Posts Tagged ‘Special Effects’

Wright man for deciding ‘Witch’ Visual Effects lineup

Tuesday, February 28th, 2006

Visual effects supervisors aren’t normally what springs to mind when the word “dealmaker” comes up, but “The Chronicles of Narnia” probably wouldn’t have been the success it has been if vfx supervisor Dean Wright hadn’t struck a delicate arrangement between rival effects shops to work together on the film.

Wright and helmer Andrew Adamson reviewed test reels from a handful of vfx houses and narrowed their choice down to three finalists: Rhythm & Hues, Sony Imageworks and Industrial Light & Magic.

With CG characters so important in “Narnia,” says Wright, the choice was difficult, not just a matter of a low bid.

“We’re talking about casting the movie, because these houses were going to create characters that were going to work alongside our human cast. So it was a much more emotional question.”

Initially, they chose R&H to do the entire show. Then, even before principal photography started, it became clear the movie was too big for any one shop to handle all the CG work. Wright decided to divide the work.

He went back to Sony and ILM, but their bids were several million dollars high.

“I had to go back and talk to them and say, ‘I’m not trying to do a bidding war, but here’s the number I need you to hit.’”

Wright had to balance his own budget with the needs of the vfx houses. “If they’re not comfortable with the number and they have to stretch to reach it, it’s going to hurt you later.” He chose Sony, and when the show continued growing, ILM came on, too.

So all three finalists worked on the film, sometimes even all contributing to the same shot. It’s a rare collaboration, but the film nabbed an Oscar nom for its vfx.

The Lion, the Witch and the Wardrobe up for Two Visual Effects Society Awards

Friday, January 20th, 2006

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe has been nominated for two Visual Effects Society Awards. One for Outstanding Visual Effects in a Visual Effects Driven Motion Picture and the other for Outstanding Animated Character in a Live Action Motion Picture, for the character of Aslan.

Outstanding Visual Effects in a Visual Effects Driven Motion Picture

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe
Dean Wright, Randy Starr, Bill Westenhofer, Jim Berney

Harry Potter and The Goblet of Fire
Jim Mitchell, Theresa Corrao, Tim Alexander, Tim Webber

King Kong
Eileen Moran, Joe Letteri, Christian Rivers, Eric Saindon

Star Wars: Episode III Revenge of the Sith
John Knoll, Roger Guyett, Rob Coleman, Denise Ream

Outstanding Animated Character in a Live Action Motion Picture

The Chronicles of Narnia: The Lion, the Witch and the Wardrobe – Aslan
Richie Baneham, Erik De Boer, Matt Logue, Joe Ksander

Harry Potter and the Goblet of Fire – Dragon
Steve Rawlins, Eric Wong, Robert Weaver, Steve Nichols

King Kong – Kong
Andy Serkis, Christian Rivers, Atsushi Sato, Guy Williams

From the Rules: The VES Awards are not ‘just another awards show.’

Where else can we, as a community of visual effects professionals, come together to see the most amazing, stunning and excellent work of the year as well as the most subtle and beautiful work too, learn how we all did what we did, trade experiences, say hello to old friends and, most importantly, honor select peers with an award that is truly filled with integrity and meaning?

The point of these awards is to promote excellence in our art and craft by way of recognition where it is deserved. Not just visual effects supervisors – they have many other awards – but also visual effects producers, compositors, animators, models and miniatures creators, technical directors – virtually the entire field of visual effects artisans and craftspeople are eligible in one category or another.

The process by which we select both our nominees and bestow our awards is the most fair, thorough, egalitarian, honest and forthright of any awards program we know of. And that makes the VES Award even more meaningful.

The Lion, the Witch and the Wardrobe up for Three BAFTAs

Thursday, January 19th, 2006

Narnia Spy Ken sent us a report that The Chronicles of Narnia: The Lion, the Witch and the Wardrobe has been nominated for three BAFTAs.

COSTUME DESIGN

CHARLIE AND THE CHOCOLATE FACTORY – Gabriella Pescucci
THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE – Isis Mussenden
MEMOIRS OF A GEISHA – Colleen Atwood
MRS. HENDERSON PRESENTS – Sandy Powell
PRIDE & PREJUDICE – Jacqueline Durran

ACHIEVEMENT IN SPECIAL VISUAL EFFECTS

BATMAN BEGINS – Janek Sirrs/Dan Glass/Chris Corbould
CHARLIE AND THE CHOCOLATE FACTORY – Nick Davis/Jon Thum/Chas Jarrett/Joss Williams
THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE – Dean Wright/Bill Westenhofer/Jim Berney/Scott Farrar
HARRY POTTER AND THE GOBLET OF FIRE – Jim Mitchell/John Richardson
KING KONG – Joe Letteri/Christian Rivers/Brian Van’t Hul/Richard Taylor

MAKE UP & HAIR

CHARLIE AND THE CHOCOLATE FACTORY – Peter Owen/Ivana Primorac
THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE – Howard Berger/Gregory Nicotero/Nikki Gooley
HARRY POTTER AND THE GOBLET OF FIRE – Nick Dudman/Amanda Knight/Eithne Fennell
MEMOIRS OF A GEISHA – Noriko Watanabe/Kate Biscoe/Lyndell Quiyou/Kelvin R Trahan
PRIDE & PREJUDICE – Fae Hammond

One of the principal functions of the British Academy of Film & Television Arts is to identify and reward excellence in the artforms of the moving image. It achieves this objective by bestowing awards on those practitioners who have excelled in their chosen field of expertise.

In 1947, the Academy granted three awards. Today, more than one hundred awards are bestowed annually in the fields of film, television and video games. Our five annual awards ceremonies in London are as follows:

The Orange British Academy Film Awards
The British Academy Video Games Awards
The British Academy Television Awards sponsored by Pioneer
The British Academy Television Craft Awards
The 10th British Academy Children’s Film & Television Awards in association with Time Warner

The Academy has earned its position as keeper of the gold standard because its engaged voting body is a diverse, expert membership of industry peers. Each Awards process varies, but the coveted BAFTA mask is awarded to individuals via combinations of membership votes, qualified industry chapters and specially selected juries comprising industry practitioners who have reached the pinnacle of their profession in a variety of disciplines.

The BAFTA mask is regarded as the most coveted award among industry practitioners working in all artforms of the moving image.

VFXWorld’s LWW Effects Diaries: Part 4 of 4

Tuesday, December 27th, 2005

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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R+H’s Bill Westenhofer on ‘Narnia’

Thursday, December 22nd, 2005

Rhythm & Hues visual effects supervisor Bill Westenhofer talks to vfxblog about the challenges of The Chronicles of Narnia: The Lion, The Witch And The Wardrobe.

Interview by Ian Failes

‘Narnia’ sounds like a character animator’s dream. Was there some competition at Rhythm to get on this show?

Narnia was certainly a dream job for me as the story was one that I had cherished since childhood. Of course that is always a double edged sword, because you end up putting yourself under even more pressure to live up to your own high ideals of how it should be. Fortunately, we were working for a director like Andrew Adamson whose creative vision and high standards for the visual effects work were already a great target to strive for.

There was a great deal of competition for the visual effects work on Narnia. The production auditioned the studios by commissioning an animation test of Mr. Beaver. We were all handed a piece of dialogue, a collection of stills for backdrops and told to make something of it. It was interesting to see the results in the end as each facility brought different strengths to the table. Ultimately the test landed us the work. Ironically, after the shot count grew the workload was split amongst ourselves, Sony Imageworks, and Industrial Light & Magic, and our part did not include the beaver.

What was involved in your role?

My role as Visual Effects Supervisor for Rhythm & Hues included both the onset and post-production supervision of our portion of the work which included Aslan the lion, and the large battle sequences including some 40 hero characters and armies simulated with the artificial intelligence package Massive. In all we produced 380 visual effects shots for the film.

I actually started with the production before they hired their overall supervisor Dean Wright, so I also helped with the technical aspects of creature design being done at WETA Workshop, and developed methodologies to accomplish characters like fauns and centaurs which would often have live action upper bodies and CGI creature halves.

What kind of planning and preparation did Rhythm undertake in terms of animation for ‘Narnia’. Did you produce any pre-viz or motion study tests? What real world references did you look to?

We did an extensive amount of referential resource collection at the start. We were fortunate as well in that the production’s animal training facility, Gentle Junge, in Fraiser Park, CA allowed us to spend a day in a cage with a lion, cheetah, leopard, eagle, bear, wolves, and several other creatures. We brought a Hi-Def motion-picture camera with us along with a host of still cameras to get fantastic close-ups of the animals we had to build. We were able to use this reference directly as we built and prelit the characters – doing side by side matches of specific walk cycles and cross dissolves of the still frames.

To deal with mythical creations we did a number of animation studies with early rigs. I had done a survey of fauns and centaurs from other films and worked with Andrew to come up with a list of things that worked and didn’t work from those efforts. Using this as a guide, we worked out ideas on how an idealized centaur would move so that we could work out how we needed the live action humans shot on location to move in support of the to-be-added lower halves. We did several video tests with the prosthetics vendor KNB to see how these ideas panned out when the digital portions were added.

I also attended the tech location scouts in New Zealand. This gave us an idea of the terrain we would be dealing with, including tall grass that we would need to integrate our characters into. At that time we also had Paul Maurice’s Lidar Services, LIDAR the entire battlefield, Aslan’s Camp, and a few other small locations so that we’d have digital terrain to run our Massive armies over.

How closely did you refer to the previz or how far did you have to move away from it?

The previz for the film was handled by the production, under the direction of previz supervisor Rpin Suwannath. The previz for the battle had been in development long before we were even brought on the film. Ultimately, his team would previz the vast majority of the movie that would contain visual effects.

I would say, to a great degree, the film matches pretty closely to the scenes as they were prevized. This is largely due to the fact that Andrew spent a lot of time working out his shots in the previz stage to make sure it was faithful to his vision of a scene. Drama sequences tended to drift from the previz a bit more, but this is to be expected as dialogue changes or performance moments are created that merit an adjustment to the cut. The battle sequence, however, particularly the warm up and charge are extremely close in the final cut of the film. The fact that we adhered so closely to it was essential during principle photography as we often had as many as six units filming over a huge expanse of terrain – some units would be literally miles away. Because we all new exactly what Andrew was looking for, it allowed the necessary degree of autonomy to complete the filming on schedule.

What helped you make decisions about what should be motion-captured or key framed?

The use of Massive required the use of a lot of motion-capture. The motion-captured results were stunning, but even if they weren’t it would be nearly impossible for animators to create the hundreds and hundreds of little actions needed by the agents to perform within the package.

Initially we even toyed with the idea of motion capturing animals like a lion, leopard, and so on. Ultimately the success of early key-frame motion studies, and the huge practical difficulties of doing this kept it from happening. All of the big cats, including Aslan, were completely key-framed. Flying creatures like the gryphons and hawks were also key-framed. We were able to motion capture a horse, however. These cycles were used extensively in our animation including the Massive centaurs, and even as a basis for hero animation of both ‘freedom horses’ (the name given to actual – non centaurified horses in Aslan’s army) and the centaur horse bodies.

All of the humanoid characters were captured for Massive and for motion vignettes that could be used on mid-ground hero characters. Our motion capture director, Michelle Ladd worked with Giant Studios to capture all of the creatures. Giant’s system was able to show the capture retargeted onto our rigs in real time which was crucial to gauging the success of reverse-legs like the goat-legs on a faun.

One of the most challenging characters from a mocap standpoint was the centaur. The key to selling a centaur as a being is that the human and horse have to move with a single mind. We did a test where we combined the capture of a horse with that of its rider and the result looked like what you might expect in that the human felt like it was along for the ride as opposed to motivating the horse. The way we accomplished the centaur was to first make selections from our horse capture for the actions we wanted to include in the Massive agent. For each of these, we captured a human that performed stationary in a chair. We were then able to procedurally add the necessary overlapping action of the torso, limbs, and head in both the motion edit stage and within Massive itself. Careful timing of this overlap made the human feel like it was leading the horse which achieved that ‘single mind’ we were after.

How were your creatures modeled and rigged?

All characters were modelled using a combination of Maya and our propriety tool. When available we started with cyberscans of WETA maquettes. For the exotic animals we would either adapt an existing model, or find other sources such as taxidermy forms for the body and detailed areas like the teeth and gums.

Our lead Creature Supervisor, Wil Telford, employed our newly implemented ‘construction kits’ (CKs) to do all of the skeletal rigging for our characters. We had a set of CKs for bipeds and quadrupeds which could be rapidly instanced onto a model in a matter of hours. This not only made the inital rigging process fast, but it insured that every rig was completely consistent in terms of naming conventions, rotation orders, etc. which would allow animators to easily jump from character to character.

The skeletal rigs were very fast, but the soft body deforms still took a bit of time. We used just about every trick in the book to do this, including full muscle systems, blend shapes, compression driven displacements, harmonics and dynamics driven skin and fat layers, and traditional deforms. Each were custom fit to the base model. Some characters like Aslan had a great deal of this complexity proceduralized so that it performed well even without direct animator input. For creatures that were more ‘one-offs’ we would include a similar complexity in the rig, but an animator would have to spend time hand adjusting the results.

With a limit on our rigging resources within our schedule we had to make decisions like this to put the most emphasis on things that would be amortized over large numbers of shots. Aslan’s setup included a unique post animation process that overcame one of the former limitations of muscle systems with regard to the timing of muscle firings. Past systems were steady-state in that the amount of contaction exhibited by a muscle was just the result of the joint angles on a given frame. In reality, muscles fire and begin to bulge in anticipation of a motion and often relax before it completes. The post process was a script that analyzed an animators performance and would correctly fire muscles according to this more realistic timing. Our technical animation staff still had the ability to alter this afterwards, but in the majority of shots, this process produced the final results you see on screen.

Our facial rigs also varied in complexity and proceduralism based on the amount of scenes a creature would be featured in. Aslan’s face was incredibly complex in so far as it was a blend shape system built from an underlying muscle system on top of which was applied another muscle system! But the miraculous thing, was that this complexity was hidden from the animators and did its magic behind the scenes. A relatively small number of controls produced his facial performance.

The process of building his face started from reference. We poured over the vast collection of lion photographs we had and found examples in which the lion appeared to portray the expressions we wanted to include in our library. Starting this way guaranteed anatomical authenticity in the poses. A given facial pose was free sculpted by the modelling staff. This was fed into a full muscle rig which analyzed key facial landmarks to determine which muscles would have needed to fire to achieve that expression. The final blend shape pose was then reconstructed by the muscle system. This added subtle skin motion and interrelationships that were not sculpted in by the modellers. The final facial rig was a blend-shape system, but even with that we added back a subset of the final musculature to help interpolate correctly between poses.

As a final test for the rig before shot production, we chose frames of Gregory Peck from To Kill a Mockingbird as a performance target. At the time, Liam Neeson had not been cast, so Gregory’s character Atticus Finch seemed to have the right sublime quality we were after. We made sure the rig was capable of reproducing expressions for Aslan that mirrored those of the human actor.

What approach did you take to the final animation? Were your animators given individual characters to work on?

Our animation director, Richie Baneham, and our animation supervisors, Erik DeBoer, Matt Logue and John Goodman, were responsible for assigning animators to shots and characters within the shots. While we always like to keep animators on the same characters throughout a movie, the shortness of the schedule, and the order of shot turn-overs from production often make this impossible. To keep the pipeline moving, we must move animators from character to character, which is why innovations like the CKs were so important. That said, we did manage to keep animators who found a particular knack for Aslan facial performances on the majority of those shots, and tried to keep others who were very successful at fast action and impacts working on the battle scenes.

What tools did you use to animate the characters? How ‘final’ were you able to take the shots in animation?

All of our animation was conducted on our in-house animation package, Voodoo. Our animation work proceeded in four steps:

- Blocking: this would place the characters in frame and would employ simple animation, and/or motion cycles to get a sense of the motion;
- Rough Animation: this would be actual animation crafted for a scene to demonstrate our attempt to portray what Andrew was after;

- Animation Approval: this would include all of the detail necessary for Andrew to sign off on the performance;

- Cleanup: typically minor adjustments to foot placements for lighting, or tweaking a pose for the muscle systems.

After animation was complete, our technical animation staff would take over to polish the muscle systems, clean-up deforms, add cloth and hair simulations, and so on. Our character animators would often handle the sympathetic animation of armour, etc, but this too would optionally be passed to tech animation for certain shots.

Can you talk about the challenges of fur and feathers and any other dynamics or simulation issues you had?

Rhythm & Hues has been working with furry characters for a number of years now and as a result our hair tools are fairly robust. Still for this production, the number of characters that had hair and the realism required would prove quite challenging. Aslan’s lead pre-lighter, Greg Steele, utilized over 15 different hair types in the mane alone each with a different density, colour, transparency, and degree of curliness. We also had to be able to have multiple ‘combs’ for each character to allow variations across, for example, the number of different minotaurs portrayed on screen.

One of the biggest challenges for our hair simulations was the wind that was ever present in New Zealand. While on set, I would joking mumble that the title should be [???]. Our digital characters then, had to match the effect that was evident in the live action plates. Our software programmers developed two layers of wind for the tech animation staff. The first, simply called ‘Dynamic Wind’, handled the macro motion on the guide hairs of a strong breeze and caused the hair to wrap around contours of the body and also maintained a degree of collision detection to maintain overall volume. The second layer, dubbed ‘Pelt Wind’ for the ‘pelt system’ of dealing with hair types, would move individual hairs like whispy edges in a light breeze. The two could be combined and animated with noise forces to simulate the various conditions in which our CGI creatures had to be placed.

On the topic of feathers, we did have a challenge in the gryphon. The gryphon is a combination eagle and lion and flies by way of huge eagle wings. Our shots had to portray these feathers blowing in the wind and had to show them as the wings fold. Amazingly, the complex folding action of the flight feathers during wing fold was accomplished through careful rigging and procedural action. Some hand cleanup was required, but they performed very well out of the box. Animator controls handled the wind effects on the major flight feathers, while the rest were handled by our fur package and the same wind controls that dealt with Aslan’s mane.

How was Massive was used by Rhythm for the show?

We used Massive to handle the mid and background characters in both Aslan’s and the White Witch’s armies. We would often have as many as 30,000 creatures in frame at one time. Combined across the 130 shots that employed Massive, the program handled the animation for over 450,000 characters according to our Massive supervisor Dan Smiczek.

It took about a year and a half to process the motion capture, build Massive brains, and integrate the tool into our pipeline. We had to develop a way to efficiently handle the volume of geometry that would be passed to the renderer. To do this we built multiple levels of detail and had to build skeletal rigs for each that would work consistently with the mocap data. After this lengthy setup, however, Massive was able to populate a shot with realistically behaving agents in as little as a day to as long as a few weeks of time. Changes to performances could be turned around very quickly and those individuals who chose to remain ‘non-conformist’ could be culled from the crowd with ease.

I was actually surprised by how close we could bring Massive agents. In Narnia, we were the first team to put fur on Massive characters. This coupled by the quality of the animation output from the package brought them into the mid ground of a frame. A packed battle scene would feature, at most, about 20 hero animated characters – the rest would be Massive agents.

How were your visual effects shots reviewed by the vfx supes and director?

We met with Andrew and Dean several times a week. We used both video conferencing and in person visits for animation which was supplied via QuickTime files uploaded onto each side’s respective Avid. Film was screened either at Rhythm & Hues or at the production’s screening facility depending on Andrew’s location. Some lighting work was reviewed via hi-res QuickTimes on a Mac, but the vast majority of lighting decisions were made on film.

Did you look to the work of the other vendors while completing your shots?

Not all that often. We did do a lot of sharing up front: we supplied ILM with all of our models, textures, prelighting turn-tables, and some motion-capture data for them to build their libraries. After that, it was really Dean and Andrew’s responsibility to insure consistency within shots. This was possible, because the designs for everything were pretty well established when ILM was brought into the picture.

One notable exception was a series of shots featuring Aslan pinning down one of Sony’s wolves. This did require careful back and forth on both sides as we animated each separately and combined the two at the various stages (blocking, rough animation, final animation). For a given shot, we decided a priori which character would be the lead and which would act sympathetic to that. This allowed one side to establish the blocking that the other could play off too. Interestingly, these shots matured later in the production so neither of us saw the other’s finished render under a few weeks before the end of production.

Is there one particular shot or sequence you could break down, and talk about the elements that made up the shot?

One series of shots that encompass all of the challenges we faced involved the ones of Peter on his unicorn in front of his army waiting to strike. In the shot, Peter, his unicorn, Oreius, and the front row of centaurs were all live action. The gryphon was a full CGI hero character, and the entire rest of the army was handled by Massive.

- The shot was filmed on location at the battlefield. All of the centaur performers wore green tights and were placed on 14 inch platforms so they would be at the right heights for the horse bodies to be added underneath.

- The next step is to matchmove the camera. We had LIDAR of the location, so this task fit the ground to the same terrain in frame. Having a 3D representation of the ground and rock formations was crucial to allow proper placement of the Massive characters.

- Next we have to track the centaur actors. These were hand fit to all of the live action upperbodies. Doing this allowed the horse bodies to be attached and pick up any rocking or swaying that the actors performed.

- Our hero animator for the shot then began animating the gryphon. In one of the shots he has to fly-in, land, furl up his wings and deliver a line of dialogue. The animator also animated the wind blowing through the flight feathers to match the strong wind visible in the plate.

- Our leg animation team then works on all of the horse bodies. It is a sort of reverse-engineering process, where they must work up horse animation that supports what the actors are doing. Adding touches like the occasional foot twitch and so on keep the lower half alive. Careful attention must be paid through all this to insure that the blend area remains consistent. They have controls to select the amount to blend the hip rotation of the actor into the front of the horse, for example.

- Massive simulations were then setup and run. A great deal of time was spent blocking out the location of various formations within the army – for example, 2 lines of centaurs, followed by squads of fauns & satyrs, followed by more sporadic mixtures of all the various creatures in Aslan’s army. Even the first pass of Massive was very successful – foreground fauns have believable agitation and shift from foot to foot. More time was then spent adding background characters that are moving about as if to find their final positions, and so on.

- Tech Anim now steps in to animate the chainmail hanging down off the cenatur’s bodies. The wind also has to blow across the gryphon’s body hair and fine wing feathers. Tech Anim also adds motion to the various battle standards and flags being held by the Massive agents.

- Finally the characters are lit and rendered, and compositing adds details like ground shadows, dust from the landing gryphon and so on.

[VFXblog]

Imageworks’ David Schaub on ‘Narnia’

Thursday, December 22nd, 2005

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]

VFXWorld’s LWW Effects Diaries: Part 3 of 4

Friday, December 16th, 2005

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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Rhythm and Hues Bringing Narnia F/X to Life

Monday, March 29th, 2004

Rhythm & Hues has landed the role as lead special effects studio on Walt Disney Studios and Walden Media fantasy epic The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, which Disney will distribute late next year.

Variety reports that R&H is expected to create more than 700 shots for the film, which will start lensing this summer in New Zealand, with “Shrek” series director Andrew Adamson from a script by Ann Peacock.

The effects studio has built a name for itself in creating digital characters, most recently for such films as Fox’s Daredevil, Warner Bros.’ Scooby-Doo and its sequel and Universal’s Dr. Seuss’ The Cat in the Hat. Its work will next be seen in Fox’s upcoming Garfield and Universal’s The Chronicles of Riddick.

For “The Lion, the Witch and the Wardrobe,” R&H will create matte paintings, as well as bring to life a cast of creatures from the C.S. Lewis children’s classic as photo-realistic computer-generated characters, including Aslan, a talking lion.