Studios Interested in Narnia Franchise

If you’ve read the L.A. Times article that Mike posted about, you might have read far enough to know that there are other suitors for the Narnia franchise.  We’ve been speculating that 20th Century Fox would want the franchise, but we’ll take a look now, at the studios that the article says are showing strong interest in the series.

20th Century Fox: They have a good relationship with Walden Media, especially with the Fox Walden label that they released a few movies under.  None of the movies released together have done very well, though, and I’m sure they’re looking to change that around and have a few hits together.  Doing the Narnia series would be a good bet for that.

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VFXWorld’s LWW Effects Diaries: Part 4 of 4

The Lion, the Witch and the Wardrobe Diaries: Part 4 – Sony Pictures Imageworks & Mr. Tumnus & More
In the final installment of VFXWorld’s exclusive production diaries, Jim Berney of Sony Pictures Imageworks chronicles the creation of more mythical CG characters, the Bombing of London and other environmental effects for The Chronicles of Narnia: The Lion, the Witch and the Wardrobe. Includes a QuickTime clip!
By Jim Berney

Mr. Tumnus
Mr. TumnusWe were awarded the show on a Friday, and on Monday, when I arrived in New Zealand, at the start of the second week of principal photography, I first met with Dean Wright to discuss how we were going to create the goat legs for Mr. Tumnus. We were actually working with Giant Studios, a New Zealand effects company, to collaborate with them on a combination of motion capture and animation. We did a test with James McEvoy, the actor playing Tumnus, who wore green pants with target dots on them during filming, and we found that if he could walk on tiptoes during filming, and still say his lines, that it made his body appear more believable as a faun. The first scene we shot with him was the first day of snow work at the main Narnia forest set at Kelly Park, where Lucy comes through the wardrobe for the first time. Giant had their motion capture cameras set up on that set, and basically the way it worked was we’d get the plate from editorial, we’d do the matchmove of the camera movement, and then we’d give the digital camera plate to Giant and they’d do the motion capture integration of the legs to the body. For the leg animation, it was about 90% of the way there, and then we’d do foot interaction, and all the hair, muscle and fur details, to really complete the shot. We were able to use a lot of James’ footprints from the shot to help line up the animated hooves in the final composited shot.

David A. Smith, digital supervisor, said, “I actually thought Tumnus worked better than I expected. It’s hard to put goat legs on a man; they’ve got to fit the photography that was shot. When Andrew first saw a few shots put together, he said it was amazing how quickly you dismiss the fact that it’s a human, you just see his legs and it’s all part of his character right here. Having seen the development, I didn’t have that same jump to the final product, but if I step back for a minute, you go, wow, that is good.”

[Click here for the rest of Part 4]
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Imageworks’ David Schaub on ‘Narnia’

Sony Pictures Imageworks animation supervisor David Schaub talks to vfxblog about his work for The Chronicles of Narnia: The Lion, the Witch and the Wardrobe.

The characters are quite amazing. Why do you think the characters are so successful in the film?

Well, I’d like to think they are the successful. I think it goes back to the idea that if they’re talking animals you make sure they don’t look caricatured. We’ve gone out on a limb and tried to make them as real as possible. The wolves, for example, need to have all the nuances and mannerisms that you see in real wolves, but timed in a certain way to support the dialogue. As soon as you start going too humanised, you’ve got a cartoon on your hands.

Then with the beavers – they are a little more stylised and human-like. They’re not really built like a beaver. If you look at real beaver anatomy, they’ve got very short arms and their bodies are essentially just a bag of fat, but we needed to do more with them. If you look at a beaver standing on his hind legs, it looks pretty strange. They’re got the short arms and balance on the ground with their tail, which means their upper body tetters in a very strange way. We took those liberties in design to make the beavers more human-like in their performance.

What kind of toolsets did you have to develop for this show?

Our facial system was fairly new for Narnia. In the past we’ve always used a blend shape system, in other words, we used model shapes that we just morphed from one shape to the next. We used to have a selection or list of pre-modelled face shapes to choose from to go back and forth between. This time we used a muscle-based facial animation system, which we had used for the first time on The Polar Express. The Smokey and Steamer characters were our keyframed characters in that show, with all the others motion-captured. The idea of that show was to have those guys mo-capped as well, but of course Michael Jeter died during the show. So we didn’t have the data from the motion-capture to finish the animation. So the whole thing was stripped down and we employed the muscle system being built for Sony Pictures Animation (for Open Season and Surf’s Up). It was given some great results and you could get some really expressive movements out of it. You weren’t limited to the poses that had been pre-built. You had this intelligent muscle control system that let you pull things and stretch and inflate while retaining the volume. On top of that you had the additional controls to make fine adjustments, whereas with blend shapes you’re pretty much stuck with the shapes that had been pre-modelled. With the muscle system you can have main shapes in a library but still have the ability to nudge muscles as needed.

The muscle system was used on all the characters. It was a little tricky on the wolves because of the muzzle. You’ve got this long snout which, when we did it on The Polar Express, it worked better for a human face, or was at least built with a human-type face in mind. When we put it onto the wolves, it had to be re-built a little, but the principle is all the same.

One thing I liked about the wolves was that real ones interacted and appeared with digital characters in the same shot.

I think the idea was to do a lot more of that. They spent a fair amount getting the wolves down there and training them up. But, like always, there are ones along the way that didn’t do what they needed – either they just weren’t angry enough or didn’t jump in the right away. As we showed them what we could achieve digitally, we basically stopped using the real wolves. Basically after the attack on the Beaver’s hut the wolves are all digital. The introduction of Maugrim in the White Witch’s castle is all digital. When the wolves run out of the castle those are live action with a couple of CG ones inserted. The Beaver’s hut is a mixing and matching of live wolves with CG ones, and sometimes live wolves with CG parts like augmented tails. Beyond that, the CG wolves worked well enough that it made sense to use them for the rest of the film. It’s always a compromise with real animals to get them to do what you want – you do get happy surprises sometimes. Andrew Adamson is big on performance and has really sharp instincts and desires in that area. When you can design a performance and make it work as you see it in your mind, I think that’s the way to go. Of course, this meant our shot counts just kept increasing all the time.

Can you talk about the creation of Mr Tumnus?

The actor wore greenscreen stockings. There was some motion capture data from the character on set. We used the motion capture for that character to help us get the hips where they needed to be. When there was a lack of survey data, the motion capture came in handy to work out where the hips were in 3D space, and it helped us get about 50 or 70 per cent there. Then our matchmovers took over and lined up the hips. They needed to be aligned with a really high degree of accuracy, because obviously any swimmyness or sliding in there would really show up with the mix of practical and digital fur. Once the hips were aligned it was a task of actually animating the legs. Even though there was motion capture for the leg, it really didn’t apply because it was a goat leg that we were after. Once we got that done, it was pretty simple process. Once the hips are where they needed to be, you just place the legs underneath them, using the proper compression between the heels and the hoof, so that you get the proper weight.

We accomplished Mr Tumnus on a shot-by-shot basis. Every shot kind of had its own problems. There were only 30 or so shots, but we worked on Mr Tumnus throughout the entire duration of the show. We started with him and ended with him – there was no mad rush because we knew we could do it – we just chipped away at it over time.

I liked how the fox emotes through his tail and ears and eyes. How did you approach the animation for him?

I think the fox is one of the more interesting canine characters because there is a lot more going on there. I should mention that 90 per cent of the fox shots were animated by one guy – Patrick Osborne. He came up with some really nice ideas. The wolves tend to be the hoodlums. We just needed to make them mean for their personality. The fox is more calculating. You see so much of what’s going on in his thought process through his eyes. There’s a lot of eye adjustment when he’s thinking. When Maugrim grabs him and asks where the kids are, you can really see that thought process. He doesn’t say anything, but you can just see the attitude through the ears. Is he going to give them up or isn’t he? The ears were tricky to rig because they can physically rotate 180 degrees. To get that to work without breaking the rig was a bit of a challenge. We did try to get the fox to emote with his paws but it didn’t look right, so we used the tail a lot. It’s so big – it’s a huge fluffy tail – which makes it hard not to use. Using it to make little flourishes does kind of replace hand gestures. Trying to get that reality factor in there was important. The body is constantly in motion, the breathing is tied to the dialogue and you feel it throughout the performance.

What were some of the other shots Imageworks completed for the film?

There was the whole waterfall sequence. That was made up of many, many different elements. If you look at what we started with – in raw form it’s bits and pieces of the kids, greenscreen all over the place, miniatures, CG water, CG ice, crashing waterfall and other stuff. We also did the opening bombing of London, which is entirely digital except for some shots of the German pilots. The professor’s house is a digital house that doesn’t exist. We did the ice castle and the shots around it as the kids are watching Edmond go into it. It was all kids in bright sunlight against greenscreen, so all the backgrounds and snow had to be added digitally.

The interaction between studios was pretty straightforward. We had to add the beavers in some shots there. The shots were rendered in layers, so the studio delivering the shot would be the studio that had the foreground characters. For example, ILM might have done the backgrounds, and then R+H had the next layer and then we’d finish it up with a beaver in the foreground, using their plate. The only real physical interaction we had was when Aslan pins down one of the wolves.

It was all such a huge undertaking with so much being digital. I thought at the beginning how on earth were we going to do this? And, just like always, we got it done.

[VFXblog]

Narnia, Harry Potter and more Shaped with Autodesk

From an inviting ice castle to a thawing waterfall, many of the holiday season’s movies were shaped with Autodesk, Inc.’s (Nasdaq: ADSK) media and entertainment software. Leading post-production facilities, including Sony Pictures Imageworks, Industrial Light & Magic (ILM) and The Orphanage, relied on Autodesk’s systems and software to realize their wildest wintry ideas.

“Autodesk’s Discreet Flame visual effects system helped our team reach new creative heights with its speed and power,” said David Smith, digital effects supervisor, Sony Pictures Imageworks. “While working on The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, there were many artistic challenges in creating just the right look for magical elements. The White Witch’s stone victims, the luminescent ice castle, talking animals and a vast fly-over shot of Narnia; they all needed to stir up a sense of wonder. The talent of our artists, combined with the capabilities of the Flame system, helped bring this classic to life.”

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe is a film based on the classic novel by CS Lewis, in which a group of children discover a magical wardrobe that leads them to the mystical land of Narnia. ILM used Autodesk’s Discreet Inferno and Discreet Flame systems as part of its proprietary SABRE visual effects system on the film. Sony Pictures Imageworks also used multiple Discreet Flame systems — including the latest system on a 64-bit Linux-based workstation — for 3D tracking, compositing and visual effects creation.

A particularly demanding sequence was that of the waterfall. Child actors were filmed on green screen, standing on-set on an ice peak model. When reviewing the shots in post-production, the performance of the actors in one take was preferred, while the camera movement in another was preferred. Using the Flame system, Sony Pictures Imageworks was able to combine the best of both takes.

In the sequence, the frozen waterfall thaws. The river then breaks apart and melts, showing a transition to spring. This enchanting change of season was crafted with computer-generated elements such as water, fog, icebergs, wolves and beavers — all combined by Sony Pictures Imageworks in the Discreet Flame system.

In another holiday hit, Harry Potter and the Goblet of Fire, Harry Potter finds himself representing Hogwarts School at the Triwizard Tournament. Amid strange events and the evil presence of Voldemort, Harry faces his grimmest challenge yet. Framestore CFC used Autodesk’s Discreet Inferno visual effects system to create mystical elements such as a flying horse-drawn carriage and an animated stained-glass window for the film. ILM used the Discreet Inferno and Discreet Flame systems as part of its proprietary SABRE visual effects system. The Orphanage also shaped the magical realm of Hogwarts, a key backdrop for the film.

Shadi Almassizadeh, computer graphics supervisor at The Orphanage, said, “The Orphanage was tasked with creating a water surface in the Pensive sequence — essentially a bowl of water filled with ‘memory threads’ that gets manipulated by wands and wizardry. After experimenting with many fluid solvers, we concluded that the best tool for the effect was Autodesk 3ds Max software’s reactor simulation. Its quick iterations and complex wave generations allowed us to rapidly achieve the look. Coupled with the Brazil Rendering System, the complex water surface became a reality. 3ds Max software makes the artist feel in control of the shot. It’s fast, easy to use and has a robust feature set.”

Vaah! Life Ho Toh Aisi is the first high-definition Indian film. This light-hearted fantasy required extensive editing, visual effects, compositing and digital color grading. Leading post-production facility Prime Focus used an Autodesk film pipeline including Autodesk 3ds Max software, the Discreet Smoke and Discreet Fire editing/finishing systems and the Discreet Lustre digital color grading system. Numerous surreal environments were created with the Autodesk pipeline, including a car driving through clouds and illusions of the lead character.

Autodesk’s Discreet Lustre system was used to create dramatic looks for several fall and winter movies, including King Kong (Weta Digital), Oliver Twist and Revolver (Eclair Laboratoires), Stay (Laser Pacific) and Domino (Asylum). Asylum worked on approximately 100 visual effects shots and 160 optical shots for Domino, using an Autodesk film pipeline that consisted of the Discreet Inferno and Discreet Flame visual effects systems, as well as the Discreet Smoke and Discreet Lustre systems.

For additional information about Autodesk, please visit http://www.autodesk.com.

VFXWorld’s LWW Effects Diaries: Part 3 of 4

The Lion, the Witch and the Wardrobe Diaries: Part 3 – Sony Pictures Imageworks & Mr. Beaver
In the third installment of VFXWorld’s exclusive production diaries, visual effects supervisor Jim Berney of Sony Pictures Imageworks chronicles the creation of photoreal Mr. Beaver from early test through final animation for The Chronicles of Narnia: The Lion, the Witch and the Wardrobe. Includes QuickTime clips!
By Jim Berney

My Own History With the Book
Jim BerneyI first became aware of C.S. Lewis’ The Lion, the Witch and the Wardrobe in 1971 in kindergarten. My teacher started to read the story to us, and I created the world in my head. She only read for a few days and then we moved away, but I still wondered what the rest of the story was. Then while living in Stockholm in 1989, I was traveling on a train, talking about books with a guy I’d just met. He was telling me about The Lion, the Witch and the Wardrobe, and I said, “I know that book – you’ve heard of that book?” I thought, I’ve got to complete that story, but, being in college, I never did. And then, here at Imageworks about four years ago, we’d just finished working on The Lord of The Rings: The Two Towers, and I was trying to figure out what the next big property out there would be, and I was thinking: I bet it’s the Narnia series.

The BeaversAbout two years ago, I was in between projects and getting a little nervous. Deborah Giarratana, our rep, always has her ear to the ground about what’s coming up, and she told me about The Lion, the Witch and the Wardrobe. While she wasn’t certain that I’d want to be a part of it on a limited budget, what she didn’t know was my history with the book. I really did want to do it, and I thought: They’ve got to get it right. I knew the budget would get bigger, because there are not a whole lot of properties left that have this kind of scope and history. When I read the script, it reinforced what I’ve always had in my head about the story: that initial walk through the wardrobe was my introduction to fantasy, that initial world, and that they’d really pulled it off in the script. What I liked about it was that the characters were diverse, both good and evil.

The filmmakers originally planned to have one visual effects company bid to do all 1,400 shots, which was giant. They had about 10 main CG characters, but there were 40 different creatures to build, and multiple variations on the theme (not just one centaur, but 10 distinctly different centaurs). Besides Imageworks, the other effects houses they were talking to were ILM and Rhythm & Hues. The first step for each one was to do an animation test on some of the CG characters in The Lion, the Witch and the Wardrobe.

The Beaver Test
We started with an animation test, which gave us a chance to work with director Andrew Adamson, and he could also see the process he’d be working with, and not just the dollar amount of our bid. The test of the Beaver character began with literally just some stills the filmmakers shot while location scouting. They gave us some plates and two dialogues pulled out of the movie, and we started putting a beaver together. I believe they gave us a model from their original rotoscan, and we started rigging it to animate without muscles but furring it and figuring out the plate. We turned it into a day for night and put the lamppost into it, where it’s a dark glowing forest in the snow and this beaver came down and gave this absolutely random line.

[Click here for the rest of Part 3]
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LWW Exclusive Game Footage!

For the first time in the history of Narnia, you are invited to take your very own steps through the magical wardrobe of C.S. Lewis’ masterpiece, The Lion the Witch and the Wardrobe. Through the intricate works of technology, Buena Vista Games has begun the journey of crafting an interactive adventure for the Sony PlayStation 2, Microsoft XBox, Nintendo GameCube, and personal computers.

Unexpectedly nestled in the loud crowd of the Electronic Entertainment Expo in sunny Los Angeles, California, Buena Vista Games has recreated a small part of Narnia for eager spectators to travel. The first memorable steps are through a giant recreation of that mystical wardrobe we have all crafted in our imagination. Immediately, travelers are greeted with beautiful pieces of Narnian armor and weaponry (sadly protected behind beautiful curved glass cases), and the grotesque heads of the White Witches minions. At the end of the wardrobe hall, one is ferociosly greeted by Olmin the Minotaur (the actual suit and animatronic used in the movie). Recreated in splendid detail, Olmin is merely a breath-taking distraction of what Buena Vista is really showcasing.

Though in its early stages, The Lion, the Witch, and the Wardrobe video game is a wonderful adventure for all sorts of fans. Though very incomplete at this stage, the game immediately puts you into the shoes of Peter, Susan, and Lucy on desperate attempt to rescue their lost brother. Fighting on a frozen creek in Narnia, the player is able to at any moment switch between which character he/she is using, creating some very dynamic gameplay elements. In this first stage, the three siblings needed to fight off wolves and other nasty creatures while attempting to break through iced up dams (accompanied, of course, by beavers). Doing so involved using regular attacks (Peter’s sword, Susan’s bow, and Lucy’s punches), special attacks (Peter has a power strike, Susan sings a song to put creatures to sleep, and Lucy is able to heal the health of the entire party). Players controlled by the computer fight alongside of the human players, but can be rotated at anytime to vary the battle. Additionally, players must also “team up” with one of the sibling to complete objectives. In this first level, Lucy jumps onto Susan’s shoulders in order to reach high enough to break through the dam.

The second level involves only Edmund and Peter in a fierce battle against Ginarrbrik the Dwarf. Apparently, he’s been crossed and now needs to be put in his place. In order to do this, Peter and Edmund must run around, avoiding Ginarrbrik’s attacks. Eventually, the dwarf will become dizzy and the brothers can tie him to a tree. The brothers then proceed to attack him until he cuts through his ropes, and starts the whole party again until his health his drained. In the final version of the game, players will also need to light Ginarrbrik’s beard on fire.

After the dwarf is defeated, Peter and Edmund are confronted with anklebiters and two giant Cyclops. In order to break free of them, Edmund picks up a torch with which to light bails of hay on fire. Once on fire, either Peter or Edmund can kick the bails into the enemy in order to defeat them.

As you can see, the gameplay is quite varied and will make for excellent cooperation modes. Of note, the games graphics are very beautiful. The artists have accurately modeled the children’s faces, make great use of detail and precision. The games environments are also very well crafted, complete with shimmering ice, blazing fires, and lots of movement on screen. One scene that was particularly impressive was an invasion of Minotaurs against the children. The screen was literally full of the giant beasts, all while retaining very smooth gameplay.

Time with the LWW videogame was limited, as a full crowd of Narnia explorers waited to play the game. To add to the sadness, the exit of Narnia required a march past a museum of frozen Narnian creatures, captured in their despair. All said and done, however, the short adventure through Narnia is one that rekindled a passion for the world of C.S. Lewis. Expect big things with this game and, of course, the movie.

I leave you with an assortment of photographs – expect video, more in-game shots, and additional information tomorrow!

Click Here for Photographs