte r s s hot o n real IMAX cameras; to be. So, for th is and o th er sequences, we enabled the
a nd so to have a few s hots in th e re that we re a ll d ig- (lnimators to pan off th e b(lckground pl(lte in order
ital wo uld ha ve gone agai n st w ha t h e wan t ed th e to m(lke the c h(lr(lcte r action work better; (lnd t h e n
sequ en ce to be, " our environme nts d ep(lrtment would extend the pl(lte.
11 2 D CINEI'EX 119
NEST lroop. aM their That really freed the animators. Rather than be stuc k o fOptimus damage as separate, distinct texture fil es,
Autobol llIfiM p",pa,~ fo' with awkward timings o r movements because they esse ntially modeling with paint, through dis place-
""ttI~ with De<O~p!kon. jn 1M were trying to pa c k robot animation into plates. th ey m e nt. He did an amazingjob of us ing opacity maps
Egyptian de.en. kene< teawM-Mg could pan off t he plate and create m oves that really to make ho les in metal pan e ls and dis plac ing th e
marry CG mbott fN,IIf'fil~ (,om a worked. We also let o ur animators d o som e preUy m e tal so it looked lorn and c hunky along the edges.
mul!ipl...,..o/ution P'''''e<' - IIf'W significant re-tim es to the plates ." Also, beca use it's in a forest a nd Optimus is falJingon
10 the (rim - iII..midl each mb<ll To belter integrate the robots into the forestloca- th e ground, Michae l had tile idea thatll e s hould have
chameter wttI .el up .,;th ~~ tion, ILM added interac tive effects, augmenting the c hunks of sod on his head, like a football player w ill
to ", ... n d~"'nl ""o/ulion<, practical explos ions and other effects executed by have in his helmet after a game. By th e e nd, he'sjust
ranging from ... ry high 10 ~ry klw. specia l effects s upervisor John Frazier. "Our existing covered in muc k and a ll of his pan e ls are lorn up."
The .ewp ,nabled fLM a"""a1a,, libra ry dldn ' t h ave clements that we re s uffic ie ntly
to wori< on the deU!il a( Ollf' "igll. high-resolutio n for IMAX: said ScoU Farrar. "So we am watch es in h orror as Optimus is killed in
re<oluriOll "'ameter in a ""ne,
..mile all 1M oth'" ,em"IIf'd al
Iow.,...oIulion, .ignificandf
had to go o u t a nd s hoot a ll of th ese greenscreen and
bluescreen elements - dust and spa rks and so forth
- things lhat we 've had for years that j us t weren't
S the fight. With the death of the last Prime, Fallen
returns to earth to lead a full-scale attac k on t he
planet and to extra ct information regarding the loca-
"'dudng ,,,,,, time<. good enough for IMAX resolution. " Robert Ho ffm eis- tion o fa v ital energy source from Sam's brain. Arriv-
ter s hot the new elements on Vi s tavision at Kerner ing o n ea rth in what looks like a meteor s hower, the
Optical, t h en sca nn ed t he m at6K resolution_ Decepticons strik e and then d es troy an aircraft car-
Th e mode l and paint crew a lso worked to accom - rier at sea. Th e sequ ence look nine m onth s to com-
modate the higher IMAX resolution, adding layers of ple te and rep resented some of ILM's most cha llenging
detail - s u c h as dings and oth er fight damage - to work o n th e film. Alex Jaeger and Yani c k Dussea ult
the robots, m os t especially Optimus. ' Our work I' m produced exte n s ive artwork to define s h ots, which
most proud of in this movie i s th e damage o n Opti- featured many digital assets in addition t o t h e ram -
mus in the forest fight: said Dave Fogle r. "We needed paging robots. To capture authentic textures, an ILM
to s how t he progression ofthe damage on h im from crew accompanied Michae l Ba yaboa rd the USSJohn
beginning to en d_ Aaron Wil son c r eated five s ta ges C. Stenllis o n a sea run . Based o n th ose refere nce
CINEI'EX 119 D 11 3
D«~prkon. drop from
th~ 'ky !il<~ blazing m~leors,
(J'(JSiHand;ng ar th~ de.~rt sir.,
rea<lt far batd~ Michael Bay
and hi< crew< capwr~d gmund
foolage n~r rM pyramids af
Qza a ... r th~ ""''''' af ...vtral
day<. Unc~"ain a, 1<1 wheth~r
the prodlKliM would .='"
permi.siM la ,hool a~riaI plat~.
ofth~ ancienl 'lltIdmarl<., 11M
<:f't\05 p,..par~d (0 rebuild all of
Qza digila/ly using .~tIs .hot from
.vtty sid~ of !he Grear Pyramid
- a I<ID: rM leam ...." .pared
lOf!en !he fdmm<!l<eo: oblained
elevenfh.hour approWlI (or
rM ",,,ial <hool
photographs, ILM buill everything on the ship's deck ever possible to augment the CG work. Carrier light- Con,wOOn .-ehide,
in CG, including F-IS Hornets, Blackhawk he licopters, ing and look development was done by production tra"'f""" in III o..""'lal<lr,
missile carls and deck debris, all detailed in paint TDs Scott Prior and Akira Orikasa, rhe large$! compuler mode!
work by view painter John Goodson. ILM crew mem- .vtr built <71 liM, compriRd of
bers, s hot on ILM's motion capture stage in cos tum e, o lea rn the meaning of the alien symbols he
T
.."". 52,000 ,*,ces ofgeomelty.
portrayed the deck soldiers. Explosions were photo- has been envisioning since first touching the To fadJilare .Mrage of!he huge
graphed on a I /2O-sca le model of the ship's damaged Allspark splinter, Sam meels with Agent Si 01 - IMAX-<"e<OIuIion charner." 11M
interior hull at Kerner Optical, and creature TDs Karin mons (John Turturro) - blog name, RoboWarrior - "p'''<7Ied rM Pnd D~""'lalor
Cooper, J o hn Teska, Chris Evans and Mic hae l Balog who leads a missio n at the Smithsonian to uncover inlo six <P<rincr modeh - Me
ran hundreds of rigid simu lations for all the explod- old Decepticons who have been hiding on earth for for each ann and kg, and arMO:
ing hardware and falling debris. many years. There, the elderly Jetfire transforms from for rM 10/'$0 ond lIle head. I
The scale of the sinking carrie r required a massive an old SR-71 spy plane on display. Modeler Rene Gar- o..WJ<Mlor dimb, a pyramid jn
water sim ulation that took days to complete, run by cia built the character with a metallic beard - as illus- which an ancien! ,un..jesrroying
3D sequence s upervisor Willi Geiger. The si mulation trated in th e production artwork - and added s mall machj.,. i< buried, 'mmhing
included many laye rs of water, s pray and foam that hoses, hinges and va lves to his face. J etfire body stru c- b/ocI<. a, h~ ""ends. 11M buill
had to be run in s uccession and then rendered using tures were designed to suggest his advanced age, MWe a pllyska/ly accurate pyromid
a technique created by production TD Frank Losasso made a sepa rate parlslibrary for Jetfire,M sa id Dave and e<<<med if3 destrlKlion "'a a
Petterson, which combi ned multiple particle simula- fogler, Mwith very retro-looking parts, like cog wheels new simuJalion thar dynamically
tions into a s ingle volume grid. The system then used and fans driven by leathe r belts. Jetfire's s urfaces are fractured blod<. os Ill")' were
volume rendering s haders to achieve much greater also dirty and r usty; so we had to come up with many ;mpocred. A ,econd slmularian
detail than was possible with traditional particle simu- texture maps for dirt, grease and grime. We also con- cr.<7Ied auef>dam dun "nd
lations. Final composites were assembled by co mpos- veyed his age by giving him a cane made of landing portklJlo!e debris.
iting seq uence s upervisor Ben O' Brien , compositors gear and having him drip o il everywhe re ,M
David feurer and Scott Younkin, and Sabre artisls As th e robot wi th th e most dialogue and closeups,
Alex Tropiec and Dean Yurke, all o f whom added real Jetfire required some of the most delicate character
spray, foam , fire and ocea n surface elemenls when - animation ILM would be called upon to deliver for the
114DCINEI'EX 119
movie. MWC had to do a lot of facia l performance for
him : said ScaU Bcnza, Na nd we had Lo make him a
geriatric character in terms orllis body movemenL We
started by compiling refere nce of actors we thought
were similar to this c haracter. Th e most helpful ref·
erence was Burgess Meredith from lheRocky movies.
He lalked out Oftl1C side of his mouth, and onc side of
his face was squinted up a bit -and that asymmetry
was something we did in J e tfire to scllthe facllllal
he wasa weathered veteran. We also had him hunched
over a lot oflhe time, leaning on his cane. If we fo und
o urse lVes with a few seconds where we were looking
forsomelhing for him to do, we would have him rea ch
back and adjust his back, as jf it hurt,"
Within the Smithsonian, ILM tweaked their c har-
acter lighting in CG,just as Mic hael Bay would do o n
set. "Jetfire is over 50 feet tall: Scott Farrar noted ,
"so if you were lighting him in the real world, you'd
have may be a 10K or 20K light up on a scisso r liFt,
and that might light his head and s houlder - but it
wouldn't light his whole bod y beca use of fall-off. So
you'd add othe r lights, We did the same thing in the
CG I ighting. In the end, r think we had,," r lights on
Jetrire, so yo u would see a pool of blue light on his
shoulder, or a pool of warm light o n his leg."
J e tfire teleports Sam, Mikaela, Simmons and Leo
-
• •
, ,
to Egypt, where the Decepticons plan to uncover a
long-hidden mac hine that will destroy th e sun, The
• •
•, desert becomes the setting of an epic final battle -
,•
• , •
• •
• I I
•
.
another IMAX sequence - between the Decepticons,
AutoboLs and NEST, the latter having been instructed
••
, parachute, so that they might fulfill their mission,
The shot of Galloway at th e o pen plane door was one
• '1 • • • of the very few bluescreen s hots in Tran sformers 2,
• "Th ese days, I rely a lot on roto artists,' noted Scott
• farrar, " because our roto tools and tale nt are incom,
• , parabl e, The amount of roto in practically every shot
•
• in this movie is pretty astounding. Our roto team is
led by Amy Shepard, and they are reall y the unsung
heroes of this movie,"
• s all sides prepare for baltic in the desert,
S
liM used II Ubmry ofCG pM'
aerial plates: r eca lled Scott f arrar, MSO we thought and join togethe r to transform into the massive ,udl m googes, wIIeeI<, springs
we might have to re build th e Who le thing, especia lly Devasta tor, th e largest computer model ever lind cogs. lind combined!hem
from th e air. We we re committed to doing that, even built at ILM . -Optimus Prime i n th e fi rst movie was ..nih <>C!uIII pi«e, off lIIe IIfflicted
th o u g h i t was going to be rea lly diffic ult - but t hey the largest an d m ost compl icated m odellLM had ever robot. "'nning II rigid "-muillrion
fina lly got the approva l to Sl100 t plates wi th th e he li- done up to th at time: noted Wayne Billheimer. MBut 10 '.~r !hm. P"'c", II. !he
co pters. So we had motion picture film s hot from up Devas tator was essentia lly s ix Optimus Primes.- robol W(I! nrt.
hig h , and t hen we a lso s hot still s from all sides of the The comple ted Devastator model was comprised
m ai n py ramid so we could fabricate just about any· of more t han 52,000 pieces of individual, 'a nimatable'
th ing we nee d ed . M geometry, whic ll broke d own to 12 .5 million polygons.
Rigid body dynam ics s i mulations provided large- "Devastator was a n exercise in brute force comp lex-
sca le robot destruction, and amplified the explos ions ity: said Dave Fogler. "Il was like taking seven of o ur
a nd oth e r live-ac t ion may he m c reated by J o hn Fraz- a lready complex a nd ha rd-to·re nde r robo ts and stuff-
ier 's specia l e ffects c r ew. MWe ' d done some s imula- ing th e m Into o ne." Th e ILM c r ew firs t m ode led a nd
ti o ns fo r robot des truction in th e firs t fi lm, observed
M painted Ule robots and co nstruct ion vehicles that com-
Jeff White, - but we r ea lly expanded it fo r thi s one be- p ri sed Devastator. All of th a t data was th en pumpe d
ca use the e nd o f th e mov ie is a full -on battle. [t was into til e parts libra ry system, Wh ich Re ne Garcia used
rea lly importa nt to Mic hae l t h at every time robots to assemble t he mode l. Viewpainters Aaron Wil son
made contact there would be some result. We had a a nd Leigh Barbier oversaw th e texturing o f t he t ho u-
11 6DCINEI'EX 119
Af'-~r ""illl: r~~ by sa nds o f parts. "All thin gs co nsi d ered , it was a preUy put into th e rigging to avoid collisions. I t was set up
~ dull O(rh~ molrix k..y. efficient way to do iL The biggest wall s we hit were in a hie rarc hy, so ce rtain pieces wo uld automatically
Oplimu, Mgage, FaRen in 0 j u s t technica l ones, th e physical lim i tati o ns of o ur move when he lifted h is arm, fo r example. We did that
rool balrle !hal end, in 1M storage and render abilities." for storage and re nder· with all the c haracters. but even m ore so with Devas-
Dec~p(i("on', <leorh_ One o(rhe ing purposes, th e final Devaslator was separated into ta tor.just becau se of t he large number o f pieces h e
lou 'eq~lKe' wmed "",r 10 IUvI. six models - o n e for each arm, o ne fo r eac h leg, the had. Th e riggin g a lso had to accommodate fun c tion·
~ (1g~1 wm ~roph.d in torso and t he h ea d. "The o nly way we could deal with ing cab les that ran through his body." Animation lead
o",moria by Seal! &nzo ,,,,d storing t his huge mode l was by breaking it up that Shawn Ke lly oversaw Devastator animation, a nd d e·
'-ad onimator:< Greg Towner ond way. Adding ins ult to injury were th e IMAX s h o ts, sign ed the c haracter's assem bl y from th e sepa rate
RkI< O'Connor oft-er /«oOOn w hic h were s uc h high re solution . th ey took a very construction vehicles. · Shawn ca m e up with th e who le
f>od<groull<k Md olr~o,,>, bun lo ng time to render." co ncept of how Devastator would fo rm , and it wound
<hoI in Luxor. Egypt. (ordng -Devastator wa s so huge, - Scott Benza e la borated, up in th e film a lmost exac tly as he d esigned iL" Sim·
~ onimol<m 10 devi,. ~ghl -that working w i t h him in hi g h.rezj u st ground o u r ulatio ns run on top of key frame and procedural a ni·
choreography rhal would mac h i nes to a hal l. So we were able to work o n j ust matio n crea ted secondary animation effects.
(It ~ ex;,ling plale!. one h igh.rez l imb at a ti m e, or j ust h is h ead. One of Devastator Climbs the pyramid in which the s un ·
the coo l things about o ur multi·resolution pipeline, d es troying mac hine is hidde n , smashin g a nd c rus h·
though, was that we could work with the m odel in a ing its ancie nt blocks as he ascends. Backgrounds for
super low·reso lu t ion fo rm , in real ti m e, whi c h is un· th e action were som e tim es IMAX aerial plates, oth er
heard offor a c haracter made up of so many pieces tim es high·resolutio n synthe tic environmen ts. "The
and separate parts. That created huge e fficiencies Devastator seq uen ce was a ll re ndered up at4K,- said
for th e animators.- Farrar. · We actuall y m a nufac tured the plate in som e
l£ad d igital artist Kaori Ogino rigge d Devastator. cases, from s till s we had shot on location. Beca use
"The ri gging had to be pretty elaborate to manage all o f th e hig h resolution, o ne of these s hots could lake
5 0 ,000 pieces of geometry,· sta ted Benza . • And with up to 72 ho urs per fra m e to ren d er - a nd we have n' t
t hat many pieces, it was in evitable t ha t t here would see n t hose kinds of rend e r limes in a while, - Due to
be a lot of in terpen etration, SO there was a lot o f work the lo ng waits between renders, it was cru cia l that the
C INEFEX 11 9D 11 7
effects artists perfect th e lighti ng in the s h ots while level s of d eta il. So th ere were t wo l eve ls of difficult 0" lIIe ""rge ofMalll
worki ng in lower resolutio n. ~\Ve worked at low·rez for and co mpl icated si m s." ali" a m<l<';'" expIa.ion
a lo n g time before we kic ked it up to hig h·rez. Th ey'd Sam brings Optimus back to life through the power during lIIe d~n bald., S<rm
ask if I was happy wi th t he lig htin g, and I' d cross my of matrix dust - the remains of t he key to t h e s un· appM" ra u"",,1 fa an aNe"
fingers and say, 'Okay: - and th e n I wouldn't see t he d estroying machine - Wl10 t he n engages Fallen in a mbat world - a .~z.d 'Y,,!he/i("
s hot again for four or five days. There were long shots, fi nal battle, a no th er f igh t seque nce c ho reograph ed en ....ronmenr ~nM~d by ILM -
too, some o f th em 20 or 30 seconds long,· by Scott Senza , Greg Towner and Ri ck O·Conn or. ""'e~ a gatheli"g orAuraf>or
For pyramid d estruction, digital artist Ch ristop her Transformers : Revenge oflhe Fallen co ncludes w ith elMO: ,I'ICourage, him ro ,urvive,
Horvath built a phys ica lly accurate pyramid from indi- Fallen's death a nd wo rld peace restored - for now. It The (tim enm..nth Sam ~gaining
vidual compone n ts. Animators a nima ted Devastator is far from the e nd for the movie franc h ise, however, con<dou,,,,,,, and ~uMing willi
c lim bing atop that pyra m id m ode l, a nd t h at a n i ma· w hose future was secured w he n t h e Tran sforme r s Mikado, hi. p<7renl$ aoo 1m
ti o n drove pyramid d estructio n. ·Christopher Horvath seque l broke boxoffice record s everywhe re. The film Autabor pror~"", a8 at peace
wro te a sim ulation engin e fro m the ground up t h at also broke IL M's record S for s i ze o f models, co mplex- ""Ullile ""XI TMm(ormefl (tim
co uld simulate hundred s of th o usa nds o f pyra mid ity of simulations, and many other aspects of CG shot - a third entry aJ/ bur an"red
pieces, ~ explai n ed J eff Wh ite, " w h ich was far l a r ger production. · With t he IMAX a nd everyth ing else,· con- by lIIe,m""'i,,£ 'UCC6' or
th a n a ny rigi d sim ulatio n we' d ever d one. He co uld clud ed Scott f arrar, "this movie was much bigger in Tn.n,forme".: Revenge
not on ly s imulate a ll th ose pieces - w ith collisions scope and sca l e, over a ll , tha n th e fi rst one. It wa s of lIIe Fallen.
and a ll th e other normal properties - he was a l so truly epi c, like a combi nation of Ben-Hu r and Apoca-
abl e t o make the pyramid b l ocks fracture d ynami - lypse Now.·
ca lly as t h ey we re hit. So Christopher would bring in
th e animation an d run th is bloc k d estruction s imula- Transformers: Revenge of t he fallen photographs
tion. Then, we ran a sim ulation for th e dust and sma ll copyr ight © 2009 by Paramount Pictures and Dream-
particulate debris that comes o ff of them as tll ey get WorkS Pictures, All rights reserved. Special/hank s
knoc ked down. For th a t , J o hn Ha nsen, Tim Fo rten - /0 Greg Grusby. M iles Perkins, Stephen Kenneally,
berry and J oakim Arnessen ran full nuid s imulations Brooke Livings/on, Tim t;ns/ice, Julie Miller, Marcy
for our smoke renderers , w hic h gave us i nc r edibl e Ginsberg and Henrik Knudsen.
11 8DCINEI'EX 119
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