Monday, December 27, 2010

Astro Boy vfx supervisor Yan Chen










For Astro Boy, Imagi Animation Studio's 2009 computer animated re-invention of the Osamu Tezuka Japanese manga series first published in 1952, and now on DVD, director David Bowers created a fresh look and feel to the popular boy robot story. Visual effects supervisor Yan Chen talks about creating this new Astro world.
How did you approach the look of the film, given that Astro Boy is such a well known property in both the east and west?

Chen: One of the things we loved on this film about the east versus west mentalities was that we could adopt the best of both worlds. We actually chose cultural icons and artistic icons to borrow. From eastern icons, we would look to the woodwork and watercolour paintings of Isamu Noguchi for the cold and sterile scenes on Metro City. This was even represented in the costumes. The Metro City suits are drab and grey, while the clothes people wear on earth are bright and colourful. They even have patches and are very vibrant and bohemian.

I noticed a very distinct colour palette throughout the film. Can you talk about that?

Chen: We approached it in a fairly traditional way through a colour arc or colour script. The art director, Jake Rowell, looked at the beats of the story and tried to time the colours appropriately. We used this colour palette to try and bring out the correct feel and representation of each scene. For instance, in the escape scene we tried to set up a desaturated white as a warm colour, whereas a cool colour would be the standard purples and blues. But because the warm colour wasn't actually like orange or yellow, your mind got accustomed to that being warm. So when Astro escaped into the clouds and saw the sunset, the real warmth of the orange and yellow of the sun kicked in, as he found his freedom, and it accentuated that fact. That was all explored in 2D with hand drawn paintings and was then translated into 3D.
 
What kind of modelling and animation effort was involved in the production?

Chen: We had about 20 modellers on staff, and separated our process into characters and environments. One team was solely responsible just for characters, largely because the performance of the characters was so important. We used Maya to do the modelling and animation, with rendering in RenderMan. We set Maya up in such a way that mimicked the muscle groups of a real human. Even though the characters are heavily stylised, we still controlled them using real muscle groups. For instance, in our facial system, we had 80 muscle shapes. When a character smiled, we'd move 15 to 20 of those muscles. We used a layered approached with blend shapes at the bottom and a higher control to manipulate multiple groups to give us the right expressions. On top of that we had a expression library that had director pre-approved expressions like smiles and frowns. 
 
Then there are the robot characters. Were there any particular challenges with them?

Chen: The robots fell into two categories - Metro City robots and the gladitorial or Earth robots. For the Metro City bots we primarily used ray tracing techniques to capture real world reflections. On the other hand, the robots in the battle arena on earth were all built of junk or made of scrap pieces. Because we didn't have the budget to individually build all these robotos, we went for a more Frankenstein system and built them with similar torsos, arms, legs and other junk. I think because they were meant to be more rustic anyway, the robots lent themselves to mis-mashing pieces together.



 
 
 
 
 
 
 
 
What kind of reference did you look to for the character animation?

Chen: It was primarily the voice actors - there was a camera pointed at them during recording - which was wonderful reference. The second form of reference was an expression sheet or style guide for the particular character. One of the quirks of Astro Boy was that the smile or smirk is very stylised, which obviously comes from Tezuka's original work, and we wanted to capture that.

And how did you approach the animation?

Chen: It was done via key frame animation. The overbearing philosophy was to treat each character with the same number of controls. There was one set for facial animation and one set for the body. That way the animator could dive into any character, from a small dog to a large robot. It made our library of over 150 characters easier to deal with as well. That's not to say we couldn't capture a different performance for each character. It was just that the joints were the same and it was up to the animator to deliver the appropriate performance.

What kind of considerations did you have in making Astro fly?

Chen: Well, we were pretty much using an off-the-shelf version of Maya. And one of the considerations we had with using Maya was how far Astro had to fly in the shots. Typically what happens when you move too far from the origin, things and deformations start to break down, purely because you're in the computer and it has a precision to it. What we did was that during previs we allowed the artists to fly anywhere they wanted in the world, but then we would run a technical process after the fact that constrained the action around the camera to a sphere. This was a sphere in which we could know how to maintain any deformation issues.

How did you realise the environments in the film?

Chen: It was really a mix of matte paintings and CG, often with a blend between the two. For the waking up Zog scene, which was set out in the wilderness, we wanted a very painterly look. We would create the environment in CG in Maya, render it in RenderMan and then we'd paint over it in Photoshop and re-project the painting onto the CG. We used a custom copy of Shake for all the compositing.  












What about the clouds that Astro flies through?

Chen: Our approach was to use 'Miyazaki' clouds. We stylised our shapes based on the classic 2D cartoons from Studio Ghibli. However, it was all done 3D where we actually modelled fluid containers then ran those 3D containers through a fluid sim. This gave us the ultimate control to make things like ice-cream shapes but still allowed it to feel like Astro was flying through a 3D, or real, bank of clouds.

How did you deal with the visual effects in the film, like the explosions and lasers and anti-matter?

Chen: The biggest challenge with the visual effects was to make them art-directable. They had to be somewhat graphic to keep the manga style but also fit into this 3D world we had created. We would test the look of our visual effects in paintings by literally painting our fx to see if it worked in 3D. We used Maya particles and fluid dynamics for the smoke and fire work. We stylised the motion of the smoke and fire to make it feel graphic. Any lightning was done with particles but with sprites that were painted textures on top. Again, this gave it that graphic sensibility.

Did you use particles for the red and blue energy?

Chen: The cores for the red and blue energy were multi-layered. It involved modelling a piece of geometry outside that was a sphere, but within the sphere was multiple layers of geometry on which we placed effects, some particle effects for the dots of the energy and some were 3D textures where you actually see a vortex of energy swirling around in the cores themselves. The rays that came out of that were mostly volumetric rays. If they interacted with a character they were volummetric or if they were standalone they were composited 2D effects.

What were some of the challenges of the final battle sequence?

Chen: One of the largest challenges was just the pure length. There were 70 shots and we had to match continuity across the shots for colour or smoke and where the sun was coming from. The good thing about it was that it was scheduled for the the last three months of production and we knew what it entailed.
 
 
 
 
 
 
 
 
 
 
In that final confrontation the Peacemaker keeps adding to his body and growing. How did you accomplish those shots?

Chen: The Peacekeeper could absorb and control anything. He absorbs drones, typewriters and even buildings by the end. We had to show this progression from a seven foot character to a 700 foot character! Although we did model different stages of the progression - 7 foot, 20 foot and 700 foot - we had to compromise with the director on some creative editing. You have to make them grow - 7 foot, 20 , 700 foot stages. Our money shots had to show the absorption of metal pieces and then we implied the rest in editing. We still had to show the things welding into him and show portions of him growing, but mostly we pre-built the growth in. 

The visual effects of Black Swan













For Black Swan, director Darren Aronofsky turned to Look Effects to help bring his dark New York ballerina story to life. Look's visual effects supervisor Dan Schrecker oversaw 220 shots for the film, from full CG swan wings to prosthetic augmentation, face replacements and other enhancements. Here's my article at fxguide.

Building LEGO together with Click 3X













Stop-motion photography and visual effects by Click 3X helped bring together Build Together, a :30 spot promoting the joys of LEGO construction. Here's my article at fxguide taking a look at how the commercial was created.

The visual effects of The Voyage of the Dawn Treader













Head on over to fxguide for extensive coverage of The Chronicles of Narnia: The Voyage of the Dawn Treader. Here's my article highlighting the VFX by Framestore, MPC, Cinesite, The Senate and The Mill. Then there are two great podcasts with VFX supe Angus Bickerton, an fxpodcast looking at the effects and stereo and a red centre podcast covering the lensing.

Face replacement in TRON: Legacy













fxguide's Mike Seymour has an in-depth article on Digital Domain's face replacement effects for TRON: Legacy. Includes a bunch of great behind-the-scenes pics, too.

Saturday, November 27, 2010

Acting Class at Trivandrum Campus


Clusters Trivandrum Campus conducted professional acting classes for animation and visual effects students.






Thursday, November 25, 2010

Making of Avatar at AnimfxNZ













Weta Digital recently gave an incredible full day ‘Making of Avatar' presentation on James Cameron’s film as part of this year’s AnimfxNZ conference in Wellington. Here's a brief report at fxguide giving a rundown of some of the major points brought up by Weta supes and artists from the day.


Skyline - fxguide podcast with the Brothers Strause













Mike Seymour from fxguide chats to directors Colin and Greg Strause about Skyline in a podcast about the business of making an indie film, using the Red MX and lowering costs of production.

Stargate Studio's visual effects for The Walking Dead













Stargate Studios is handling the visual effects for The Walking Dead, AMC's new TV series based on Robert Kirkman's zombie apocalypse comic and directed by Frank Darabont. Here's my article at fxguide which takes a look at some of Stargate's zombie enhancement and virtual set work for the pilot episode.

Framestore's Deathly Hallows animation













The crucial origin of the 'Deathly Hallows' is told inside the latest Harry Potter film via a three minute animated sequence directed by Ben Hibon and created by Framestore. In it, we learn of the story of the Three Brothers and their encounter with Death. Here's my inteview at fxguide with Framestore sequence supervisor Dale Newton.

MPC's vfx for DirecTV 'Ice Cream' spot













In 'Ice Cream', a DirecTV spot directed by Rupert Sanders, two battling cyborgs literally crash and burn through several rooms of an apartment as the owner manages to pause their actions. Here's my roundtable chat at fxguide with MPC in Los Angeles about their visual effects work for the commercial, with some great before and after clips.

Monday, November 15, 2010

Sand Sculpturing Show at Trivandrum Beach by Clusters


Trivandrum Beach : Clusters College For Media & Design organized a Sand Sculpturing show at Trivandrum yesterday evening,  Have a look at the pics.
 

















The Sculpture Modeled by Mr.Satheesh Ke ( Animation Department ) , Mr.Siji ( Pre Production Dep) , Mr. Hariprasad( Vfx Dep) and Clusters Students , Best wishes to all.

Wednesday, November 10, 2010

This is LEGO Digital Designer

This is LEGO Digital Designer. The program that lets you build with LEGO bricks on your computer.Learn more about LDD and how you get started by using our new tutorial movies.
Click http://ldd.lego.com/

The visual effects of Hereafter










Well-known for its CG water creations in films such as 300 and 2012, Scanline VFX faced new challenges in creating a near-death tsunami experience for Clint Eastwood's Hereafter. Here's my article at fxguide that takes a look at the studio's digital water live-action destruction effects, digital make-up work and and afterlife visions.

Industrial Light & Magic: Creating the Impossible

Thursday, November 4, 2010

The Sorcerer's Apprentice













For The Sorcerer's Apprentice,visual effects supervisor John Nelson oversaw more than 1200 shots featuring plasma ball fights, a Chinese dragon, car chases, magical creatures and the re-creation of the famous Disney Fantasia sequence. fxguide looks at some of the key work by the two lead facilities, Asylum and Double Negative.

The visual effects of Red
















Director Robert Schwentke's Red tells the story of ex-CIA agent Frank Moses (Bruce Willis) recruiting his former team to help him defeat a hi-tech assassin. CIS Vancouver contributed 220 shots to the film ranging from detailed composites, CG bullets, an exploding RPG and plentiful destruction. Here's my interview at fxguide with CIS vfx supe Randy Goux.

The visual effects of Hereafter










Well-known for its CG water creations in films such as 300 and 2012, Scanline VFX faced new challenges in creating a near-death tsunami experience for Clint Eastwood's Hereafter. Here's my article at fxguide that takes a look at the studio's digital water live-action destruction effects, digital make-up work and and afterlife visions.

Tuesday, October 12, 2010

An update on updates at fxguide













There are a bunch of cool new postings at fxguide. Check out Mike Seymour's article on Hiring Around the World, with tips and info from recruiters at some of the big vfx facilities. Mike also has an fxpodcast with vfx supe Matthew Unwin about MPC's 'Cubehead' Drench spot, with some behind the scenes clips. Then there's Jeff Heusser's report from the VES 1099 Dilemma event which looked at labor issues facing companies and artists. The latest fxguidetv episode has interviews with Animal Logic artists about their briliant Legend of the Guardians animated feature, plus a round-up of the new term coming at fxphd. The latest RED centre podcast has an interview with the guys behind the RED Barn and Vegas HDRx shots, plus the Red Bull Stratos in the RedRoom and the Teradek Cube Ninjas. And if that's not enough, head over to the Tom Cruise blog which has a posting on visual effects training (and mentions fxguide and vfxblog!).

The visual effects of Predators













For the 2010 film Predators, director Nimrod Antal and producer Robert Rodriguez set out to maintain the appeal of the 1987 original film by employing similar designs and relying on both practical and digital effects. fxguide takes a look at the visual effects work by Troublemaker Digital and Hybride.

SWAY Studio's VFX for MINI Countryman spot













For 'Flow', a spot promoting the 2011 MINI Countryman, SWAY Studio created hundreds of vehicles magically splitting, reforming and driving with precision through the streets of Milan. Here's my interview at fxguide with visual effects supervisor Aaron Powell about the use of SWAY's Drive-a-Tron driving simulation tool for the commercial.

Friday, September 24, 2010

NVIDIA GPU Conference: 3ds Max Adds iRay Rendering Support

The 2010 NVIDIA GTC conference kicked off yesterday in San Jose and in its second year is more than double in size from last year. What’s the conference all about and why do we care? Consider it something of a SIGGRAPH-style gathering, but focusing on GPU technology. The speed curve in GPU technology is quickly outpacing that of CPUs, and its massive parallel processing and lower power consumption is finding adoption in areas of the visual effects and post business. This year’s CS5 Adobe’s Mercury Playback Engine , The Foundry’s Blink Technology, and ILM’s fire simulations are all examples of this technology touching our industry. If you look at the conference as a whole, it’s clear that GPU tech — and NVIDIA’s CUDA specifically — is hitting critical mass.


At the opening keynote, Autodesk announced that 3ds Max will include Mental Images iRay support, added in a maintenance release which will be available to subscription holders on September 29th. While not designed for rendering sequences, direct iRay support does give the ability to get speedy ray-traced stills utilizing CUDA technology on supported graphics card. Mental Images’ Michael Kaplan presented a session at GTC on Tuesday which covered a bit of background about iRay as well as the new support in 3ds. Click through for the press release and more details about the 3ds support.

Before the press release, some key details from Michael Kaplan about iRay in 3ds Max:
Materials: Supports standard advanced rendering materials in 3ds Max. No special or vendor specific materials required
  • Arch and Design Materials
  • Pro Materials (Autodesk Materials, v1 and v2)
  • mia_materials
  • Subset of standard materials
Lights: Supports standard advanced rendering lights in 3ds Max
  • Photometric lights
  • IES profile lights
  • Area lights
  • Point lights, spot lights, directional lights
  • HDR environment maps, domes
  • Max Sun&Sky model
  • Emissive surfaces (additional color)
Map Support
  • Bump maps
  • Diffuse, specular, transparency, refraction, reflection, anistotropy, etc.
  • Map blends
  • 2D noise, 3D noise
Geometry: all 3ds Max geometry, including displacement geometry
Cameras: Full 3ds Max camera support
  • mia_lens_shader
  • Depth of field supported without performance penalty
And the press release from NVIDIA:

GPU Technology Conference 2010 (GTC), SAN JOSE, Calif. – Sept. 21, 2010 -NVIDIA and Autodesk are jointly demonstrating powerful new capabilities based upon NVIDIA technology, expected to come to Autodesk(r) 3ds Max(r) software Subscription members as part of the 3ds Max 2011 Subscription Advantage Pack this fall. NVIDIA and Autodesk have worked to revolutionize photorealistic rendering and physics simulation with the integration ofthe new GPU-accelerated iray(r) renderer from mental images>(r) and a new rigid bodyphysics workflow powered by NVIDIA(r) PhysX(tm) technology into both Autodesk 3ds Max and Autodesk(r) 3ds Max(r) Design 2011 Subscription Advantage Pack software.

The new iray renderer within 3ds Max provides creative visualization artists with a more intuitive means for creating images that rival photographs, in a fraction of the time needed with traditional workflows. 3D artists can now use materials and lights which correspond and react more like those in the physical world to more quickly bring their 3ds Max worlds to life, rather than juggling a multitude of computer graphics controls to merely approximate it. The iray workflow is enhanced with considerable acceleration from NVIDIA graphics processing units (GPUs) based on the NVIDIA CUDA(tm) architecture. While iray produces identical images on either CPUs or GPUs, 3ds Max users will enjoy up to 6X faster results over dual quad-core CPUs when using a GPU such as the new NVIDIA Quadro(r) 5000 or Tesla(tm) C2050. Designers looking for the fastest iray results can further boost their speed by adding additional NVIDIA GPUs to their system.

NVIDIA PhysX technology fuels a new rigid body dynamics feature set for 3ds Max, allowing animators to control their simulations directly within the 3ds Max viewport. The PhysX feature supports static, dynamic, and kinematic rigid bodies and an array of constraints in a more efficient workflow that has been production proven by numerous game developers over the past several years. Realistic results are more quickly achieved by choosing from preset real-world materials having physical properties, and then tweaking parameters as required. The resulting simulations are immediatelyusable by effects artists and have a seamless data path to the PhysX engine employed by top tier game developers such as Sumea and Obsidion.

“We continually aim to provide superior workflows and cutting-edge capabilities within 3ds Max, and the rendering and physics solutions powered byNVIDIA technologies excel at continuing that 20 year tradition,” said Ken Pimentel, director of Visual Communication Solutions at Autodesk. “This update is a terrific leap forward for our 3ds Max and 3ds Max Design Subscription members, who will have physics directly in their viewports with PhysX and can soon enter this next stage of the rendering revolution with iray’s GPU accelerated rendering.”
To learn more, visit: www.nvidia.com/quadro

Sunday, September 19, 2010

VFX Fall Preview 2010: 10 Movies to Watch

Our annual fall sneak peek offers the inside scoop on some of the year's biggest releases.















Aliens, zombies, vampires, another Hanna-Barbera cartoon icon goes CG, back to Narnia, a bigger Jack Black, a tormented ballet star, Eastwood tackles the supernatural, Harry's final journey and the return of Flynn. And, of course, lots of 3-D.
Click here for Complete Report

Prime Focus Reaffirm Commitment to eyeon Fusion with 100% Expansion of Pipeline

Prime Focus Reaffirm Commitment to eyeon Fusion with 100% Expansion of Pipeline

Press Release from eyeon Software

IBC Amsterdam: September 9, 2010… eyeon Software announced today that global Visual Entertainment Services group, Prime Focus, has reaffirmed their commitment to eyeon Fusion by extensively increasing their worldwide pipeline. This software implementation will also be increased a further 200% by the end of 2010.
Prime Focus was established in 1997, with a small team in Mumbai, and has grown into the world’s leading end-to-end Visual Entertainment Services company, employing over 2,250 staff in India, the U.K., and North America. Prime Focus offers cutting edge services and technology across its sixteen facilities in Los Angeles, New York, Vancouver, Winnipeg, London, Mumbai, Hyderabad, Chennai, Goa, and Bangalore.

“Fusion has been the workhorse of our established VFX pipeline and our new View-D pipeline and I am pleased that Prime Focus has decided to commit itself to maintaining that key relationship with eyeon Software moving forward. Our intention to increase our current Fusion seats by 100% worldwide will allow Prime Focus to continue to provide world class visual effects and 2D to 3D conversion services to our clients.”

~ Daniel Rosen, International Chief Technology Officer, Prime Focus
Continuing to lead VFX software development, eyeon recently released Fusion 6.1, in line with the company’s new OpenCL GPU supercomputing development roadmap. Fusion continues to be the necessary fit for Prime Focus and other multi-national companies due to its pipeline and highly-effective approach that utilizes the powerful, low-cost GPU to create assets in real time. The extensive tool set imports scenes from 3D animation packages and allows for a much tighter integrated workflow between departments and applications.

“The decision made by Prime Focus to expand their use of Fusion as their main compositing software confirms what the team here has strived for from the beginning, to offer the most innovative and efficient software possible.”
~ Steve Roberts, CEO eyeon Software Inc.

Prime Focus divisions have contributed to the production of blockbuster films, broadcast projects, commercials, music videos, and much more. With a strong focus on the Stereo 3D sector of the production industry, it is evident that their choice in Fusion confirms what eyeon has successfully achieved, a VFX software of global appeal.

The visual effects of Scott Pilgrim vs. the World















In Edgar Wright's Scott Pilgrim vs. the World, the title character woos his new girlfriend by battling her seven evil exes in Japanese Anime-style fights punctuated with video game-like on-screen graphics. Visual effects supervisor Frazer Churchill oversaw more than 1200 shots for film. fxguide takes a look at the work by Double Negative and Mr. X.

The Visual Effects Of A Nightmare On Elm Street














Director Samuel Bayer's 2010 re-imagining of A Nightmare on Elm Street, releasing on DVD and Blu-ray in October, sees serial-killer Freddy Krueger once again haunting and killing people in their dreams. Freddy's famous gruesome face was the combined effort of practical prosthetics and digital augmentation from Method Studios. We talk to Method visual effects supervisor Sean Faden about the work. 

Continue reading "The visual effects of A Nightmare on Elm Street" »





Interview with Wes Caefer, VFX supe on The Expendables

In The Expendables, director Sylvester Stallone harks back to the gritty and explosion-filled action films of days gone by to follow a team of mercenaries helping to overthrow a South American dictator. fxguide talks to visual effects supervisor Wes Caefer about the practical and digital effects work in the film.

Tuesday, September 7, 2010

The Role Of The Visual Effects Supervisor

Definitions         
Note that there is no union position for visual effects supervisor, there’s no certification process for this role and there is no standard to how any of this works so I’ll be describing what is industry practice.

A Visual Effects Supervisor is in charge of the creative and technical issues of visual effects on a project. This position starts in pre-production and continues through the completion of the visual effects in post-production. This can span 1 to 2 years on a large project. The supervisor typically works with a visual effects producer who focuses on the budget and schedule aspects of the work. If the project has a large amount of animation then there will be probably be an Animation Supervisor as well.

These days there’s likely to be multiple visual effects supervisors on a visual effects film. If the film has a large number of shots then it sometimes makes sense to split up the work with each supervisor overseeing specific sequences to provide the attention required. In this case they may be referred to as co-supervisors. Associate Supervisor is sometimes a title given to someone who is moving up into the role of supervisor and who has a smaller number of shots compared to the other supervisor(s) on the project. Senior supervisor is sometimes used as an honorary title given to someone at a company who has been at the company a long time and who is able to step in if there are problems on a show.

Given the increase in visual effects shots on a show, the reduction in post production time allowed by the studio and in an effort to count every bean by the studio, work on a large effects driven show is typically spread over multiple companies. Each company handles specific sequences or types of effects and these companies will have their own visual effects supervisor. The film production or studio may hire a vfx supervisor or at least a vfx producer to oversee the work of these companies.

A Plate supervisor is usually a visual effects supervisor who is just involved in the live action or shooting background plates. Plate is the term used for footage that is shot to be used for visual effects. This can be a foreground, background or other elements. With or without actors. (Elements are all the different images used to make up the final shot). The plate supervisor may be hired so the main supervisor can continue to oversee the work back at the vfx company or studio. A plate supervisor may also be hired to shoot specific images half way around the world while principal photography is being done.

Start up
When a film has been greenlit (approved by the studio to proceed into production) or close to greenlit then the film production (director, producer) works with the studio head of visual effects if there is one. This position is primarily a producer type of role to oversee multiple films in various stages of production. This office usually has their own list of approved vendors (visual effects companies) which they forward the script to. They would also play a role in hiring a visual effects supervisor and visual effects producer for the film if there is one.

Each vfx company has their own supervisor and producer breakdown the shots and bid on the show. If there is a show vfx supervisor and producer they review the bids and work with the studio visual effects department to award the work to different companies.

Pre-production
The supervisor works closely with the director to get a sense of what the director is looking for on each sequence and each shot. This is done by employing concept artists, storyboard artists and previs artists to create visual guides. The idea is to solidify the vision of the director and allow the supervisor to work out the technical aspects of completing the shot. The supervisor decides which techniques to use and what will be required when the live action is shot. This is usually done with involvement of the vfx departments and/or companies. If the visual effects supervisor works at a company he/she usually determines the key players (CG supervisor, sequence leads, etc) with the aid of the vfx producer.

Most visual effects work happens after filming but some things such Research and Development (R&D) and model building (physical and computer graphics) can begin earlier. The supervisor will be overseeing this during pre-production. This can be time critical if the R&D will determine the best way to photograph a sequence. The pipeline may also be developed or adjusted for the type of project during this time. Pipeline is essentially the workflow through the facility and the software tools to help that process. (databases to track elements, computer scripts to move or configure files, etc)

The supervisor works with the other film production department heads (Director of Photography, 1st Asst Director, Production Designer, Special Effects, Stunts, etc) to outline the vfx requirements during filming. This can cover bluescreen, motion control, special lighting, etc.

Production
The supervisor is involved in all the live action photography that requires visual effects. This can mean 6 months in a distant country or months on a sound stage. If multiple companies are involved with a large number of shots they each may send their own supervisor when one of their sequences is being filmed. On a large show it’s common to have a 2nd unit. This can be a full crew with it’s own 2nd Unit Director to film action sequences or other sequences and shots that don’t require a lot of the principals (main actors). This will require an effects supervisor as well if the work involves visual effects. Plate supervisors may be employed to help oversee this work depending on the volume of work and schedules.

If there are issues with the actors (eyeline, timing, action with a creature to be added later, etc) I tend to discuss it with the director for him/her to guide the actor. This avoids problems with the actors getting multiple and contradictory instructions.

This may seem like a lot of work but a huge amount of the success of a shot is based on it being filmed correctly to begin with. This means making sure the actors eyelines are correct, the lighting matches the situation when possible, clean plates and information is gathered at the time of photography (lighting references, match move markers and data, etc)

One of the most detrimental decisions a production can make (from a cost and quality stand point) is when they attempt to shoot a visual effects shot and have you just ‘fix’ it later. And believe me if the supervisor turns his/her back for moment production will try to get off a shot. This is most likely to happen when the director has done a previous effects film and ended up with good looking shots despite problems shooting. What they never see is the amount of work and extra costs any of this entails.

I’ll probably do a blog post sometime about the ins and outs of plate photography.

Post Production
Once the footage has been shot the film moves into post production. Ideally editing has been proceeding even during production and some sequences have been locked so visual effects work can begin even during production. As sequences are edited they are turned over by the director to the supervisor and the visual effects team.

How the work proceeds and how it’s structured is determined largely by the supervisor and producer. Sometimes it’s best to rough in quick animation and composites for all the shots of a sequences. That allows the director and editor see a sequence in context and see if major changes are required before you final every shot. If the director has a difficult time visualizing the supervisor may have to wait until the shots are further along before presenting them to the director. Some directors have difficulty making decisions based on ‘plastic’ animation renders so these would need a higher level of rendering.

Production may require reshoots months after production if there are editorial or technical issues with the footage. Additional background plates may have to be shot for sequences, especially if there has been a change from the original plan. Once again these would require an effects supervisor or plate supervisor.

Dailies
A supervisor’s day usually starts with review of dailies. I typically review them on my workstation and make notes before stepping through with the team or individuals involved. Even spending a few minutes per shot adds up with you have quite a number of shots in production. As much as you try to balance the schedule invariably you have a large number of shots to be reviewed as you get close to the final deadline. This can mean spending the entire morning reviewing shots. Trying to balance a pat on the back for the work done so far on a shot and encouragement with the need to list the items still need to be completed to finish the shot is a tough. Usually the pat on the back is the first thing to go as the schedule gets tighter. It’s no disrespect to the crew members, just the realities of getting a large volume of work done.

In the afternoon the supervisor may have meetings to review scheduling, budgets, new sequences, R&D status,etc. He/she may have to present the director the latest shots or sit down with individual artists to discuss any updates/changes from the morning dailies.

The supervisor usually puts in the same hours as the rest of the production crew. 10-12 hour minimum. 5-7 days a week.


Finals
The director is involved in all decisions from the approval of the original designs and through to the final shot. The director has to buy off on the animation before the final rendering and compositing is done.

One of the things the supervisor has to do is work with the director on getting shots finaled (approved) in a timely manner. It’s very easy to get too focused on every detail in a shot, especially if you’re looping the shot over and over on a computer. Matte lines and added elements can always be tweaked more. Unfortunately if you have hundreds of shots to do in a limited time and the supervisor or director becomes too picky or tweak happy then the first shots will look great but the last batch of shots may look awful. For this reason there’s usually a number of target finals to accomplish per week in order to meet the deadline. Any shots that aren’t done from the week before are now added to the number that need to be completed in the current week. The idea is to create a balance so all the shots hold up and work within context of the film. If you can view it in context (with surrounding shots) 2 or 3 times without noticing a problem then it’s done.


Projects
It’s important to note that how a specific supervisor gets assigned a specific project can be very haphazard. The studio or production select what companies to send the script to for bids. This can be based on previous experience or the phase of the moon. For a supervisor who works at a vfx company, the company acts as an agent and manager. They may assign a supervisor based on who’s available from their internal supervisors at that time or who’s under a contract with them. Qualifications for a specific project may have little to do with the assignments.

Since projects take a long time (1-2 years) a supervisor may have to turn down other projects since there’s already a commitment for the current project. Project offers come in one at a time so the supervisor has to decide if he wants to take it or pass and hope something better comes soon. How soon that next offer comes in is unknown. You’re never offered multiple projects at the same time from which you get to choose.

The supervisor has to take in to account the creative issues, technical challenges, the manner and film history of the director and the time away from their family when deciding on whether to accept a project. Is it better to accept a mainstream big project or an art film? Is it better to do a few, simple effects shots for a high quality film or is it better to do a large number of challenging shots for a simple action film? Each supervisor has to make a call given the situation at that time.


Requirements and guidelines for a visual effects supervisor
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A good visual effects supervisor is a bit of jack of all trades.

Knowledge of a wide range of visual effects techniques and positions.

Experience dealing with a wide range of visual effects techniques and positions. As good as some training material is there’s still nothing like true hands on experience. If you’ve had to paint out a rig or extract a key from a poorly shot bluescreen you’re more likely to think twice and make sure it’s shot correctly. If you haven’t done it you may hope to just toss it into the black box and expect it to come out ok.

Ability to visualize shots and review them in detail within the minds eye before they’re shot.

Creative eye. Knowing composition, cinematic design and animation timing.

Understanding of photography and lighting. Knowing what’s looks real and what looks cinematic.

Good communication skills. Discussing a visual or technical issue with a director and also being able to turn around and discuss it with the technical team in a manner appropriate for the listener. The director shouldn’t need a translator.

Get in sync with the director’s vision. After working with the director awhile you should have the ability to predict how they will react to a given specific shots or issues.

Good working relationship with the director. The director has to have trust and confidence in the supervisor and the supervisor has to work for the director. The supervisor may provide his guidance and ideas to the director but at the end of the day it’s the director’s decision.

Know your battles. Knowing when it’s worth fighting for an extra 10 minutes on stage and when it’s not. When is it worth pushing a specific creative viewpoint or when it’s worth trying to get an updated animatic.

Problem solving. There’s always problems to solve. Technical, creative, logistic and scheduling.

Thinking quickly. Time is money on a film set and when things change the supervisor has to step in make adjustments while keeping in mind the impact in the rest of the process. You always have to be considering several moves ahead as in chess.

Management and people skills. Dealing with a number of different types of personalities (on the live action crew and visual effects crew as well as the director) and trying to keep everyone focused on the goal.

Attention to detail. Keeping an eye on large and small details that will make a shot finished.

Organized. Each shot has to be broken down into each element and how those elements are to be generated or filmed. Any feedback from the director has to be noted and executed.

Team work Film making and visual effects are both team efforts and will require everyone to work together. The supervisor has to take key responsibilities and at other times be able to delegate to key members of the team. He/she has to be open to listening to members of their crew. I try to surround myself with the best and smartest people in their jobs.

KISS Keep it simple stupid. It’s difficult enough to do the work without making everything extra complicated. Is an elaborate process or 20 extra elements worth it for a 2 second shot?

Budget and time. One manager told me it was my job to spend as much of the budget as possible and it was the producers job to try to keep me from doing that. I think that’s wrong. The supervisor has to keep in mind the budget and time when selecting the techniques and figuring out the pacing for the work. If you run out of time or money before completion the results will show it and it won’t be pleasant for anyone.

Think outside the box. The first solution that jumps into your mind may not be the best. Consider it from all angles and all trade-offs.

Living with changes. Everyone working in visual effects has to take changes in stride. The director may change his mind completely after you and your crew have spent a lot of time and effort finishing a shot or sequence. It’s a creative process so that’s the nature of the beast.

Tolerance and balance. The supervisor becomes the fulcrum of production (cost, time) and the artist requirements. If you’re at a VFX company, management and the vfx producer will want you to ‘sell’ the shot to the director as quickly as possible. Yet you’ll have an obligation to the director to make sure the quality of the work and their vision is maintained. I’ve had producers tell me to tell the director he/she can’t do something. Being placed in the middle of political film production issues is no fun. The studio can also become involved in this process, especially if the film has gone over schedule or budget. Awkward for all involved.

Thick skin. The supervisor may be yelled at for things out of their control or may be berated for doing something a specific way (even if it’s exactly what the director had requested the day before).

Keeping your cool. See all of the above.


Becoming a visual effects supervisor
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First you have to decide if becoming a visual effects supervisor is what you want to do. It may sound great but it involves a large amount of pressure and politics.
There’s certainly something nice about focusing on a specific aspect and doing a great job compared to being pulled in multiple directions. A supervisor seldom get much hands on effects time and getting work becomes more daunting since there are a limited number of visual effects supervisors employed compared to technical directors or others in the visual effects crew.

If you’ve only worked in one area of visual effects then you’re likely to try to solve every visual effects shot with those techniques. I’ve seen people who only had physical model experience trying to create an effect with a physical model that would have been easier, faster and more importantly, better done with an animation camera. I’ve seen other people try to write elaborate software programs for something that could have been filmed and composited in a fraction of the time.

These days most people employed in visual effects are assigned to a specific area of work. I was fortunate enough on my first film, Close Encounters, to work in most of the departments (Motion control, model photography, animation camera, matte camera, R&D and model shop)

It’s up to you try to try to keep moving up in your area and to expand outward. Talk to your employer and see if you can help out in other areas or take training in other areas if they offer it. Some VFX companies like to have people who can accomplish a number of different tasks. Animation and technical directoring, matchmoving and writing shaders, etc.

Try to get on to a set to see how things work. Most people working behind the computer screen have no idea of the issues involved in the shooting process (‘and why didn’t they shoot that other element on the set’). It can be helpful for a technical director to work as a match mover or data collector as an example.

If you’ve only work with computer graphics try to get some experience with miniatures and visa versa.

You’ll have to make your own opportunities. Continue to educate yourself on your own. When you think you have a true understanding and feel you have enough experience then see if you can work on a small project (short film, few shots on a local commercial or independent film). Jumping into the deep end of a visual effects heavy film is not for the faint of heart nor for those with limited skill sets.

Good luck.

Courtesy
Scott Squires.
http://effectscorner.blogspot.com

Sunday, September 5, 2010

10 Company Logo's with Hidden Symbolism...things you never noticed

Company Logo’s with Hidden Symbolism, you can see the first round here:

Galeries Lafayette from France, check out the Eiffel Tower made by the two t's

Train track formed by white space between the V-I-A

Check out the N and W (north west) along with a location pointed to by the red triangle in the upper left corner


LG or Pacman?


The logo on the left side spells Sun any which way you read it. 


The Hartford Whalers: Notice the H in the middle, this logo makes perfect sense when you really look at it. 


There are actually 11 teams in the conference, which is why there is an 11 between the T


This skyscraper is really a stack of books...


Each item in the U represents a different product line within the company


There is a hidden peacock in the middle which is purposefully looking right: Representing the company's motto to "Look forward and not back"

Tuesday, August 17, 2010

How to get a job in Special Effects Industry? Motivating Article



Every week I get a call or letter from someone who wants to work in the Special Effects Industry, below is an excerpt from a letter I sent to someone who wanted to get a job in a Hollywood Studio without any experience:



 Dear Timothy,

A studio job in California is impossible to have without experience, even persons with many years experience may never work in one of the studios for several reasons. To get a job in a studio you must usually have a friend who is already working there. Then you must have a skill that they need. You prove your skill by having a "Portfolio", which is a bunch of photos that show your work. Then if you get that far you would probably have to be a member of the Union. The Union won't accept you unless you have experience. Most outsiders think that getting a job in film work is just a matter of desire, but they forget that there are many people, just like you, who have a great desire to work in the movies. This means that there are thousands of people who want work so that they can get experience. Every studio gets hundreds of letters every week from people who want experience. 


Most studios don't do their own special effects any more, this work is done by smaller special effects shops. Each special effects shop specializes in only a couple of types of special effects, some do only rain and snow while others do computer or optical effects. Every shop is different and is usually run by a couple of guys who used to do the effects themselves but now like to be the bosses. The small shops are not usually Union Shops.
Every week someone asks me for a job so that they can learn about special effects. Most say that they'll work for free thinking that this is a good deal for me, but it isn't. Having a person without experience is very expensive. People without experience waste time and materials and they must be supervised so much that it really takes less time to do the job myself. Most people who want free training won't take classes, won't buy books or experiment on their own, this tells me that they really aren't sincere in their goals. People who are not sincere might take hours of my precious time, only to flake-out later. The people who make it in this business are the ones who all ready have spent much time experimenting on their own, they can show me their projects and explain how they made things. The most successful people in the business started when they were very young, just like Olympic champions. Stephen Spielberg started when he was eight years old. Many started while in their teens, very few successful people started beyond age 25.

Now that you are properly discouraged I should now like to tell you how to make it in the business. If you have these qualifications and follow these steps you will be successful. Once you have done everything you will be surprised to realize how easy it all was.

PART 1: BE PREPARED
Think about it, suppose you are in charge of a big project and you have just spent $50,000 on a sculpture of a big monster and now you need a Mold Maker so that you can make duplicates of the monster for various shots in the movie. Suppose I come to you and say something like, "Hey, I really want to do this, I'll even work for free, just give me the chance and I'll do a great job, I promise." You ask me if I've ever made a mold of a monster before and my answer is no. You ask if I've ever made a mold before and my answer is no. You ask if I've ever mixed mold compound before and the answer is no. Will you ask me to make the mold for you? The answer is no. Who will you ask? Someone who has made monster molds before, someone who you know is good because you've seen their work. You also know that they are someone who is easy to work with. You know you need to spend a lot of money to make sure the job is done right. If the person you hire makes a mistake, he not only wastes time, but he ruins the materials and possibly the $50,000 sculpture. If you are a smart business man you will hire the best person for the job, not the cheapest person even if he or she has the best attitude.
Becoming prepared is really the fun part. But it is expensive and takes time. If you really want to do special effects you probably already have some experience already. Preparation can be divided into three parts:

A) EDUCATION. Most OUTSIDERS think that education is the most important part of preparing for a career in special effects. This is a false idea based on American traditions, after all don't most people get their jobs because of their schooling? In special effects TALENT is much more important than education. We'll discuss talent later, but the only time education is important is when it develops your self discipline and character. There are very few classes you can take that will really teach you what you need to know in order to be good in special effects. Education does give a person valuable exposure to things he or she would never be able to experience on their own.

B) STUDY and EXPERIMENTATION. These are things you must do on your own. If you are truly interested in special effects you will have already devoured everything you can get your hands on. Study is not learning all the names of actors and the titles of movies. That is movie trivia. Movie trivia will not help you in your career. Learn technical stuff. Learn about materials and methods and then make things on your own. Sometimes people will bring their crazy projects into my shop. They always feel silly for showing me their experiments, but I am very interested in how they solved a particular problem. The ways in which they construct things tells me how open-minded and clever they are. I have a shop, they only have stuff they find at the local thrift store. I'm very interested in someone who is innovative and clever, just imagine what they can do with the right materials and equipment.

C) EXPERIENCE.. This is often the hardest thing to get, but it need not be. Most newcomers want to jump to the top. They want to go to Hollywood and be an apprentice to some master special effects artist. This is only possible if you were his son or daughter. I'd say forget Hollywood for now and see what opportunities exist locally. The best local opportunities are Haunted Houses, Student Films and School Plays. Just these three things alone will keep a person with busy all year. Every time you work on a project make sure you take a couple of good photos of it, you'll see why in a moment.

PART 2: PRESENTATION.
All professionals in special effects have either a portfolio or reel. They each have a résumé. A portfolio is a photo album of work you have done yourself. A "reel" is a VHS tape of work you have done yourself. A résumé is a paper that lists all your education and experience. If you don't have these things you may never work professionally.
Your presentation is simply the way you sell yourself. It is a reflection of your work and your style. In special effects a person never really interviews for a job, he interviews for a project. If your presentation shows pictures of the type of project the producer is going to make then you have a good chance of getting that project. Before we continue with presentation in general we need to discuss the three main tools of your presentation;


A) PORTFOLIO. Like I said before, this is a photo-album of things you have made. Be sure to take good pictures of everything you make, and take more than one, from different angles. If something you have made is published in a photo or article, then include that too. If others worked on your project, you must give them proper credit.


B) REEL. The term "reel" comes from the old days before VCRs when artists would literally have a short reel of film that they would show the producer. A reel today would have three to five minutes of video tape showing your work. Clips from finished films are most impressive, but you can use video tape of anything that shows your work. Professional Special Effects houses will have their reels professionally done and will spend tens-of-thousands of dollars to present their message.


C) RÉSUMÉ. A good résumé is very important. There are books at the library that can show you what a résumé looks like, but it's more important to have good experience on your résumé. That will take time. Every time you do something new, make sure you put it on your résumé. Don't try and fool yourself in thinking you don't need a résumé, Busy executives don't remember anything, your résumé is what they will look at when they want to give you a call. Don't try to be too fancy on your résumé, experienced professionals can see right through a phony résumé. Don't try to exaggerate on your résumé, you will hear some people say that they stretched the truth a little to get the job. That is a very bad idea, experienced people can tell when you really don't know how to do something and they will secretly think you are a liar. Don't think that just because something is put down in print that people will automatically believe it.

D) Interview. Of course the most important part of presentation is YOU. You, your family and your friends are around you all the time and are used to you and your appearance. But think about an executive meeting you for the first time. What kind of things will he notice? Strange jewelry? A tattoo? Were you late? Do you look honest? Do you look like you have a drug problem? Are you nervous or intimidated? Do you apologize a lot? Do you need a bath? Did you come with your mom?
In special effects and other talent related fields producers realize that there are a few "eccentrics" with a lot of talent. For the most part being eccentric will not prevent you from getting a project, but your eccentricities my determine how long you keep it. It just depends on what it is. Some people don't like to work around people with eccentric behavior. If you want to work in special effects you will work with eccentric people. Many eccentricities come from exceptional intelligence or ability, some eccentricities come from deep unresolved psychological problems. Eccentric behavior can be everything from a man who dresses in women's' clothes to an adult who throws temper tantrums. It is not your business to try and solve their "problem". It is usually best to be accepting and open-minded and hope they will be the same towards you.

PART 3: CHARACTER and PERSONALITY
The quickest way to get fired is to be dishonest. The most common reason to get fired is to be undependable. The reason most co-workers want you fired is because of your bad attitude. Drug abuse is the secret that everyone knows.
Unfortunately most workers don't realize the importance of character and personality when it comes to keeping a job. You may get a project because of your qualifications, but keeping a project depends on your personality.
Most people overrate their own value to a company and expect everyone else to put up with their problems because they are so important. People with this attitude are the first to go. Special effects is very demanding work. The job must be done regardless of any excuses. People who are can't be counted on are the first ones to be cut from a show. Often a deadline requires a team to work all night on a project. The crews I've worked with are very dedicated to the project, and they will work extremely long hours to get something done. A professional crew will have very few conflicts or outbursts during this very stressful time. People will stop for rest only when they are becoming unproductive or dangerous. No one complains except through humor. It is during these times that I can see the best in people, I see self-discipline, focus and patience. It is during these times that I chose people I am going to work with next time.
Right now is the time to be working on the things in your personality you will need for later in life. People who are hard-working and honest will always be recognized, if not rewarded. Think about the people you like to be around and see what they do that makes it that way. Don't be caught up in popularity, as an adult, it won't mean much. You are much better off to develop kindness and the ability to listen. Be humble; special effects is exciting because you learn new things everyday. If you are proud you will spend all your energy trying to convince people you are smart and you won't learn anything. Learn to finish projects that you start. Learn not to brag. Don't be jealous, jealously destroys a lot of careers. The best way to avoid jealousy is to be very good at what you do. If you are good and are not conceited about it, you will have no reason to be jealous of other people. You can admire them and they can admire you.

PART 4: TALENT
To be successful you must have talent. Talent is often something you are born with. Some people are born with it but it gets destroyed for some reason or another. Parents, bad teachers and tradition can destroy talent. For example, suppose you have artistic talent, but you have been born into a family of lawyers. Your family may put a lot of pressure on you to become an attorney because that is what everyone else did. People who are forced into things often rebel later in life. Lasting happiness in your career usually means that you do something that makes you happy. That makes sense but you'd be surprised how many people don't do it. Money, status or positions mean very little to a true artist.
Super talents are very rare, and if they do something people like, they are recognized and rewarded for it. Stephen Spielberg is a very rare storyteller. Very few people have his ability and he is rewarded because of it. Not only does he make a lot of money, but more importantly, Mr. Spielberg is rewarded with more and more opportunities to practice his craft.
Most artists over-rate their own ability. This means that they think they are better than they really are. For some reason we all seem to do this to ourselves and we stop getting better because we think what we are doing now is great enough. I would say the best way to avoid this trap is to study the work of people who are really good. Study the very best. Try to study their work in-person if you can. Photos and videos are just not good enough.
Don't waste time with criticism; study success, not failure!

PART 5: THE BIG SECRET
The secret of success is to do one thing better than anyone else, period. People who tell me they can do it all are really telling me that they can't do anything. A friend of mine grew up making model submarines. That's it, model subs. He never dreamed that someday he would be making models for TV and film but that's what he does. He is regarded as the world's best model submarine maker and he's only in his twenties. So the first step of your success is to find one thing that you really like to do and do it extremely well. Of course this means you must try a lot to things to see what you like. Try models, make-up, mask-making, camera work, machine work, plastics, mold-making or any of the many things people do when they do special effects. It will probably take you many years to find something you really like, but it's a lot of fun trying many different things.
The importance of doing one type of thing can't be overemphasized. Just think about it, would you want a mechanic to fix your deer rifle? A house painter to paint your portrait? Would you fly in a Boeing 747 piloted by a truck driver?
People who understand this principle will always have work. If I were to run an ad in tomorrow's paper for a "Fast food worker", I would get hundreds of applicants, right from my own neighborhood. Fast food workers are unskilled and easy to train so I don't need to pay them more than minimum wage. I really don't care who I hire because if they can't do it I have 200 more to choose from. If on the other hand I need someone to build a model submarine, I know there's only one or two people in the entire world to choose from. That means I must call my friend Tony and he doesn't come cheap. Because Tony has such a rare talent everyone else in the world must depend on him to do their work. Tony can charge tens-of-thousands of dollars for his work because he knows no one else can do it. Stephen Spielberg can charge millions for is work because no one else can do it the way he does. This is the secret for success in your career.

Sincerely Yours,
Steve Biggs, Mechanical Animator