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FX Drops ‘Alien: Earth’ Official Trailer, Key Art
If we don’t lock them down, it will be too late. The official trailer and key art have been revealed for Alien: Earth, which hits FX and Hulu August 12.
In the upcoming series, when the mysterious deep space research vessel USCSS Maginot crash-lands on Earth, Wendy and a ragtag group of tactical soldiers make a fateful discovery that puts them face-to-face with the planet’s greatest threat.
The series stars Sydney Chandler as Wendy; Timothy Olyphant as Kirsh; Alex Lawther as Hermit; Samuel Blenkin as Boy Kavalier; Babou Ceesay as Morrow; Adrian Edmondson as Atom Eins; David Rysdahl as Arthur Sylvia; Essie Davis as Dame Sylvia; Lily Newmark as Nibs; Erana James as Curly; Adarsh Gourav as Slightly; Jonathan Ajayi as Smee; Kit Young as Tootles; Diêm Camille as Siberian; Moe Bar-El as Rashidi; and Sandra Yi Sencindiver as Yutani.
Noah Hawley is creator and executive producer. Ridley Scott, David W. Zucker, Joseph Iberti, Dana Gonzales, and Clayton Krueger also executive produce. FX Productions produces.
VFX are created by Clear Angle Studios, Fin Design & Effects, MPC, Pixomondo, The Third Floor, Untold Studios, and Zoic Studios, with Jonathan Rothbart acting as visual effects supervisor.
Check out the official trailer now:
Source: FX
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#drops #alien #earth #official #trailerFX Drops ‘Alien: Earth’ Official Trailer, Key ArtIf we don’t lock them down, it will be too late. The official trailer and key art have been revealed for Alien: Earth, which hits FX and Hulu August 12. In the upcoming series, when the mysterious deep space research vessel USCSS Maginot crash-lands on Earth, Wendy and a ragtag group of tactical soldiers make a fateful discovery that puts them face-to-face with the planet’s greatest threat. The series stars Sydney Chandler as Wendy; Timothy Olyphant as Kirsh; Alex Lawther as Hermit; Samuel Blenkin as Boy Kavalier; Babou Ceesay as Morrow; Adrian Edmondson as Atom Eins; David Rysdahl as Arthur Sylvia; Essie Davis as Dame Sylvia; Lily Newmark as Nibs; Erana James as Curly; Adarsh Gourav as Slightly; Jonathan Ajayi as Smee; Kit Young as Tootles; Diêm Camille as Siberian; Moe Bar-El as Rashidi; and Sandra Yi Sencindiver as Yutani. Noah Hawley is creator and executive producer. Ridley Scott, David W. Zucker, Joseph Iberti, Dana Gonzales, and Clayton Krueger also executive produce. FX Productions produces. VFX are created by Clear Angle Studios, Fin Design & Effects, MPC, Pixomondo, The Third Floor, Untold Studios, and Zoic Studios, with Jonathan Rothbart acting as visual effects supervisor. Check out the official trailer now: Source: FX Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #drops #alien #earth #official #trailerWWW.AWN.COMFX Drops ‘Alien: Earth’ Official Trailer, Key ArtIf we don’t lock them down, it will be too late. The official trailer and key art have been revealed for Alien: Earth, which hits FX and Hulu August 12. In the upcoming series, when the mysterious deep space research vessel USCSS Maginot crash-lands on Earth, Wendy and a ragtag group of tactical soldiers make a fateful discovery that puts them face-to-face with the planet’s greatest threat. The series stars Sydney Chandler as Wendy; Timothy Olyphant as Kirsh; Alex Lawther as Hermit; Samuel Blenkin as Boy Kavalier; Babou Ceesay as Morrow; Adrian Edmondson as Atom Eins; David Rysdahl as Arthur Sylvia; Essie Davis as Dame Sylvia; Lily Newmark as Nibs; Erana James as Curly; Adarsh Gourav as Slightly; Jonathan Ajayi as Smee; Kit Young as Tootles; Diêm Camille as Siberian; Moe Bar-El as Rashidi; and Sandra Yi Sencindiver as Yutani. Noah Hawley is creator and executive producer. Ridley Scott, David W. Zucker, Joseph Iberti, Dana Gonzales, and Clayton Krueger also executive produce. FX Productions produces. VFX are created by Clear Angle Studios, Fin Design & Effects, MPC, Pixomondo, The Third Floor, Untold Studios, and Zoic Studios, with Jonathan Rothbart acting as visual effects supervisor. Check out the official trailer now: Source: FX Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 AnteilePlease log in to like, share and comment! -
Apple TV+ Drops ‘Foundation’ Season 3 Trailer
It's less than a month away! Apple TV+ has unveiled the trailer for Foundation Season 3. Based on Isaac Asimov’s epic, seminal sci-fi stories and starring Jared Harris, Lee Pace, and Lou Llobell, the upcoming season will debut globally with one episode on July 11 on Apple TV+, followed by episodes every Friday through September 12.
Season 3, which is set 152 years after the events of Season 2, continues the epic chronicle of a band of exiles on their journey to save humanity and rebuild civilization amid the fall of the Galactic Empire. We get to see more of how prescient, and important, Hari Seldon’s theories of psychohistory become.
Newcomers to the franchise include Cherry Jones, Brandon P. Bell, Synnøve Karlsen, Cody Fern, Tómas Lemarquis, Alexander Siddig, Troy Kotsur, and Pilou Asbæk. Returning cast includes Laura Birn, Cassian Bilton, Terrence Mann, and Rowena King.
Under overall VFX supervisor Chris MacLean, VFX studios include Crafty Apes, Framestore, Outpost VFX, Rodeo FX, SSVFX, and Trend VFX.
Foundation is produced for Apple by Skydance Television. David S. Goyer executive produces alongside Bill Bost, David Ellison, Dana Goldberg, Matt Thunell, Robyn Asimov, David Kob, Christopher J. Byrne, Leigh Dana Jackson, Jane Espenson and Roxann Dawson.
Foundation Seasons 1 and 2 are streaming globally on Apple TV+.
Check out the trailer now:
Source: Apple TV+
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#apple #drops #foundation #season #trailerApple TV+ Drops ‘Foundation’ Season 3 TrailerIt's less than a month away! Apple TV+ has unveiled the trailer for Foundation Season 3. Based on Isaac Asimov’s epic, seminal sci-fi stories and starring Jared Harris, Lee Pace, and Lou Llobell, the upcoming season will debut globally with one episode on July 11 on Apple TV+, followed by episodes every Friday through September 12. Season 3, which is set 152 years after the events of Season 2, continues the epic chronicle of a band of exiles on their journey to save humanity and rebuild civilization amid the fall of the Galactic Empire. We get to see more of how prescient, and important, Hari Seldon’s theories of psychohistory become. Newcomers to the franchise include Cherry Jones, Brandon P. Bell, Synnøve Karlsen, Cody Fern, Tómas Lemarquis, Alexander Siddig, Troy Kotsur, and Pilou Asbæk. Returning cast includes Laura Birn, Cassian Bilton, Terrence Mann, and Rowena King. Under overall VFX supervisor Chris MacLean, VFX studios include Crafty Apes, Framestore, Outpost VFX, Rodeo FX, SSVFX, and Trend VFX. Foundation is produced for Apple by Skydance Television. David S. Goyer executive produces alongside Bill Bost, David Ellison, Dana Goldberg, Matt Thunell, Robyn Asimov, David Kob, Christopher J. Byrne, Leigh Dana Jackson, Jane Espenson and Roxann Dawson. Foundation Seasons 1 and 2 are streaming globally on Apple TV+. Check out the trailer now: Source: Apple TV+ Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #apple #drops #foundation #season #trailerWWW.AWN.COMApple TV+ Drops ‘Foundation’ Season 3 TrailerIt's less than a month away! Apple TV+ has unveiled the trailer for Foundation Season 3. Based on Isaac Asimov’s epic, seminal sci-fi stories and starring Jared Harris, Lee Pace, and Lou Llobell, the upcoming season will debut globally with one episode on July 11 on Apple TV+, followed by episodes every Friday through September 12. Season 3, which is set 152 years after the events of Season 2, continues the epic chronicle of a band of exiles on their journey to save humanity and rebuild civilization amid the fall of the Galactic Empire. We get to see more of how prescient, and important, Hari Seldon’s theories of psychohistory become. Newcomers to the franchise include Cherry Jones, Brandon P. Bell, Synnøve Karlsen, Cody Fern, Tómas Lemarquis, Alexander Siddig, Troy Kotsur, and Pilou Asbæk. Returning cast includes Laura Birn, Cassian Bilton, Terrence Mann, and Rowena King. Under overall VFX supervisor Chris MacLean, VFX studios include Crafty Apes, Framestore, Outpost VFX, Rodeo FX, SSVFX, and Trend VFX. Foundation is produced for Apple by Skydance Television. David S. Goyer executive produces alongside Bill Bost, David Ellison, Dana Goldberg, Matt Thunell, Robyn Asimov, David Kob, Christopher J. Byrne, Leigh Dana Jackson, Jane Espenson and Roxann Dawson. Foundation Seasons 1 and 2 are streaming globally on Apple TV+. Check out the trailer now: Source: Apple TV+ Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
GKIDS Acquires ‘Shin Godzilla’ North American Distribution Rights
GKIDS has acquired the North American distribution rights for Shin Godzilla, which hits theaters on August 14, with a home entertainment release to follow. The 4K remaster will feature the original Japanese voice cast with English subtitles, including restored text cards.
In the film, something has surfaced in Tokyo Bay. As the Prime Minister of Japan pleads with the public to remain calm, a horrific creature of tremendous size makes landfall in the city, leaving death and destruction in its wake. Then it evolves.
Originally released in Japan in 2016, Shin Godzilla is directed by Hideaki Annoand Shinji Higuchi, with a screenplay by Anno and VFX by Higuchi.
Shin Godzilla won seven Japan Academy Prize awards and was the highest-grossing Japanese-produced Godzilla film prior to 2023’s Godzilla Minus One.
Check out the teaser trailer now:
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#gkids #acquires #shin #godzilla #northGKIDS Acquires ‘Shin Godzilla’ North American Distribution RightsGKIDS has acquired the North American distribution rights for Shin Godzilla, which hits theaters on August 14, with a home entertainment release to follow. The 4K remaster will feature the original Japanese voice cast with English subtitles, including restored text cards. In the film, something has surfaced in Tokyo Bay. As the Prime Minister of Japan pleads with the public to remain calm, a horrific creature of tremendous size makes landfall in the city, leaving death and destruction in its wake. Then it evolves. Originally released in Japan in 2016, Shin Godzilla is directed by Hideaki Annoand Shinji Higuchi, with a screenplay by Anno and VFX by Higuchi. Shin Godzilla won seven Japan Academy Prize awards and was the highest-grossing Japanese-produced Godzilla film prior to 2023’s Godzilla Minus One. Check out the teaser trailer now: Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #gkids #acquires #shin #godzilla #northWWW.AWN.COMGKIDS Acquires ‘Shin Godzilla’ North American Distribution RightsGKIDS has acquired the North American distribution rights for Shin Godzilla, which hits theaters on August 14, with a home entertainment release to follow. The 4K remaster will feature the original Japanese voice cast with English subtitles, including restored text cards. In the film, something has surfaced in Tokyo Bay. As the Prime Minister of Japan pleads with the public to remain calm, a horrific creature of tremendous size makes landfall in the city, leaving death and destruction in its wake. Then it evolves. Originally released in Japan in 2016, Shin Godzilla is directed by Hideaki Anno (Neon Genesis Evangelion) and Shinji Higuchi (Shin Ultraman), with a screenplay by Anno and VFX by Higuchi. Shin Godzilla won seven Japan Academy Prize awards and was the highest-grossing Japanese-produced Godzilla film prior to 2023’s Godzilla Minus One. Check out the teaser trailer now: Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. -
Netflix Reveals Kids & Family Summer Slate
Netflix has revealed its Kids & Family Summer preview slate.
Family Time Picks
Paddington in Peru, Now streaming
The Wild Robot, Now streaming
KPop Demon Hunters, Streams June 20
WWE Monday Night RAW, Streams live Mondays
Building the Band, Streams this Summer
For The Littles
World of Peppa Pig Game & Peppa Pig Season 7, Now streaming
PAW Patrol Season 2 & Season 3, Streams July 1
CoComelon Lane Season 5, Streams August 4
Ms. Rachel Season 2, Streams this Summer
Fun For Kids
The Fairly OddParents: A New Wish Season 2, Streams June 12
Pokémon Horizons: Season 2—The Search for Laqua Part 3, Streams June 27
7 Bears, Streams July 10
Barbie Mysteries: Beach Detectives, Streams August 28
Teens/YA
Bet, Now Streaming
F1: The Academy, Now streaming
Lost in Starlight, Now streaming
My Melody & Kuromi, Streams this July
My Oxford Year, Streams August 1
Wednesday Season 2 Part 1, Streams August 6
Here’s the 7 Bears trailer:
Check out the first six minutes of Wednesday Season 2 now:
Source: Netflix
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#netflix #reveals #kids #ampamp #familyNetflix Reveals Kids & Family Summer SlateNetflix has revealed its Kids & Family Summer preview slate. Family Time Picks Paddington in Peru, Now streaming The Wild Robot, Now streaming KPop Demon Hunters, Streams June 20 WWE Monday Night RAW, Streams live Mondays Building the Band, Streams this Summer For The Littles World of Peppa Pig Game & Peppa Pig Season 7, Now streaming PAW Patrol Season 2 & Season 3, Streams July 1 CoComelon Lane Season 5, Streams August 4 Ms. Rachel Season 2, Streams this Summer Fun For Kids The Fairly OddParents: A New Wish Season 2, Streams June 12 Pokémon Horizons: Season 2—The Search for Laqua Part 3, Streams June 27 7 Bears, Streams July 10 Barbie Mysteries: Beach Detectives, Streams August 28 Teens/YA Bet, Now Streaming F1: The Academy, Now streaming Lost in Starlight, Now streaming My Melody & Kuromi, Streams this July My Oxford Year, Streams August 1 Wednesday Season 2 Part 1, Streams August 6 Here’s the 7 Bears trailer: Check out the first six minutes of Wednesday Season 2 now: Source: Netflix Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #netflix #reveals #kids #ampamp #familyWWW.AWN.COMNetflix Reveals Kids & Family Summer SlateNetflix has revealed its Kids & Family Summer preview slate. Family Time Picks Paddington in Peru, Now streaming The Wild Robot, Now streaming KPop Demon Hunters, Streams June 20 WWE Monday Night RAW, Streams live Mondays Building the Band, Streams this Summer For The Littles World of Peppa Pig Game & Peppa Pig Season 7, Now streaming PAW Patrol Season 2 & Season 3, Streams July 1 CoComelon Lane Season 5, Streams August 4 Ms. Rachel Season 2, Streams this Summer Fun For Kids The Fairly OddParents: A New Wish Season 2, Streams June 12 Pokémon Horizons: Season 2—The Search for Laqua Part 3, Streams June 27 7 Bears, Streams July 10 Barbie Mysteries: Beach Detectives, Streams August 28 Teens/YA Bet, Now Streaming F1: The Academy, Now streaming Lost in Starlight, Now streaming My Melody & Kuromi, Streams this July My Oxford Year, Streams August 1 Wednesday Season 2 Part 1, Streams August 6 Here’s the 7 Bears trailer: Check out the first six minutes of Wednesday Season 2 now: Source: Netflix Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. -
Vicon Launches Active Crown Camera Tracking Solution
Vicon today announced the launch of Active Crown, a virtual production camera tracking solution that provides users with flexible tracking for cameras positioned anywhere on In-Camera Visual Effects stages.
“Virtual production teams experience a unique set of challenges due to the complexity of the various technologies we combine to create immersive virtual sets,” said Tim Doubleday, head of on-set virtual production at Dimension. “Camera tracking is a critical problem to manage, allowing for accurate presentation of the scene in real-time whilst minimizing occlusion and interference within busy stages. With Active Crown, we saw a huge improvement in rotational noise right off the bat, and the setup workflow felt very nice, especially the magnetic detachable stalks. You could tell it had been through Vicon’s thoughtful product development.”
The launch comes on the heels of Vicon's markerless motion capture launch earlier this year, which allows users to instantly visualize ideas with the Vanguard markerless motion-tracking camera and new software incorporating advanced computer vision, machine learning, and algorithms.
Source: Vicon
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#vicon #launches #active #crown #cameraVicon Launches Active Crown Camera Tracking SolutionVicon today announced the launch of Active Crown, a virtual production camera tracking solution that provides users with flexible tracking for cameras positioned anywhere on In-Camera Visual Effects stages. “Virtual production teams experience a unique set of challenges due to the complexity of the various technologies we combine to create immersive virtual sets,” said Tim Doubleday, head of on-set virtual production at Dimension. “Camera tracking is a critical problem to manage, allowing for accurate presentation of the scene in real-time whilst minimizing occlusion and interference within busy stages. With Active Crown, we saw a huge improvement in rotational noise right off the bat, and the setup workflow felt very nice, especially the magnetic detachable stalks. You could tell it had been through Vicon’s thoughtful product development.” The launch comes on the heels of Vicon's markerless motion capture launch earlier this year, which allows users to instantly visualize ideas with the Vanguard markerless motion-tracking camera and new software incorporating advanced computer vision, machine learning, and algorithms. Source: Vicon Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #vicon #launches #active #crown #cameraWWW.AWN.COMVicon Launches Active Crown Camera Tracking SolutionVicon today announced the launch of Active Crown, a virtual production camera tracking solution that provides users with flexible tracking for cameras positioned anywhere on In-Camera Visual Effects stages. “Virtual production teams experience a unique set of challenges due to the complexity of the various technologies we combine to create immersive virtual sets,” said Tim Doubleday, head of on-set virtual production at Dimension. “Camera tracking is a critical problem to manage, allowing for accurate presentation of the scene in real-time whilst minimizing occlusion and interference within busy stages. With Active Crown, we saw a huge improvement in rotational noise right off the bat, and the setup workflow felt very nice, especially the magnetic detachable stalks. You could tell it had been through Vicon’s thoughtful product development.” The launch comes on the heels of Vicon's markerless motion capture launch earlier this year, which allows users to instantly visualize ideas with the Vanguard markerless motion-tracking camera and new software incorporating advanced computer vision, machine learning, and algorithms. Source: Vicon Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. -
Warner Bros. Pictures Pushes ‘Animal Friends’ to Next Year
Warner Bros Pictures has moved the release of Legendary Entertainment’s live-action toon hybrid feature Animal Friends from October 10, 2025 to May 1, 2026, according to Deadline.
Filmmaker Peter Atencio will helm the project, from a script by Kevin Burrows and Matt Mider. The cast includes Ryan Reynolds, Jason Momoa, Aubrey Plaza, Addison Rae, Dan Levy, Lil Rel Howery, and Ellie Bamber.
Still premiering this year on October 10 are Disney’s Tron: Ares, Paramount/Miramax’s Roofman, Roadside Attractions/LD Entertainment and Lionsgate’s Kiss of the Spider Woman, and Sony’s Soul on Fire.
Legendary, Maximum Effort and Prime Focus Studios produce.
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#warner #bros #pictures #pushes #animalWarner Bros. Pictures Pushes ‘Animal Friends’ to Next YearWarner Bros Pictures has moved the release of Legendary Entertainment’s live-action toon hybrid feature Animal Friends from October 10, 2025 to May 1, 2026, according to Deadline. Filmmaker Peter Atencio will helm the project, from a script by Kevin Burrows and Matt Mider. The cast includes Ryan Reynolds, Jason Momoa, Aubrey Plaza, Addison Rae, Dan Levy, Lil Rel Howery, and Ellie Bamber. Still premiering this year on October 10 are Disney’s Tron: Ares, Paramount/Miramax’s Roofman, Roadside Attractions/LD Entertainment and Lionsgate’s Kiss of the Spider Woman, and Sony’s Soul on Fire. Legendary, Maximum Effort and Prime Focus Studios produce. Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #warner #bros #pictures #pushes #animalWWW.AWN.COMWarner Bros. Pictures Pushes ‘Animal Friends’ to Next YearWarner Bros Pictures has moved the release of Legendary Entertainment’s live-action toon hybrid feature Animal Friends from October 10, 2025 to May 1, 2026, according to Deadline. Filmmaker Peter Atencio will helm the project, from a script by Kevin Burrows and Matt Mider. The cast includes Ryan Reynolds, Jason Momoa, Aubrey Plaza, Addison Rae, Dan Levy, Lil Rel Howery, and Ellie Bamber. Still premiering this year on October 10 are Disney’s Tron: Ares, Paramount/Miramax’s Roofman, Roadside Attractions/LD Entertainment and Lionsgate’s Kiss of the Spider Woman, and Sony’s Soul on Fire. Legendary, Maximum Effort and Prime Focus Studios produce. Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. -
Disney Lays Off Hundreds Across TV, Film, Corporate Finance
Disney continues to make good on CEO Bob Iger’s stated 2023 plans to cut costs and reshape the company, this time with a round of massive layoffs in the name of “efficiency,” according to Variety. Although the exact number of affected employees is unclear, it is projected to be in the hundreds. Attempts to confirm the reports by AWN have so far been unsuccessful. More information will be reported as it becomes available.
The unfortunate move took place today across marketing teams for both film and TV, publicity, casting, development, and corporate finance. No teams are being eliminated completely.
The Mouse House also cut nearly 200 employees in March across TV and ABC News Operations, 75 workers last October across ABC News and local stations, and a whopping 300 U.S. workers last September.
The most startling layoffs of the bunch occurred in 2023 after the return of Disney chief Bob Iger as CEO, which resulted in over 8,000 job cuts.
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#disney #lays #off #hundreds #acrossDisney Lays Off Hundreds Across TV, Film, Corporate FinanceDisney continues to make good on CEO Bob Iger’s stated 2023 plans to cut costs and reshape the company, this time with a round of massive layoffs in the name of “efficiency,” according to Variety. Although the exact number of affected employees is unclear, it is projected to be in the hundreds. Attempts to confirm the reports by AWN have so far been unsuccessful. More information will be reported as it becomes available. The unfortunate move took place today across marketing teams for both film and TV, publicity, casting, development, and corporate finance. No teams are being eliminated completely. The Mouse House also cut nearly 200 employees in March across TV and ABC News Operations, 75 workers last October across ABC News and local stations, and a whopping 300 U.S. workers last September. The most startling layoffs of the bunch occurred in 2023 after the return of Disney chief Bob Iger as CEO, which resulted in over 8,000 job cuts. Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #disney #lays #off #hundreds #acrossWWW.AWN.COMDisney Lays Off Hundreds Across TV, Film, Corporate FinanceDisney continues to make good on CEO Bob Iger’s stated 2023 plans to cut costs and reshape the company, this time with a round of massive layoffs in the name of “efficiency,” according to Variety. Although the exact number of affected employees is unclear, it is projected to be in the hundreds. Attempts to confirm the reports by AWN have so far been unsuccessful. More information will be reported as it becomes available. The unfortunate move took place today across marketing teams for both film and TV, publicity, casting, development, and corporate finance. No teams are being eliminated completely. The Mouse House also cut nearly 200 employees in March across TV and ABC News Operations, 75 workers last October across ABC News and local stations, and a whopping 300 U.S. workers last September. The most startling layoffs of the bunch occurred in 2023 after the return of Disney chief Bob Iger as CEO, which resulted in over 8,000 job cuts. Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
Imaginary Forces Unveils Reimagined Marvel Studios Logo
Imaginary Forces has unveiled a reimagined Marvel Studios logo alongside the premiere of Thunderbolts*. Produced under the creative direction of Tosh Kodama, the logo pays homage to Marvel Studios’ iconic comic book flip-intro imbued with the darker, edgier tone of Thunderbolts*.
“The latest Marvel Studios logo builds on the rich creative history between Imaginary Forces and Marvel Studios,” said Kodama. “Our goal was to retain the iconic essence of the comic book flip while pushing it into new visual territory within the Thunderbolts* canon.”
The sequence features thousands of comic book images from the pages of Thunderbolts*, projected onto a drifting 3D rendering of the Marvel wordmark. The camera pans in, around, and through the passageways of each letter. The logo is never fully revealed and eventually dissolves into blackness, foreshadowing of The Void, Sentry’s alter ego.
“We wanted to create something truly epic and large-scale,” added Kodama. “The sequence tells a story, albeit a subtle one, evoking the gritty, morally complex world of the Thunderbolts*. Aesthetically, it’s also a notable departure from the warm and vibrant hues of the previous logo animations, with the black slowly creeping in and overtaking everything, creating a sense of mystery and unease.”
To express The Void sonically, Imaginary Forces overlaid a haunting sound effect over Michael Giacchino’s iconic ‘Marvel Studios Fanfare,’ reflecting the character’s hollow, engulfing nature.
“Fans get jazzed the minute they hear the fanfare and they know it well,” said Kodama. “So, sonically augmenting it was a simple but highly effective choice to subvert expectations and add intrigue.”
As a long-time branding and storytelling partner, Imaginary Forces created its first Marvel logo animation for the 2002 release of Spider-Man. 10 years later, they partnered with Marvel Studios for a stereoscopic 3D reimagining that premiered before Thor: The Dark World.
“Back in 2002, no one could have predicted Marvel would grow into the expansive Marvel Cinematic Universe we know today,” concluded Kodama. “We’ve been thrilled to collaborate with Marvel on the evolving logo animations over the years. Being part of the MCU’s next chapter is always an exciting and rewarding experience.”
Source: Imaginary Forces
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#imaginary #forces #unveils #reimagined #marvelImaginary Forces Unveils Reimagined Marvel Studios LogoImaginary Forces has unveiled a reimagined Marvel Studios logo alongside the premiere of Thunderbolts*. Produced under the creative direction of Tosh Kodama, the logo pays homage to Marvel Studios’ iconic comic book flip-intro imbued with the darker, edgier tone of Thunderbolts*. “The latest Marvel Studios logo builds on the rich creative history between Imaginary Forces and Marvel Studios,” said Kodama. “Our goal was to retain the iconic essence of the comic book flip while pushing it into new visual territory within the Thunderbolts* canon.” The sequence features thousands of comic book images from the pages of Thunderbolts*, projected onto a drifting 3D rendering of the Marvel wordmark. The camera pans in, around, and through the passageways of each letter. The logo is never fully revealed and eventually dissolves into blackness, foreshadowing of The Void, Sentry’s alter ego. “We wanted to create something truly epic and large-scale,” added Kodama. “The sequence tells a story, albeit a subtle one, evoking the gritty, morally complex world of the Thunderbolts*. Aesthetically, it’s also a notable departure from the warm and vibrant hues of the previous logo animations, with the black slowly creeping in and overtaking everything, creating a sense of mystery and unease.” To express The Void sonically, Imaginary Forces overlaid a haunting sound effect over Michael Giacchino’s iconic ‘Marvel Studios Fanfare,’ reflecting the character’s hollow, engulfing nature. “Fans get jazzed the minute they hear the fanfare and they know it well,” said Kodama. “So, sonically augmenting it was a simple but highly effective choice to subvert expectations and add intrigue.” As a long-time branding and storytelling partner, Imaginary Forces created its first Marvel logo animation for the 2002 release of Spider-Man. 10 years later, they partnered with Marvel Studios for a stereoscopic 3D reimagining that premiered before Thor: The Dark World. “Back in 2002, no one could have predicted Marvel would grow into the expansive Marvel Cinematic Universe we know today,” concluded Kodama. “We’ve been thrilled to collaborate with Marvel on the evolving logo animations over the years. Being part of the MCU’s next chapter is always an exciting and rewarding experience.” Source: Imaginary Forces Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #imaginary #forces #unveils #reimagined #marvelWWW.AWN.COMImaginary Forces Unveils Reimagined Marvel Studios LogoImaginary Forces has unveiled a reimagined Marvel Studios logo alongside the premiere of Thunderbolts*. Produced under the creative direction of Tosh Kodama, the logo pays homage to Marvel Studios’ iconic comic book flip-intro imbued with the darker, edgier tone of Thunderbolts*. “The latest Marvel Studios logo builds on the rich creative history between Imaginary Forces and Marvel Studios,” said Kodama. “Our goal was to retain the iconic essence of the comic book flip while pushing it into new visual territory within the Thunderbolts* canon.” The sequence features thousands of comic book images from the pages of Thunderbolts*, projected onto a drifting 3D rendering of the Marvel wordmark. The camera pans in, around, and through the passageways of each letter. The logo is never fully revealed and eventually dissolves into blackness, foreshadowing of The Void, Sentry’s alter ego. “We wanted to create something truly epic and large-scale,” added Kodama. “The sequence tells a story, albeit a subtle one, evoking the gritty, morally complex world of the Thunderbolts*. Aesthetically, it’s also a notable departure from the warm and vibrant hues of the previous logo animations, with the black slowly creeping in and overtaking everything, creating a sense of mystery and unease.” To express The Void sonically, Imaginary Forces overlaid a haunting sound effect over Michael Giacchino’s iconic ‘Marvel Studios Fanfare,’ reflecting the character’s hollow, engulfing nature. “Fans get jazzed the minute they hear the fanfare and they know it well,” said Kodama. “So, sonically augmenting it was a simple but highly effective choice to subvert expectations and add intrigue.” As a long-time branding and storytelling partner, Imaginary Forces created its first Marvel logo animation for the 2002 release of Spider-Man. 10 years later, they partnered with Marvel Studios for a stereoscopic 3D reimagining that premiered before Thor: The Dark World (2012). “Back in 2002, no one could have predicted Marvel would grow into the expansive Marvel Cinematic Universe we know today,” concluded Kodama. “We’ve been thrilled to collaborate with Marvel on the evolving logo animations over the years. Being part of the MCU’s next chapter is always an exciting and rewarding experience.” Source: Imaginary Forces Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
Sony Pictures Animation, Sony Pictures Imageworks Release ‘This Is Animation’ Course
Sony Pictures Animation and Sony Pictures Imageworks have teamed with the educational platform Yellowbrick for “This Is Animation,” a free online course that introduces learners of all ages to the art and industry of animated filmmaking.
Hosted by animation director Kris Pearn, the course includes five modules that allow users to explore the core pillars of animation storytelling.
“Animation is one of the most collaborative of all storytelling mediums,” said Pearn. “This course is about pulling back the curtain, showing the magic behind the process, and inviting new voices to explore careers - both artistic and non-artistic - in this incredible industry.”
Check out a teaser for the course now:
The course breaks down the animation process into five modules:
The Pipeline – A big-picture look at the animation production process, including pre-production, production, and post-production. Learners will gain a comprehensive understanding of the different stages involved in bringing an animated project to life.
The Idea – Explores how creative concepts evolve into stories. This module delves into the art of storytelling, focusing on the development of compelling narratives, themes, and character arcs specifically tailored for animation.
The Hero – Craft compelling animated characters. Learners will discover the secrets behind creating memorable and relatable characters, exploring aspects such as personality, design, and animation techniques that breathe life into these creations.
The World – Design immersive animated environments. This module takes learners on a journey through the art of world-building, focusing on the creation of visually stunning and believable settings that transport audiences to the heart of the story.
Pulling It All Together – Showcase the many career paths in animation beyond art, including production management, business affairs, marketing, finance, and talent acquisition. This module highlights the wide range of career paths that exist in the animation industry.
“This Is Animation” also features hands-on experiential learning, allowing participants to design their own rudimentary animated character and bring it to life through interactive exercises.
“At Sony Pictures Animation, we believe great stories can come from anywhere,” said Kristine Belson and Damien de Froberville, presidents of Sony Pictures Animation. “Through this course, we want to inspire a new generation of talent and show that you don’t need to be an artist to work in animation - there truly is a place for everyone who possesses a love for the artform and the drive to be a part of it.”
“At Sony Pictures Imageworks, we’ve always been proud to foster some of the most innovative talent in animation and VFX,” added Michelle Grady, president of Sony Pictures Imageworks. “We’re excited to launch this groundbreaking free online course, which not only demystifies the animation process but also empowers aspiring animators to explore their creativity and take their first steps into this dynamic field.”
Users can now enroll in “This Is Animation” with an email address. Those who complete the course will receive a certificate of completion.
Source: Sony Pictures Animation
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#sony #pictures #animation #imageworks #releaseSony Pictures Animation, Sony Pictures Imageworks Release ‘This Is Animation’ CourseSony Pictures Animation and Sony Pictures Imageworks have teamed with the educational platform Yellowbrick for “This Is Animation,” a free online course that introduces learners of all ages to the art and industry of animated filmmaking. Hosted by animation director Kris Pearn, the course includes five modules that allow users to explore the core pillars of animation storytelling. “Animation is one of the most collaborative of all storytelling mediums,” said Pearn. “This course is about pulling back the curtain, showing the magic behind the process, and inviting new voices to explore careers - both artistic and non-artistic - in this incredible industry.” Check out a teaser for the course now: The course breaks down the animation process into five modules: The Pipeline – A big-picture look at the animation production process, including pre-production, production, and post-production. Learners will gain a comprehensive understanding of the different stages involved in bringing an animated project to life. The Idea – Explores how creative concepts evolve into stories. This module delves into the art of storytelling, focusing on the development of compelling narratives, themes, and character arcs specifically tailored for animation. The Hero – Craft compelling animated characters. Learners will discover the secrets behind creating memorable and relatable characters, exploring aspects such as personality, design, and animation techniques that breathe life into these creations. The World – Design immersive animated environments. This module takes learners on a journey through the art of world-building, focusing on the creation of visually stunning and believable settings that transport audiences to the heart of the story. Pulling It All Together – Showcase the many career paths in animation beyond art, including production management, business affairs, marketing, finance, and talent acquisition. This module highlights the wide range of career paths that exist in the animation industry. “This Is Animation” also features hands-on experiential learning, allowing participants to design their own rudimentary animated character and bring it to life through interactive exercises. “At Sony Pictures Animation, we believe great stories can come from anywhere,” said Kristine Belson and Damien de Froberville, presidents of Sony Pictures Animation. “Through this course, we want to inspire a new generation of talent and show that you don’t need to be an artist to work in animation - there truly is a place for everyone who possesses a love for the artform and the drive to be a part of it.” “At Sony Pictures Imageworks, we’ve always been proud to foster some of the most innovative talent in animation and VFX,” added Michelle Grady, president of Sony Pictures Imageworks. “We’re excited to launch this groundbreaking free online course, which not only demystifies the animation process but also empowers aspiring animators to explore their creativity and take their first steps into this dynamic field.” Users can now enroll in “This Is Animation” with an email address. Those who complete the course will receive a certificate of completion. Source: Sony Pictures Animation Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #sony #pictures #animation #imageworks #releaseWWW.AWN.COMSony Pictures Animation, Sony Pictures Imageworks Release ‘This Is Animation’ CourseSony Pictures Animation and Sony Pictures Imageworks have teamed with the educational platform Yellowbrick for “This Is Animation,” a free online course that introduces learners of all ages to the art and industry of animated filmmaking. Hosted by animation director Kris Pearn (The Willoughbys, Cloudy with a Chance of Meatballs 2), the course includes five modules that allow users to explore the core pillars of animation storytelling. “Animation is one of the most collaborative of all storytelling mediums,” said Pearn. “This course is about pulling back the curtain, showing the magic behind the process, and inviting new voices to explore careers - both artistic and non-artistic - in this incredible industry.” Check out a teaser for the course now: The course breaks down the animation process into five modules: The Pipeline – A big-picture look at the animation production process, including pre-production, production, and post-production. Learners will gain a comprehensive understanding of the different stages involved in bringing an animated project to life. The Idea – Explores how creative concepts evolve into stories. This module delves into the art of storytelling, focusing on the development of compelling narratives, themes, and character arcs specifically tailored for animation. The Hero – Craft compelling animated characters. Learners will discover the secrets behind creating memorable and relatable characters, exploring aspects such as personality, design, and animation techniques that breathe life into these creations. The World – Design immersive animated environments. This module takes learners on a journey through the art of world-building, focusing on the creation of visually stunning and believable settings that transport audiences to the heart of the story. Pulling It All Together – Showcase the many career paths in animation beyond art, including production management, business affairs, marketing, finance, and talent acquisition. This module highlights the wide range of career paths that exist in the animation industry. “This Is Animation” also features hands-on experiential learning, allowing participants to design their own rudimentary animated character and bring it to life through interactive exercises. “At Sony Pictures Animation, we believe great stories can come from anywhere,” said Kristine Belson and Damien de Froberville, presidents of Sony Pictures Animation. “Through this course, we want to inspire a new generation of talent and show that you don’t need to be an artist to work in animation - there truly is a place for everyone who possesses a love for the artform and the drive to be a part of it.” “At Sony Pictures Imageworks, we’ve always been proud to foster some of the most innovative talent in animation and VFX,” added Michelle Grady, president of Sony Pictures Imageworks. “We’re excited to launch this groundbreaking free online course, which not only demystifies the animation process but also empowers aspiring animators to explore their creativity and take their first steps into this dynamic field.” Users can now enroll in “This Is Animation” with an email address. Those who complete the course will receive a certificate of completion. Source: Sony Pictures Animation Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a Time
Adapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey.
But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers.
But wait… there’s more!
The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film.
Needless to say, the studio truly became a “Master Builder” on the show.
The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds.
Here's the final trailer:
In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization.
Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation?
Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together.
Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell.
DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with?
SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmonand Jared Hess. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers.
KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying.
DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film?
SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld.
The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways.
When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game.
KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode.
DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size.
KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air.
After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on.
SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea.
KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys, swinging incense. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did. We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it.
DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work.
SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version.
KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with.
Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have.
DS: Did Unreal Engine come into play with her?
SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes.
Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments.
KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable.
DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?”
KE: Where do you begin?
SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question.
KE: I’ll start. I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over.
SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of.
Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
#minecraft #movie #wētā #helps #adapt‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a TimeAdapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey. But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers. But wait… there’s more! The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film. Needless to say, the studio truly became a “Master Builder” on the show. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds. Here's the final trailer: In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization. Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation? Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together. Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell. DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with? SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmonand Jared Hess. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers. KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying. DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film? SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld. The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways. When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game. KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode. DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size. KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air. After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on. SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea. KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys, swinging incense. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did. We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it. DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work. SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version. KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with. Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have. DS: Did Unreal Engine come into play with her? SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes. Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments. KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable. DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?” KE: Where do you begin? SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question. KE: I’ll start. I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over. SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of. Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #minecraft #movie #wētā #helps #adaptWWW.AWN.COM‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a TimeAdapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey. But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers. But wait… there’s more! The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film. Needless to say, the studio truly became a “Master Builder” on the show. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for $2.5 billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds. Here's the final trailer: In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization. Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation? Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together. Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell. DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with? SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmon [Production VFX Supervisor] and Jared Hess [the film’s director]. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers. KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying. DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film? SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld. The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways. When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game. KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode. DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size. KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air. After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on. SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea. KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys [the thurifers], swinging incense [a thurible]. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did. We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it. DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work. SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version. KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with. Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have. DS: Did Unreal Engine come into play with her? SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes. Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments. KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable. DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?” KE: Where do you begin? SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question. KE: I’ll start. I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over. SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of. Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.0 Kommentare 0 Anteile -
Phil Tippett Bringing ‘Star Wars’ to VIEW Conference 2025
Legendary director, animator and VFX supervisor Phil Tippett is set to host two panels at VIEW Conference 2025.
First up is “Stop Motion: Bring the Goods,” in which Phil will join forces with Tippett Studio colleagues Tom Gibbons, Mark Dubeau and Gary Mundell to present their work on Star Wars projects such as The Force Awakens, The Rise of Skywalker, Solo, The Mandalorian, and Skeleton Crew. Next is “SENTINEL and AI: Brave New World,” VFX supervisor Marc Morissette joining the team to present a sneak peek of Sentinel, the latest slice of irreverent horror from Tippett, which features a combination of CG, analog, and AI techniques.
VIEW Conference 2025 runs from October 12-17 in Turin, Italy. A lineup of film directors, animators, artists, and game designers will deliver a program of keynotes, panels, talks, workshops, and masterclasses. The cast of speakers includes Elio directors Domee Shi and Madeline Sharafian, and creatives such as Jamie Umpherson, Alexis Wanneroy, Jake Maymudes, Sandro Blattner, Maciej Kuciara, and Ted Ty. More speakers will be announced soon.
Registration is now open.
Source: VIEW 2025
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#phil #tippett #bringing #star #warsPhil Tippett Bringing ‘Star Wars’ to VIEW Conference 2025Legendary director, animator and VFX supervisor Phil Tippett is set to host two panels at VIEW Conference 2025. First up is “Stop Motion: Bring the Goods,” in which Phil will join forces with Tippett Studio colleagues Tom Gibbons, Mark Dubeau and Gary Mundell to present their work on Star Wars projects such as The Force Awakens, The Rise of Skywalker, Solo, The Mandalorian, and Skeleton Crew. Next is “SENTINEL and AI: Brave New World,” VFX supervisor Marc Morissette joining the team to present a sneak peek of Sentinel, the latest slice of irreverent horror from Tippett, which features a combination of CG, analog, and AI techniques. VIEW Conference 2025 runs from October 12-17 in Turin, Italy. A lineup of film directors, animators, artists, and game designers will deliver a program of keynotes, panels, talks, workshops, and masterclasses. The cast of speakers includes Elio directors Domee Shi and Madeline Sharafian, and creatives such as Jamie Umpherson, Alexis Wanneroy, Jake Maymudes, Sandro Blattner, Maciej Kuciara, and Ted Ty. More speakers will be announced soon. Registration is now open. Source: VIEW 2025 Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #phil #tippett #bringing #star #warsWWW.AWN.COMPhil Tippett Bringing ‘Star Wars’ to VIEW Conference 2025Legendary director, animator and VFX supervisor Phil Tippett is set to host two panels at VIEW Conference 2025. First up is “Stop Motion: Bring the Goods,” in which Phil will join forces with Tippett Studio colleagues Tom Gibbons, Mark Dubeau and Gary Mundell to present their work on Star Wars projects such as The Force Awakens, The Rise of Skywalker, Solo, The Mandalorian, and Skeleton Crew. Next is “SENTINEL and AI: Brave New World,” VFX supervisor Marc Morissette joining the team to present a sneak peek of Sentinel, the latest slice of irreverent horror from Tippett, which features a combination of CG, analog, and AI techniques. VIEW Conference 2025 runs from October 12-17 in Turin, Italy. A lineup of film directors, animators, artists, and game designers will deliver a program of keynotes, panels, talks, workshops, and masterclasses. The cast of speakers includes Elio directors Domee Shi and Madeline Sharafian, and creatives such as Jamie Umpherson, Alexis Wanneroy, Jake Maymudes, Sandro Blattner, Maciej Kuciara, and Ted Ty. More speakers will be announced soon. Registration is now open. Source: VIEW 2025 Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
Digital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFX
In The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie. Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain.
As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain. “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities. We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.”
In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible. “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens. “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.” The starting point is always the reference material provided by the client. “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain. “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show. Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably. We were also looking at the anatomy of each one of these robots to see what their physical capabilities are. Can they run or jump? Because that’s always going to tie tightly with the personality. Your body in some ways is your personality. We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive. It doesn’t happen overnight.”
The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality. “His feet are huge,” laughs Bernard. “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality. “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard. “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country. We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.” A green light was inserted into the eyes. “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens. “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.”
Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle. “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard. “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be. The smaller one can be nimbler and lighter on its feet. There were similar physical limitations, but that weight was the big deal.” Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens. “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face. We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.”
One member of the robot cast is an iconic Planters mascot. “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens. “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.” The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face. “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard. “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up. Then a lot of pantomime to go with that.” Mr. Peanut moves in a jerky rather than smooth manner. “Here is a funny little detail,” reveals Bernard. “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently. We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom. We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!”
Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician. “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens. “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up. Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model. “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard. “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part. Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards. It was fun to add all that detail in for him.” Serving as Perplexo’s upper body is a theatrical box that he pops in and out of. “Perplexo did not have a whole lot going on with his face,” remarks Bernard. “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.”
A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen. “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens. “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Tedor The Marshall or the commando operators. It worked out quite nicely.”
There was not much differentiation in the movement of the drones. “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice. Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around. We put all of that together in the performance of The Marshall.”
Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens. “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter. Most of our environmental work was doing distance extensions for that and adding atmospherics and fog. We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill. Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment. That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.”
At one point, all the exiled robots gather at the Mall within the Exclusion Zone. “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens. “As for the mall, we didn’t have to do much to the environment. There were some small things here and there that had to be modified. We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard. “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?! Put that into the performance so that each one feels unique and different because they have their own personalities. There is a big central theme in the movie where the robots are almost more human than most of the humans you meet. It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’ All these characters are different; they have to move differently and do their own thing. We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing. We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them. We started to show that early to Matthew and Jeffrey Ford, and the directors to get buyoff on the density of the crowd.”
Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder. “We did a little bit of everything,” notes Behrens. “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us. For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig. Then Liz had the fun job of trying to tie that into a giant robot walking with them. We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.” Modifications were kept subtle. “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard. “You can’t do a lot without it starting to fall apart and lose perspective.”
“The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens. “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone. Those had the most stunning visuals.” Bernard agrees with her colleague. “I’m going to sound like a broken record. For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe. Having the animators working towards that same goal was a big challenge. We had quite a large team on this one. And I do love that mine sequence. There is such good banter between Keats and Herman, especially early on in that sequence. It has so much great action to it. We got to drop a giant claw on top of The Marshall that he had to fight his way out of. That was a hard shot. And of course, the Mall is stunning. You can see all the care that went into creating that environment and all those characters. It’s beautiful.”
Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer.
#digital #domain #goes #retrofuturistic #withDigital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFXIn The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie. Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain. As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain. “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities. We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.” In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible. “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens. “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.” The starting point is always the reference material provided by the client. “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain. “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show. Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably. We were also looking at the anatomy of each one of these robots to see what their physical capabilities are. Can they run or jump? Because that’s always going to tie tightly with the personality. Your body in some ways is your personality. We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive. It doesn’t happen overnight.” The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality. “His feet are huge,” laughs Bernard. “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality. “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard. “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country. We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.” A green light was inserted into the eyes. “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens. “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.” Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle. “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard. “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be. The smaller one can be nimbler and lighter on its feet. There were similar physical limitations, but that weight was the big deal.” Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens. “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face. We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.” One member of the robot cast is an iconic Planters mascot. “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens. “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.” The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face. “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard. “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up. Then a lot of pantomime to go with that.” Mr. Peanut moves in a jerky rather than smooth manner. “Here is a funny little detail,” reveals Bernard. “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently. We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom. We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!” Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician. “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens. “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up. Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model. “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard. “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part. Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards. It was fun to add all that detail in for him.” Serving as Perplexo’s upper body is a theatrical box that he pops in and out of. “Perplexo did not have a whole lot going on with his face,” remarks Bernard. “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.” A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen. “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens. “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Tedor The Marshall or the commando operators. It worked out quite nicely.” There was not much differentiation in the movement of the drones. “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice. Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around. We put all of that together in the performance of The Marshall.” Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens. “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter. Most of our environmental work was doing distance extensions for that and adding atmospherics and fog. We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill. Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment. That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.” At one point, all the exiled robots gather at the Mall within the Exclusion Zone. “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens. “As for the mall, we didn’t have to do much to the environment. There were some small things here and there that had to be modified. We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard. “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?! Put that into the performance so that each one feels unique and different because they have their own personalities. There is a big central theme in the movie where the robots are almost more human than most of the humans you meet. It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’ All these characters are different; they have to move differently and do their own thing. We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing. We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them. We started to show that early to Matthew and Jeffrey Ford, and the directors to get buyoff on the density of the crowd.” Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder. “We did a little bit of everything,” notes Behrens. “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us. For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig. Then Liz had the fun job of trying to tie that into a giant robot walking with them. We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.” Modifications were kept subtle. “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard. “You can’t do a lot without it starting to fall apart and lose perspective.” “The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens. “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone. Those had the most stunning visuals.” Bernard agrees with her colleague. “I’m going to sound like a broken record. For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe. Having the animators working towards that same goal was a big challenge. We had quite a large team on this one. And I do love that mine sequence. There is such good banter between Keats and Herman, especially early on in that sequence. It has so much great action to it. We got to drop a giant claw on top of The Marshall that he had to fight his way out of. That was a hard shot. And of course, the Mall is stunning. You can see all the care that went into creating that environment and all those characters. It’s beautiful.” Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer. #digital #domain #goes #retrofuturistic #withWWW.AWN.COMDigital Domain Goes Retro-Futuristic with Robots on ‘The Electric State’ VFXIn The Electric State, based on a graphic novel by Swedish artist Simon Stålenhag, after a robot uprising in an alternative version of the 1990s, an orphaned teenager goes on a quest across the American West, with a cartoon-inspired robot, a smuggler, and his sidekick, to find her long-lost brother. Adapting this sci-fi adventure for Netflix were Joe and Anthony Russo; their film stars Millie Bobbie Brown, Chris Pratt, Stanley Tucci, Giancarlo Esposito and a cast of CG automatons voiced by the likes of Woody Harrelson, Alan Tudyk, Hank Azaria, and Anthony Mackie. Overseeing the visual effects, which surpassed what the Russos had to deal with during their halcyon MCU days, was Matthew Buttler, who turned to the venerable Digital Domain. As the main vendor, the studio was responsible for producing 61 character builds, 480 assets, and over 850 shots. “It was one of the biggest projects that I’ve done in terms of sheer volumes of assets, shots and characters,” states Joel Behrens, VFX Supervisor, Digital Domain. “Our wonderful asset team did the 61 characters we were responsible for and had to ingest another 46 characters from other facilities. We didn’t do any major changes. It was pushing our pipeline to the limits it could handle, especially with other shows going on. We took up a lot of disk space and had the ability to expand and contract the Renderfarm with cloud machines as well.” In researching for the show, Digital Domain visited Boston Dynamics to better understand the technological advancements in robotics, and what structures, motions, and interactions were logical and physically plausible. “There is a certain amount of fake engineering that goes into some of these things,” notes Behrens. “We’re not actually building these robots to legitimately function in the real world but have to be visibly believable that they can actually pull some of this stuff off.” The starting point is always the reference material provided by the client. “Is there a voice that I need to match to?” notes Liz Bernard, Animation Supervisor, Digital Domain. “Is there any physical body reference either from motion reference actors in the plate or motion capture? We had a big mix of that on the show. Some of our characters couldn’t be mocapped at all while others could but we had to modify the performance considerably. We were also looking at the anatomy of each one of these robots to see what their physical capabilities are. Can they run or jump? Because that’s always going to tie tightly with the personality. Your body in some ways is your personality. We’re trying to figure out how do we put the actor’s voice on top of all these physical limitations in a way that feels cohesive. It doesn’t happen overnight.” The character design of Cosmo was retained from the graphic novel despite not being feasible to engineer in reality. “His feet are huge,” laughs Bernard. “We had to figure out how to get him to walk in a way that felt normal and put the joints in the right spots.” Emoting was mainly achieved through physicality. “He does have these audio clips from the Kid Cosmo cartoon that he can use to help express himself verbally, but most of it is pantomime,” observes Bernard. “There is this great scene between Cosmo and Michelle that occurs right after she crashes the car, and Cosmo is still trying to convince her who he is and why she should go off on this great search for her brother across the country. We were trying to get some tough nuanced acting into these shots with a subtle head tilt or a little bit of a slump in the shoulders.” A green light was inserted into the eyes. “Matthew Butler likes robotic stuff and anything that we could do to make Cosmo feel more grounded in reality was helpful,” observes Behrens. “We also wanted to prevent anyone from panicking and giving Cosmo a more animated face or allowing him to speak dialogue. We started off with a constant light at the beginning and then added this twinkle and glimmer in his eye during certain moments. We liked that and ended up putting it in more places throughout the film. Everybody says that the eyes are the windows to the soul so giving Cosmo something rather than a dark black painted spot on his face assisted in connecting with that character.” Coming in four different sizes that fit inside one another - like a Russian doll - is Herman. Digital Domain looked after the eight-inch, four-foot and 20-foot versions while ILM was responsible for the 60-foot Herman that appears in the final battle. “They were scaled up to a certain extent but consider that the joints on the 20-foot version of Herman versus the four-foot version need to be more robust and beefier because they’re carrying so much more weight,” remarks Bernard. “We were focusing on making sure that the impact of each step rippled through the body in a way that made it clear how heavy a 20-foot robot carrying a van across a desert would be. The smaller one can be nimbler and lighter on its feet. There were similar physical limitations, but that weight was the big deal.” Incorporated into the face of Herman is a retro-futuristic screen in the style of the 1980s and early 1990s CRT panels. “It has these RGB pixels that live under a thick plate of glass like your old television set,” explains Behrens. “You have this beautiful reflective dome that goes over top of these cathode-ray-looking pixels that allowed us to treat it as a modern-day LED with the ability to animate his expressions, or if we wanted to, put symbols up. You could pixelized any graphical element and put it on Herman’s face. We wanted to add a nonlinear decay into the pixels so when he changed expressions or a shape altered drastically you would have a slow quadratic decay of the pixels fading off as he switched expressions. That contributed a nice touch.” One member of the robot cast is an iconic Planters mascot. “Everybody knows who Mr. Peanut is and what he looks like, at least in North America,” observes Behrens. “We had to go through a lot of design iterations of how his face should animate. It was determined that as a slightly older model of robot he didn’t have a lot of dexterity in his face. We were modelling him after Chuck E. Cheese and ShowBiz Pizza animatronics, so it was like a latex shell over the top of a mechanical under structure that drove his limited expressions. It allowed him to open and close his mouth and do some slight contractions at the corners, leaving most of the acting to his eyes, which did not have as many restrictions. The eyes had the ability to move quickly, and dart and blink like a human.” The eyebrows were mounted tracks that ran up and down a vertical slot on the front of the face. “We could move the eyebrows up and down, and tilt them, but couldn’t do anything else,” states Bernard. “It was trying to find a visual language that would get the acting across with Woody Harrelson’s amazing performance backing it up. Then a lot of pantomime to go with that.” Mr. Peanut moves in a jerky rather than smooth manner. “Here is a funny little detail,” reveals Bernard. “If you think about a peanut shell, he doesn’t have a chest or hips that can move independently. We realized early on that in order to get him to walk without teeter-tottering everywhere, we were going to have to cut his butt off, reattach it and add a swivel control on the bottom. We always kept that peanut silhouette intact; however, he could swivel his hips enough to walk forward without looking silly!” Other notable robots are Pop Fly and Perplexo; the former is modelled on baseball player, the latter on a magician. “We decided that Pop Fly would be the clunkiest of all robots because he was meant to be the elder statesman,” states Behrens. “Pop Fly was partially falling apart, like his eye would drift, the mouth would hang open and sometimes he’d pass out for a second and wake back up. Pop Fly was the scavenger hunter of the group who has seen stuff in the battles of the wasteland. We came up with a fun pitching mechanism so he could actually shoot the balls out of his mouth and of course, there was his trusty baseball bat that he could bat things with.” An interesting task was figuring out how to rig his model. “We realized that there needed to be a lot of restrictions in his joints to make him look realistic based on how he was modelled in the first place,” notes Bernard. “Pop Fly couldn’t rotate his head in every direction; he could turn it from side to side for the most part. Pop Fly was on this weird structure with the four wheels on a scissor lift situation which meant that he always had to lean forward to get going and when stopping, would rock backwards. It was fun to add all that detail in for him.” Serving as Perplexo’s upper body is a theatrical box that he pops in and out of. “Perplexo did not have a whole lot going on with his face,” remarks Bernard. “It was a simple mechanical structure to his jaw, eyes, and eyelids; that meant we could push the performance with pantomime and crazy big gestures with the arms.” A major adversary in the film is The Marshall, portrayed by Giancarlo Esposito, who remotely controls a drone that projects the face of operator onto a video screen. “We started with a much smaller screen and had a cowboy motif for awhile, but then they decided to have a unifying design for the drones that are operated by humans versus the robots,” remarks Behrens. “Since the artist Simon Stålenhag had done an interesting, cool design with the virtual reality helmets with that long duckbill that the humans wear in the real world, the decision was made to mimic that head style of the drones to match the drone operators. Then you could put a screen on the front; that’s how you see Ted [Jason Alexander] or The Marshall or the commando operators. It worked out quite nicely.” There was not much differentiation in the movement of the drones. “The drones were meant to be in the vein of Stormtroopers, a horde of them being operated by people sitting in a comfortable room in Seattle,” observes Bernard. “So, they didn’t get as much effort and love as we put into the rest of the robots which had their own personalities. But for The Marshall, we have great mocap to start from Adam Croasdell. He played it a little bit cowboy, which was how Giancarlo Esposito was portraying the character as well, like a Western sheriff style vibe. You could hear that in the voice. Listening to Giancarlo’s vocal performance gives you a lot of clues of what you should do when you’re moving that character around. We put all of that together in the performance of The Marshall.” Many environments had to either be created or augmented, such as the haunted amusement park known as Happyland. “The majority of the exterior of Happyland was a beautiful set that Dennis Gassner and his crew built in a parking lot of a waterslide park in Atlanta,” states Behrens. “We would go there at night and freeze our butts off shooting for a good two and a half weeks in the cold Atlanta winter. Most of our environmental work was doing distance extensions for that and adding atmospherics and fog. We made all the scavenger robots that inhabit Happyland, which are cannibalistic robotics that upgrade and hot rod themselves from random parts taken from the robots that they kill. Once we get into the haunted house and fall into the basement, that’s where Dr. Amherst has his lab, which was modelled off a 1930s Frankenstein set, with Tesla coils, beakers, and lab equipment. That was initially a set build we did onstage in Atlanta. But when we got into additional photography, they wanted to do this whole choreographed fight with The Marshall and Mr. Peanut. Because they didn’t know what actions we would need, we ended up building that entire lower level in CG.” At one point, all the exiled robots gather at the Mall within the Exclusion Zone. “We were responsible for building a number of the background characters along with Storm Studios and ILM,” remarks Behrens. “As for the mall, we didn’t have to do much to the environment. There were some small things here and there that had to be modified. We took over an abandoned mall in Atlanta and the art department dressed over half of it.” The background characters were not treated haphazardly. “We assigned two or three characters to each animator,” explains Bernard. “I asked them to make a backstory and figure out who this guy is, what does he care about, and who is his mama?! Put that into the performance so that each one feels unique and different because they have their own personalities. There is a big central theme in the movie where the robots are almost more human than most of the humans you meet. It was important to us that we put that humanity into their performances. As far as the Mall and choreography, Matthew, Joel and I knew that was going to be a huge challenge because this is not traditional crowd work where you can animate cycles and give it to a crowds department and say, ‘Have a bunch of people walking around.’ All these characters are different; they have to move differently and do their own thing. We did a first pass on the big reveal in the Mall where you swing around and see the atrium where everybody is doing their thing. We essentially took each character and moved them around like a chess piece to figure out if we had enough characters, if the color balanced nicely across all of them, and if it was okay for us to duplicate a couple of them. We started to show that early to Matthew and Jeffrey Ford [Editor, Executive Producer], and the directors to get buyoff on the density of the crowd.” Considered one of the film’s signature sequences is the walk across the Exclusion Zone, where 20-foot Herman is carrying a Volkswagen van containing Michelle, Cosmo and Keats on his shoulder. “We did a little bit of everything,” notes Behrens. “We had plate-based shots because a splinter unit went out to Moab, Utah and shot a bunch of beautiful vistas for us. For environments, there were shots where we had to do projections of plate material onto 3D geometry that we built. We had some DMPs that went into deep background. We also had to build out some actual legitimate 3D terrain for foreground and midground because a lot of the shots that had interaction with our hero characters rocking and back forth were shot on a bluescreen stage with a VW van on a large gimbal rig. Then Liz had the fun job of trying to tie that into a giant robot walking with them. We had to do some obvious tweaking to some of those motions. The establishing shots, where they are walking through this giant dead robot skeleton from who knows where, several of those were 100 percent CG. Once they get to the Mall, we had a big digital mall and a canyon area that had to look like they were once populated.” Modifications were kept subtle. “There were a couple of shots where we needed to move the plate VW van around a little bit,” states Bernard. “You can’t do a lot without it starting to fall apart and lose perspective.” “The biggest challenge was the scale and sheer number of characters needed that played a large role interacting with our human actors and creating a believable world for them to live in,” reflects Behrens. “The sequence that I had the most fun with was the mine sequence with Herman and Keats, as far as their banter back and forth. Some of our most expansive work was the Mall and the walk across the Exclusion Zone. Those had the most stunning visuals.” Bernard agrees with her colleague. “I’m going to sound like a broken record. For me, it was the scale and the sheer number of characters that we had to deal with and keeping them feeling that they were all different, but from the same universe. Having the animators working towards that same goal was a big challenge. We had quite a large team on this one. And I do love that mine sequence. There is such good banter between Keats and Herman, especially early on in that sequence. It has so much great action to it. We got to drop a giant claw on top of The Marshall that he had to fight his way out of. That was a hard shot. And of course, the Mall is stunning. You can see all the care that went into creating that environment and all those characters. It’s beautiful.” Trevor Hogg is a freelance video editor and writer best known for composing in-depth filmmaker and movie profiles for VFX Voice, Animation Magazine, and British Cinematographer.0 Kommentare 0 Anteile -
Cinesite Launches TechX Internal AI Research Group
Cinesite has launched TechX, an internal technology exploration unit dedicated to researching and developing innovative applications of Generative AI for the content creation industry. The group will explore the landscape to identify, develop, test, and validate creative solutions in collaboration with studios, filmmakers, and solution providers.
“While we fully recognize the many open questions and challenges associated with Generative AI technologies, Cinesite will proactively explore how these technologies can be harnessed to serve artists, developers and producers working in the VFX, Animation and Immersive industries,” said Michele Sciolette, CTO of the Cinesite group of companies. “With decades of experience creating outstanding visuals of the highest standard, our team is ideally positioned for this exploration, ready to collaborate closely with our existing network of clients, solution providers and other interested parties. In combination with many other key R&D initiatives across our group, TechX represents a critical element in our AI strategy, ensuring our incredible artists have the best possible tools to continue delivering the exceptional work we are known for.”
“Groundbreaking technology that supports creativity is at the heart of our industry, “said Group CEO Antony Hunt. “It empowers us to deliver the world's biggest films, TV shows and immersive content and pushes us - as individuals. TechX will allow us all to get ahead of the noise and find real and practical applications of this emerging technology. This will help establish ethical frameworks and principles to ensure the safe use of AI for our clients and within our organization, enabling our talent to explore what might be possible. I cannot wait to see what the future holds.”
The TechX team will be led by Andrew McNamara, Alexey Kuchinski, and Johan Valfridsson.
“Generative AI potentially marks a paradigm shift in filmmaking, storytelling, and the entire content creation ecosystem,” added McNamara, “This disruptive technology, while presenting significant challenges, offers immense potential for amplifying and enhancing human creativity - not replacing it. With artists at the forefront, these transformative new tools have the potential to accelerate the creative process, opening doors to a future where the only limit is our imagination. Something we are keen to explore here at Cinesite with TechX.”
TechX will operate independently from Cinesite’s active shows, with infrastructure segregated from Cinesite’s production environment. Activities will be overseen by the newly formed AI Advisory Council, who will provide guidance and support, with a focus on ensuring the development and application of safe, ethical, and respectful AI solutions.
Source: Cinesite
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#cinesite #launches #techx #internal #researchCinesite Launches TechX Internal AI Research GroupCinesite has launched TechX, an internal technology exploration unit dedicated to researching and developing innovative applications of Generative AI for the content creation industry. The group will explore the landscape to identify, develop, test, and validate creative solutions in collaboration with studios, filmmakers, and solution providers. “While we fully recognize the many open questions and challenges associated with Generative AI technologies, Cinesite will proactively explore how these technologies can be harnessed to serve artists, developers and producers working in the VFX, Animation and Immersive industries,” said Michele Sciolette, CTO of the Cinesite group of companies. “With decades of experience creating outstanding visuals of the highest standard, our team is ideally positioned for this exploration, ready to collaborate closely with our existing network of clients, solution providers and other interested parties. In combination with many other key R&D initiatives across our group, TechX represents a critical element in our AI strategy, ensuring our incredible artists have the best possible tools to continue delivering the exceptional work we are known for.” “Groundbreaking technology that supports creativity is at the heart of our industry, “said Group CEO Antony Hunt. “It empowers us to deliver the world's biggest films, TV shows and immersive content and pushes us - as individuals. TechX will allow us all to get ahead of the noise and find real and practical applications of this emerging technology. This will help establish ethical frameworks and principles to ensure the safe use of AI for our clients and within our organization, enabling our talent to explore what might be possible. I cannot wait to see what the future holds.” The TechX team will be led by Andrew McNamara, Alexey Kuchinski, and Johan Valfridsson. “Generative AI potentially marks a paradigm shift in filmmaking, storytelling, and the entire content creation ecosystem,” added McNamara, “This disruptive technology, while presenting significant challenges, offers immense potential for amplifying and enhancing human creativity - not replacing it. With artists at the forefront, these transformative new tools have the potential to accelerate the creative process, opening doors to a future where the only limit is our imagination. Something we are keen to explore here at Cinesite with TechX.” TechX will operate independently from Cinesite’s active shows, with infrastructure segregated from Cinesite’s production environment. Activities will be overseen by the newly formed AI Advisory Council, who will provide guidance and support, with a focus on ensuring the development and application of safe, ethical, and respectful AI solutions. Source: Cinesite Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #cinesite #launches #techx #internal #researchWWW.AWN.COMCinesite Launches TechX Internal AI Research GroupCinesite has launched TechX, an internal technology exploration unit dedicated to researching and developing innovative applications of Generative AI for the content creation industry. The group will explore the landscape to identify, develop, test, and validate creative solutions in collaboration with studios, filmmakers, and solution providers. “While we fully recognize the many open questions and challenges associated with Generative AI technologies, Cinesite will proactively explore how these technologies can be harnessed to serve artists, developers and producers working in the VFX, Animation and Immersive industries,” said Michele Sciolette, CTO of the Cinesite group of companies. “With decades of experience creating outstanding visuals of the highest standard, our team is ideally positioned for this exploration, ready to collaborate closely with our existing network of clients, solution providers and other interested parties. In combination with many other key R&D initiatives across our group, TechX represents a critical element in our AI strategy, ensuring our incredible artists have the best possible tools to continue delivering the exceptional work we are known for.” “Groundbreaking technology that supports creativity is at the heart of our industry, “said Group CEO Antony Hunt. “It empowers us to deliver the world's biggest films, TV shows and immersive content and pushes us - as individuals. TechX will allow us all to get ahead of the noise and find real and practical applications of this emerging technology. This will help establish ethical frameworks and principles to ensure the safe use of AI for our clients and within our organization, enabling our talent to explore what might be possible. I cannot wait to see what the future holds.” The TechX team will be led by Andrew McNamara (Generative AI Lead), Alexey Kuchinski (Generative AI 2D Supervisor), and Johan Valfridsson (Generative AI Technology Supervisor). “Generative AI potentially marks a paradigm shift in filmmaking, storytelling, and the entire content creation ecosystem,” added McNamara, “This disruptive technology, while presenting significant challenges, offers immense potential for amplifying and enhancing human creativity - not replacing it. With artists at the forefront, these transformative new tools have the potential to accelerate the creative process, opening doors to a future where the only limit is our imagination. Something we are keen to explore here at Cinesite with TechX.” TechX will operate independently from Cinesite’s active shows, with infrastructure segregated from Cinesite’s production environment. Activities will be overseen by the newly formed AI Advisory Council, who will provide guidance and support, with a focus on ensuring the development and application of safe, ethical, and respectful AI solutions. Source: Cinesite Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
Freefolk Takes CGI to New Heights in Škoda ‘Enyaq’ EV VFX Breakdown Reel
Freefolk has just shared with VFXWorld and AWN a new VFX breakdown reel for the studio’s work on a commercial for car manufacturer Škoda. Created by FCB London, the global campaign for the brand’s new electric model, the Enyaq, showcases the vehicle's aerodynamic features; the 60-second spot was created in collaboration with directors Ian Pons Jewell, Yukihiro Shodaand Freefolk.
The short poses the questions, “So, what happens when you drop a car and an umbrella in a vacuum chamber?”
Well, without air, everything moves in the same way, and the car falls slowly through the chamber at the same pace as an umbrella before landing on the ground, intact. Safely back on the ground, the car exits the vacuum chamber and drives in the real world, illustrating that, thanks to its design, it moves beautifully even where there is air.
In crafting the campaign, the Freefolk team, led by their Creative Director Jason Watts, built a CGI replica of the biggest vacuum chamber in the world – the NASA Space Power Facility in Ohio, United States – and plugged in all its calculations to see how the Enyaq and the umbrella would realistically fall in that environment.
The design of the chamber took inspiration from NASA's vacuum chamber. To match the NASA chamber, the VFX team created brushed aluminum panels for the walls to reflect the surrounding light. The goal was to make it modern and sleek to align with both the Skoda brand and the car’s aesthetic.
To simulate a space with no air, the team used simulated physics models for both the car and the umbrella release mechanism. The car and umbrellas movements were slowed down to 10% of their actual speed to achieve a dramatic slow-motion effect.
The VFX team had to create a smooth and elegant transition from the chamber’s interior to the lush, exterior forest environment. This was one of the most challenging aspects of the project along with the intricate material properties involved in the car design
Watts comments, “We built an entire CG forest inspired by the live-action scenes of the commercial, it was populated with various tree species, shrubs, stumps, twigs, and other assets, along with a CG road to complete the scene.”
He adds, “For the CG car, we had to replicate the two-tone base layer and clear topcoat, the goal being to match the real car’s materials as closely as possible, particularly for one driving shot where we transition from a CG carto a live-action plate. Achieving a seamless transition between the two was key to maintaining visual consistency.”
Rob Farren, Creative Director at FCB, said, “The team at Freefolk are some of the best I’ve worked with in the industry, both from a CG and collaboration perspective. Their attention to detail for the creation of the car, vacuum chamber and forest environments was flawless throughout the entire project. It looks even better than we imagined and is testament to their perfect combination of technical skill and creativity.”
Source: Freefolk
Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
#freefolk #takes #cgi #new #heightsFreefolk Takes CGI to New Heights in Škoda ‘Enyaq’ EV VFX Breakdown ReelFreefolk has just shared with VFXWorld and AWN a new VFX breakdown reel for the studio’s work on a commercial for car manufacturer Škoda. Created by FCB London, the global campaign for the brand’s new electric model, the Enyaq, showcases the vehicle's aerodynamic features; the 60-second spot was created in collaboration with directors Ian Pons Jewell, Yukihiro Shodaand Freefolk. The short poses the questions, “So, what happens when you drop a car and an umbrella in a vacuum chamber?” Well, without air, everything moves in the same way, and the car falls slowly through the chamber at the same pace as an umbrella before landing on the ground, intact. Safely back on the ground, the car exits the vacuum chamber and drives in the real world, illustrating that, thanks to its design, it moves beautifully even where there is air. In crafting the campaign, the Freefolk team, led by their Creative Director Jason Watts, built a CGI replica of the biggest vacuum chamber in the world – the NASA Space Power Facility in Ohio, United States – and plugged in all its calculations to see how the Enyaq and the umbrella would realistically fall in that environment. The design of the chamber took inspiration from NASA's vacuum chamber. To match the NASA chamber, the VFX team created brushed aluminum panels for the walls to reflect the surrounding light. The goal was to make it modern and sleek to align with both the Skoda brand and the car’s aesthetic. To simulate a space with no air, the team used simulated physics models for both the car and the umbrella release mechanism. The car and umbrellas movements were slowed down to 10% of their actual speed to achieve a dramatic slow-motion effect. The VFX team had to create a smooth and elegant transition from the chamber’s interior to the lush, exterior forest environment. This was one of the most challenging aspects of the project along with the intricate material properties involved in the car design Watts comments, “We built an entire CG forest inspired by the live-action scenes of the commercial, it was populated with various tree species, shrubs, stumps, twigs, and other assets, along with a CG road to complete the scene.” He adds, “For the CG car, we had to replicate the two-tone base layer and clear topcoat, the goal being to match the real car’s materials as closely as possible, particularly for one driving shot where we transition from a CG carto a live-action plate. Achieving a seamless transition between the two was key to maintaining visual consistency.” Rob Farren, Creative Director at FCB, said, “The team at Freefolk are some of the best I’ve worked with in the industry, both from a CG and collaboration perspective. Their attention to detail for the creation of the car, vacuum chamber and forest environments was flawless throughout the entire project. It looks even better than we imagined and is testament to their perfect combination of technical skill and creativity.” Source: Freefolk Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #freefolk #takes #cgi #new #heightsWWW.AWN.COMFreefolk Takes CGI to New Heights in Škoda ‘Enyaq’ EV VFX Breakdown ReelFreefolk has just shared with VFXWorld and AWN a new VFX breakdown reel for the studio’s work on a commercial for car manufacturer Škoda. Created by FCB London, the global campaign for the brand’s new electric model, the Enyaq, showcases the vehicle's aerodynamic features; the 60-second spot was created in collaboration with directors Ian Pons Jewell, Yukihiro Shoda (Prod Co.) and Freefolk. The short poses the questions, “So, what happens when you drop a car and an umbrella in a vacuum chamber?” Well, without air, everything moves in the same way, and the car falls slowly through the chamber at the same pace as an umbrella before landing on the ground, intact. Safely back on the ground, the car exits the vacuum chamber and drives in the real world, illustrating that, thanks to its design, it moves beautifully even where there is air. In crafting the campaign, the Freefolk team, led by their Creative Director Jason Watts, built a CGI replica of the biggest vacuum chamber in the world – the NASA Space Power Facility in Ohio, United States – and plugged in all its calculations to see how the Enyaq and the umbrella would realistically fall in that environment. The design of the chamber took inspiration from NASA's vacuum chamber. To match the NASA chamber, the VFX team created brushed aluminum panels for the walls to reflect the surrounding light. The goal was to make it modern and sleek to align with both the Skoda brand and the car’s aesthetic. To simulate a space with no air, the team used simulated physics models for both the car and the umbrella release mechanism. The car and umbrellas movements were slowed down to 10% of their actual speed to achieve a dramatic slow-motion effect. The VFX team had to create a smooth and elegant transition from the chamber’s interior to the lush, exterior forest environment. This was one of the most challenging aspects of the project along with the intricate material properties involved in the car design Watts comments, “We built an entire CG forest inspired by the live-action scenes of the commercial, it was populated with various tree species, shrubs, stumps, twigs, and other assets, along with a CG road to complete the scene.” He adds, “For the CG car, we had to replicate the two-tone base layer and clear topcoat, the goal being to match the real car’s materials as closely as possible, particularly for one driving shot where we transition from a CG car (viewed from underground) to a live-action plate. Achieving a seamless transition between the two was key to maintaining visual consistency.” Rob Farren, Creative Director at FCB, said, “The team at Freefolk are some of the best I’ve worked with in the industry, both from a CG and collaboration perspective. Their attention to detail for the creation of the car, vacuum chamber and forest environments was flawless throughout the entire project. It looks even better than we imagined and is testament to their perfect combination of technical skill and creativity.” Source: Freefolk Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.0 Kommentare 0 Anteile -
Mattel, TriStar Pictures Announce ‘Whac-A-Mole’ Feature
Mattel and TriStar Pictures have teamed to develop a live-action/animated hybrid feature based on Mattel’s Whac-A-Mole game.
“Whac-A-Mole is more than a game — it’s a laugh-out-loud battle of reflexes that has brought joy and a little chaos to families for five decades,” said Robbie Brenner, president of Mattel Films. “We’re beyond excited to team up with TriStar Pictures to turn the iconic experience into a wild, action-packed ride for the big screen.”
“Mattel continues to create impact with their films, and Whac-A-Mole is no exception - a brand that has been in culture for generations,” added Nicole Brown, President of TriStar Pictures. “We look forward to partnering with them to bring audiences a fresh, unexpected take on this absolute classic.”
Elizabeth Bassin and Steve Spohr will oversee the project for Mattel Films, alongside Shary Shirazi and Kelseigh Coombs for TriStar Pictures.
Source: Mattel
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#mattel #tristar #pictures #announce #whacamoleMattel, TriStar Pictures Announce ‘Whac-A-Mole’ FeatureMattel and TriStar Pictures have teamed to develop a live-action/animated hybrid feature based on Mattel’s Whac-A-Mole game. “Whac-A-Mole is more than a game — it’s a laugh-out-loud battle of reflexes that has brought joy and a little chaos to families for five decades,” said Robbie Brenner, president of Mattel Films. “We’re beyond excited to team up with TriStar Pictures to turn the iconic experience into a wild, action-packed ride for the big screen.” “Mattel continues to create impact with their films, and Whac-A-Mole is no exception - a brand that has been in culture for generations,” added Nicole Brown, President of TriStar Pictures. “We look forward to partnering with them to bring audiences a fresh, unexpected take on this absolute classic.” Elizabeth Bassin and Steve Spohr will oversee the project for Mattel Films, alongside Shary Shirazi and Kelseigh Coombs for TriStar Pictures. Source: Mattel Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #mattel #tristar #pictures #announce #whacamoleWWW.AWN.COMMattel, TriStar Pictures Announce ‘Whac-A-Mole’ FeatureMattel and TriStar Pictures have teamed to develop a live-action/animated hybrid feature based on Mattel’s Whac-A-Mole game. “Whac-A-Mole is more than a game — it’s a laugh-out-loud battle of reflexes that has brought joy and a little chaos to families for five decades,” said Robbie Brenner, president of Mattel Films. “We’re beyond excited to team up with TriStar Pictures to turn the iconic experience into a wild, action-packed ride for the big screen.” “Mattel continues to create impact with their films, and Whac-A-Mole is no exception - a brand that has been in culture for generations,” added Nicole Brown, President of TriStar Pictures. “We look forward to partnering with them to bring audiences a fresh, unexpected take on this absolute classic.” Elizabeth Bassin and Steve Spohr will oversee the project for Mattel Films, alongside Shary Shirazi and Kelseigh Coombs for TriStar Pictures. Source: Mattel Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
DNEG Adds David Conley as Executive Producer
Industry veteran David Conley has joined DNEG as executive producer. Conley previously served as executive producer at Wētā FX, where he managed productions such as Avatar: The Way of Water, Kingdom of the Planet of the Apes, and Alien: Romulus.
In his new role, Conley will work closely with DNEG co-presidents of VFX, Rohan Desai and Merzin Tavaria, to guide creative development, production oversight, and partnership management.
“I'm excited to join an innovative and dynamic team dedicated to creative excellence and fostering technical innovation,” said Conley. “DNEG’s commitment to ongoing success, growth, and technological advancement is inspirational, and I look forward to contributing to pushing boundaries at the intersection of content creation and technology.”
“David’s passion for filmmaking and his experience and reputation as a world-class VFX leader position him perfectly for his new role with us here at DNEG,” added DNEG Group Founder and Global CEO Namit Malhotra. “Working at the intersection of creativity and technology, David has played a key role in the development and production of some of the biggest theatrical releases of modern times, and his expertise in the delivery of experiences beyond traditional screen formats aligns perfectly with the work we are doing to enhance and expand the ways in which audiences can interact and engage with their favorite characters and worlds.”
Source: DNEG
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#dneg #adds #david #conley #executiveDNEG Adds David Conley as Executive ProducerIndustry veteran David Conley has joined DNEG as executive producer. Conley previously served as executive producer at Wētā FX, where he managed productions such as Avatar: The Way of Water, Kingdom of the Planet of the Apes, and Alien: Romulus. In his new role, Conley will work closely with DNEG co-presidents of VFX, Rohan Desai and Merzin Tavaria, to guide creative development, production oversight, and partnership management. “I'm excited to join an innovative and dynamic team dedicated to creative excellence and fostering technical innovation,” said Conley. “DNEG’s commitment to ongoing success, growth, and technological advancement is inspirational, and I look forward to contributing to pushing boundaries at the intersection of content creation and technology.” “David’s passion for filmmaking and his experience and reputation as a world-class VFX leader position him perfectly for his new role with us here at DNEG,” added DNEG Group Founder and Global CEO Namit Malhotra. “Working at the intersection of creativity and technology, David has played a key role in the development and production of some of the biggest theatrical releases of modern times, and his expertise in the delivery of experiences beyond traditional screen formats aligns perfectly with the work we are doing to enhance and expand the ways in which audiences can interact and engage with their favorite characters and worlds.” Source: DNEG Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #dneg #adds #david #conley #executiveWWW.AWN.COMDNEG Adds David Conley as Executive ProducerIndustry veteran David Conley has joined DNEG as executive producer. Conley previously served as executive producer at Wētā FX, where he managed productions such as Avatar: The Way of Water, Kingdom of the Planet of the Apes, and Alien: Romulus. In his new role, Conley will work closely with DNEG co-presidents of VFX, Rohan Desai and Merzin Tavaria, to guide creative development, production oversight, and partnership management. “I'm excited to join an innovative and dynamic team dedicated to creative excellence and fostering technical innovation,” said Conley. “DNEG’s commitment to ongoing success, growth, and technological advancement is inspirational, and I look forward to contributing to pushing boundaries at the intersection of content creation and technology.” “David’s passion for filmmaking and his experience and reputation as a world-class VFX leader position him perfectly for his new role with us here at DNEG,” added DNEG Group Founder and Global CEO Namit Malhotra. “Working at the intersection of creativity and technology, David has played a key role in the development and production of some of the biggest theatrical releases of modern times, and his expertise in the delivery of experiences beyond traditional screen formats aligns perfectly with the work we are doing to enhance and expand the ways in which audiences can interact and engage with their favorite characters and worlds.” Source: DNEG Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
Inside the VFX of Netflix’s ‘Black Mirror - USS Callister: Into Infinity’ Season 7 Finale
For James MacLachlan, working as overall VFX supervisor on Season 7 of Netflix’s sci-fi anthology series, Black Mirror, represented quite a jump from his previous work as VFX supervisor on Apple TV+’s Ted Lasso. “They’re very much the yin and the yang of my career so far,” he says. “I’ve always followed Black Mirror, and I enjoy a bit of a dark humor and love the technology side of things. I think I’m more aligned to Black Mirror in terms of personal ethos. But I’ve learned a lot from Ted Lasso. It’s softened my approach.”
Black Mirror’s 7th season finale, “USS Callister: Into Infinity,” a sequel to the fan-favorite 2017 Season 4 opening episode, “USS Callister,” picks up years later where the ship’s crew, led by Captain Nanette Cole, is stranded in an infinite virtual universe, fighting for survival against 30 million players. MacLachlan spoke with AWN about how he and the visual effects team began with a fresh visual direction and an ambitious VFX brief, modernizing the original look while employing a collaborative pipeline to produce needed shots, and why family visits to set might help inspire a new generation of digital artists.
The new episode returns to the USS Callister from Season 4, but in the future. It builds directly on the 2017 original. “We were a sequel,” MacLachlan says. “The original episode is much loved by fans. We were springboarding from a wealth of looks and ideas and themes that ran through it. We were standing on the shoulders of giants.” While the creative team worked from a familiar design language and characters, they updated the aesthetic. “The first episode leaned heavily into 60s design,” MacLachlan adds. “We were very much heading into the future. Some of the elements are similar, but the direction was new.”
The production was anchored by director Toby Haynes and showrunner Charlie Brooker. “Together, the pair of them were able to directly point to where we were headed from that initial point in time,” MacLachlan notes. “Miranda Jones, our production designer, did a lot to establish the new visuals. The costume and props departments came in with fresh ideas. It was a really solid base.”
He adds, “Some of the stuff we designed as we did the VFX, and some of the things Union VFX did were absolutely fantastic. You know, the teleportation, the defragging / fragging, the spaceship design, the space battles, they were all new elements this time around.”
“There are north of 600 VFX shots in the episode, which is a significant shot count,” MacLachlan shares. “The largest body of work was obviously the space battle sequences in and around the Heart of Infinity,” he says. “There’s a lot of fully CG content — space battles, explosions, laser fire, dynamic camera moves.”
Designing the action around a unique central structure was critical. “A key feature of the show was that everything is moving in and around this swirling, gyroscopic behemoth of a center of the Heart of Infinity,” MacLachlan says. “The team had to coordinate shots where the camera moves in and around a moving obstruction. I can’t think of another space battle where the object is shifting this way.”
Describing other VFX highlights that included teleportation effects, defragging visuals, and transitions in and out of the game environment, he adds, “We were creating in-game effects within a real-world, immersive context. It wasn’t just stylized overlays — it had to feel like part of the world.”
Planning began before the script was locked. “We read the scripts while they were still in development,” MacLachlan explains. “It was collaborative from the start. We’d meet with Toby, Charlie, the DOP Stefan Pearson, and just start bouncing ideas.”
Early design sessions were hands-on. “We’d literally be using hand gestures to block things, filming each other, folding paper planes, moving them around,” he laughs. “We were doing sort of bad Tai Chi in the office. It started very organically.”
The previs team at Bigtooth Studios helped refine the ideas. “They were fantastic,” MacLachlan says. “They generated shots and content we could slip into the edit. Union VFX then built on top of that. It was a really fluid process.” Because of the evolving nature of the edit, flexibility was essential. “We weren’t constrained to a single version of things,” he continues. “As the cut changed, the design could adapt. That was really lovely.”
While there was no virtual production in the traditional sense, the team did employ a large LED wall for the bridge set. According to MacLachlan, “There’s a huge viewport in the USS Callister bridge. We figured it would be more cost-effective and give a better result if we used an LED wall. We pre-designed hyperspace, laser fire, different planets — then played them back live on set.”
The benefits were both creative and technical. “The actors walked in and were blown away,” he shares. “Last time it was all greenscreen. This time it looked amazing.”
From a cinematography standpoint, it also made sense. “The ship interior has reflective surfaces — shiny glassy chrome,” he adds. “The LED wall meant we had natural reflections, no need to fake them in post.”
With real-time control, the team could fine-tune light and composition. “Stefan could move where a planet was to adjust lighting,” MacLachlan notes. “We did large matte paintings, animated them, and the crew could switch things on the fly. It gave us a lot of variation.”
MacLachlan says the episode’s ambition pushed everyone to rethink traditional sci-fi staging. “We wanted to bring energy. The space battle had to feel dynamic, like the camera was part of the action. We had to consider how laser fire works. If a pulse leaves a fighter jet, it keeps going straight — even if the ship turns.”
“It’s not something I’d really considered before,” he admits. “The Union team showed me tests, and we realized the physics mattered. It needed to be consistent.”
Making it all work narratively meant threading effects into the story. “Teleportation, defragging — these had to look impressive, but also support what the characters were experiencing,” MacLachlan says. “We were building a game world that had its own logic.”
He also emphasizes that collaboration across departments was key. “Everyone brought ideas. We’d be feeding off each other. Charlie, Toby, Stefan, the editor Tony Kearns — when everyone’s playing in the sandbox together, it elevates things.”
MacLachlan adds that time was the only real limit. “We just wanted to keep putting more in. That’s always the challenge — knowing when to stop.”
One moment that stood out during the production was the family set visit. MacLachlan shares, “Families were invited to come walk around the bridge. The cast and crew brought their kids. You could see them light up. It’s not something I’ve experienced before.” He believes those visits may spark something lasting, noting, “You hear a lot of people in VFX say, ‘It was Star Wars for me.’ Or ‘That day I visited set.’ Maybe some of those kids will remember this as their moment. That’s really special.”
Ultimately, MacLachlan sees the episode as a mix of spectacle and thoughtful design. “Hopefully the energy of the space battle helps the story move forward. It’s not subtle. The VFX are right there. But it feels cohesive.”
He adds, “We didn’t want to show off for the sake of it. The effects had to be part of the game logic, part of the narrative. It all had to feel photographic and believable in the context of the show.”
For MacLachlan, the collaboration stood out most. “From script to screen, it was a wonderful experience. The humor, the dark areas, the tech — it all came together. I think that shows in the final product.”
Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
#inside #vfx #netflixs #black #mirrorInside the VFX of Netflix’s ‘Black Mirror - USS Callister: Into Infinity’ Season 7 FinaleFor James MacLachlan, working as overall VFX supervisor on Season 7 of Netflix’s sci-fi anthology series, Black Mirror, represented quite a jump from his previous work as VFX supervisor on Apple TV+’s Ted Lasso. “They’re very much the yin and the yang of my career so far,” he says. “I’ve always followed Black Mirror, and I enjoy a bit of a dark humor and love the technology side of things. I think I’m more aligned to Black Mirror in terms of personal ethos. But I’ve learned a lot from Ted Lasso. It’s softened my approach.” Black Mirror’s 7th season finale, “USS Callister: Into Infinity,” a sequel to the fan-favorite 2017 Season 4 opening episode, “USS Callister,” picks up years later where the ship’s crew, led by Captain Nanette Cole, is stranded in an infinite virtual universe, fighting for survival against 30 million players. MacLachlan spoke with AWN about how he and the visual effects team began with a fresh visual direction and an ambitious VFX brief, modernizing the original look while employing a collaborative pipeline to produce needed shots, and why family visits to set might help inspire a new generation of digital artists. The new episode returns to the USS Callister from Season 4, but in the future. It builds directly on the 2017 original. “We were a sequel,” MacLachlan says. “The original episode is much loved by fans. We were springboarding from a wealth of looks and ideas and themes that ran through it. We were standing on the shoulders of giants.” While the creative team worked from a familiar design language and characters, they updated the aesthetic. “The first episode leaned heavily into 60s design,” MacLachlan adds. “We were very much heading into the future. Some of the elements are similar, but the direction was new.” The production was anchored by director Toby Haynes and showrunner Charlie Brooker. “Together, the pair of them were able to directly point to where we were headed from that initial point in time,” MacLachlan notes. “Miranda Jones, our production designer, did a lot to establish the new visuals. The costume and props departments came in with fresh ideas. It was a really solid base.” He adds, “Some of the stuff we designed as we did the VFX, and some of the things Union VFX did were absolutely fantastic. You know, the teleportation, the defragging / fragging, the spaceship design, the space battles, they were all new elements this time around.” “There are north of 600 VFX shots in the episode, which is a significant shot count,” MacLachlan shares. “The largest body of work was obviously the space battle sequences in and around the Heart of Infinity,” he says. “There’s a lot of fully CG content — space battles, explosions, laser fire, dynamic camera moves.” Designing the action around a unique central structure was critical. “A key feature of the show was that everything is moving in and around this swirling, gyroscopic behemoth of a center of the Heart of Infinity,” MacLachlan says. “The team had to coordinate shots where the camera moves in and around a moving obstruction. I can’t think of another space battle where the object is shifting this way.” Describing other VFX highlights that included teleportation effects, defragging visuals, and transitions in and out of the game environment, he adds, “We were creating in-game effects within a real-world, immersive context. It wasn’t just stylized overlays — it had to feel like part of the world.” Planning began before the script was locked. “We read the scripts while they were still in development,” MacLachlan explains. “It was collaborative from the start. We’d meet with Toby, Charlie, the DOP Stefan Pearson, and just start bouncing ideas.” Early design sessions were hands-on. “We’d literally be using hand gestures to block things, filming each other, folding paper planes, moving them around,” he laughs. “We were doing sort of bad Tai Chi in the office. It started very organically.” The previs team at Bigtooth Studios helped refine the ideas. “They were fantastic,” MacLachlan says. “They generated shots and content we could slip into the edit. Union VFX then built on top of that. It was a really fluid process.” Because of the evolving nature of the edit, flexibility was essential. “We weren’t constrained to a single version of things,” he continues. “As the cut changed, the design could adapt. That was really lovely.” While there was no virtual production in the traditional sense, the team did employ a large LED wall for the bridge set. According to MacLachlan, “There’s a huge viewport in the USS Callister bridge. We figured it would be more cost-effective and give a better result if we used an LED wall. We pre-designed hyperspace, laser fire, different planets — then played them back live on set.” The benefits were both creative and technical. “The actors walked in and were blown away,” he shares. “Last time it was all greenscreen. This time it looked amazing.” From a cinematography standpoint, it also made sense. “The ship interior has reflective surfaces — shiny glassy chrome,” he adds. “The LED wall meant we had natural reflections, no need to fake them in post.” With real-time control, the team could fine-tune light and composition. “Stefan could move where a planet was to adjust lighting,” MacLachlan notes. “We did large matte paintings, animated them, and the crew could switch things on the fly. It gave us a lot of variation.” MacLachlan says the episode’s ambition pushed everyone to rethink traditional sci-fi staging. “We wanted to bring energy. The space battle had to feel dynamic, like the camera was part of the action. We had to consider how laser fire works. If a pulse leaves a fighter jet, it keeps going straight — even if the ship turns.” “It’s not something I’d really considered before,” he admits. “The Union team showed me tests, and we realized the physics mattered. It needed to be consistent.” Making it all work narratively meant threading effects into the story. “Teleportation, defragging — these had to look impressive, but also support what the characters were experiencing,” MacLachlan says. “We were building a game world that had its own logic.” He also emphasizes that collaboration across departments was key. “Everyone brought ideas. We’d be feeding off each other. Charlie, Toby, Stefan, the editor Tony Kearns — when everyone’s playing in the sandbox together, it elevates things.” MacLachlan adds that time was the only real limit. “We just wanted to keep putting more in. That’s always the challenge — knowing when to stop.” One moment that stood out during the production was the family set visit. MacLachlan shares, “Families were invited to come walk around the bridge. The cast and crew brought their kids. You could see them light up. It’s not something I’ve experienced before.” He believes those visits may spark something lasting, noting, “You hear a lot of people in VFX say, ‘It was Star Wars for me.’ Or ‘That day I visited set.’ Maybe some of those kids will remember this as their moment. That’s really special.” Ultimately, MacLachlan sees the episode as a mix of spectacle and thoughtful design. “Hopefully the energy of the space battle helps the story move forward. It’s not subtle. The VFX are right there. But it feels cohesive.” He adds, “We didn’t want to show off for the sake of it. The effects had to be part of the game logic, part of the narrative. It all had to feel photographic and believable in the context of the show.” For MacLachlan, the collaboration stood out most. “From script to screen, it was a wonderful experience. The humor, the dark areas, the tech — it all came together. I think that shows in the final product.” Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #inside #vfx #netflixs #black #mirrorWWW.AWN.COMInside the VFX of Netflix’s ‘Black Mirror - USS Callister: Into Infinity’ Season 7 FinaleFor James MacLachlan, working as overall VFX supervisor on Season 7 of Netflix’s sci-fi anthology series, Black Mirror, represented quite a jump from his previous work as VFX supervisor on Apple TV+’s Ted Lasso. “They’re very much the yin and the yang of my career so far,” he says. “I’ve always followed Black Mirror, and I enjoy a bit of a dark humor and love the technology side of things. I think I’m more aligned to Black Mirror in terms of personal ethos. But I’ve learned a lot from Ted Lasso. It’s softened my approach.” Black Mirror’s 7th season finale, “USS Callister: Into Infinity,” a sequel to the fan-favorite 2017 Season 4 opening episode, “USS Callister,” picks up years later where the ship’s crew, led by Captain Nanette Cole, is stranded in an infinite virtual universe, fighting for survival against 30 million players. MacLachlan spoke with AWN about how he and the visual effects team began with a fresh visual direction and an ambitious VFX brief, modernizing the original look while employing a collaborative pipeline to produce needed shots, and why family visits to set might help inspire a new generation of digital artists. The new episode returns to the USS Callister from Season 4, but in the future. It builds directly on the 2017 original. “We were a sequel,” MacLachlan says. “The original episode is much loved by fans. We were springboarding from a wealth of looks and ideas and themes that ran through it. We were standing on the shoulders of giants.” While the creative team worked from a familiar design language and characters, they updated the aesthetic. “The first episode leaned heavily into 60s design,” MacLachlan adds. “We were very much heading into the future. Some of the elements are similar, but the direction was new.” The production was anchored by director Toby Haynes and showrunner Charlie Brooker. “Together, the pair of them were able to directly point to where we were headed from that initial point in time,” MacLachlan notes. “Miranda Jones, our production designer, did a lot to establish the new visuals. The costume and props departments came in with fresh ideas. It was a really solid base.” He adds, “Some of the stuff we designed as we did the VFX, and some of the things Union VFX did were absolutely fantastic. You know, the teleportation, the defragging / fragging, the spaceship design, the space battles, they were all new elements this time around.” “There are north of 600 VFX shots in the episode, which is a significant shot count,” MacLachlan shares. “The largest body of work was obviously the space battle sequences in and around the Heart of Infinity,” he says. “There’s a lot of fully CG content — space battles, explosions, laser fire, dynamic camera moves.” Designing the action around a unique central structure was critical. “A key feature of the show was that everything is moving in and around this swirling, gyroscopic behemoth of a center of the Heart of Infinity,” MacLachlan says. “The team had to coordinate shots where the camera moves in and around a moving obstruction. I can’t think of another space battle where the object is shifting this way.” Describing other VFX highlights that included teleportation effects, defragging visuals, and transitions in and out of the game environment, he adds, “We were creating in-game effects within a real-world, immersive context. It wasn’t just stylized overlays — it had to feel like part of the world.” Planning began before the script was locked. “We read the scripts while they were still in development,” MacLachlan explains. “It was collaborative from the start. We’d meet with Toby, Charlie, the DOP Stefan Pearson, and just start bouncing ideas.” Early design sessions were hands-on. “We’d literally be using hand gestures to block things, filming each other, folding paper planes, moving them around,” he laughs. “We were doing sort of bad Tai Chi in the office. It started very organically.” The previs team at Bigtooth Studios helped refine the ideas. “They were fantastic,” MacLachlan says. “They generated shots and content we could slip into the edit. Union VFX then built on top of that. It was a really fluid process.” Because of the evolving nature of the edit, flexibility was essential. “We weren’t constrained to a single version of things,” he continues. “As the cut changed, the design could adapt. That was really lovely.” While there was no virtual production in the traditional sense, the team did employ a large LED wall for the bridge set. According to MacLachlan, “There’s a huge viewport in the USS Callister bridge. We figured it would be more cost-effective and give a better result if we used an LED wall. We pre-designed hyperspace, laser fire, different planets — then played them back live on set.” The benefits were both creative and technical. “The actors walked in and were blown away,” he shares. “Last time it was all greenscreen. This time it looked amazing.” From a cinematography standpoint, it also made sense. “The ship interior has reflective surfaces — shiny glassy chrome,” he adds. “The LED wall meant we had natural reflections, no need to fake them in post.” With real-time control, the team could fine-tune light and composition. “Stefan could move where a planet was to adjust lighting,” MacLachlan notes. “We did large matte paintings, animated them, and the crew could switch things on the fly. It gave us a lot of variation.” MacLachlan says the episode’s ambition pushed everyone to rethink traditional sci-fi staging. “We wanted to bring energy. The space battle had to feel dynamic, like the camera was part of the action. We had to consider how laser fire works. If a pulse leaves a fighter jet, it keeps going straight — even if the ship turns.” “It’s not something I’d really considered before,” he admits. “The Union team showed me tests, and we realized the physics mattered. It needed to be consistent.” Making it all work narratively meant threading effects into the story. “Teleportation, defragging — these had to look impressive, but also support what the characters were experiencing,” MacLachlan says. “We were building a game world that had its own logic.” He also emphasizes that collaboration across departments was key. “Everyone brought ideas. We’d be feeding off each other. Charlie, Toby, Stefan, the editor Tony Kearns — when everyone’s playing in the sandbox together, it elevates things.” MacLachlan adds that time was the only real limit. “We just wanted to keep putting more in. That’s always the challenge — knowing when to stop.” One moment that stood out during the production was the family set visit. MacLachlan shares, “Families were invited to come walk around the bridge. The cast and crew brought their kids. You could see them light up. It’s not something I’ve experienced before.” He believes those visits may spark something lasting, noting, “You hear a lot of people in VFX say, ‘It was Star Wars for me.’ Or ‘That day I visited set.’ Maybe some of those kids will remember this as their moment. That’s really special.” Ultimately, MacLachlan sees the episode as a mix of spectacle and thoughtful design. “Hopefully the energy of the space battle helps the story move forward. It’s not subtle. The VFX are right there. But it feels cohesive.” He adds, “We didn’t want to show off for the sake of it. The effects had to be part of the game logic, part of the narrative. It all had to feel photographic and believable in the context of the show.” For MacLachlan, the collaboration stood out most. “From script to screen, it was a wonderful experience. The humor, the dark areas, the tech — it all came together. I think that shows in the final product.” Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.0 Kommentare 0 Anteile -
Daydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music Video
The VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers.
In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time.
The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light.
Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes.
In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options.
“Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.”
Check out Young now:
Source: Slapshot
Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.
#daydreamer #leverages #slapshot #aitoolkit #littleDaydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music VideoThe VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers. In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time. The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light. Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes. In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options. “Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.” Check out Young now: Source: Slapshot Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions. #daydreamer #leverages #slapshot #aitoolkit #littleWWW.AWN.COMDaydreamer Leverages Slapshot AI-Toolkit for Little Simz ‘Young’ Music VideoThe VFX team at Daydreamer leveraged the AI-powered toolkit Slapshot to help create British rapper Little Simz’s latest music video, Young, directed by Dave Meyers. In the video, Simz is transformed through prosthetics and a glinting gold grill as an elder version of herself, daydreaming of a wilder, freer time. The Daydreamer team on the project included creative director Pete Rypstra, VFX supervisor Tom Clapp, 2D lead Polly Gwinnett, technical operator Jake Day, executive producer Chris Allen, and producer Eliza Light. Working under Clapp and Gwinnett’s direction, the team used Slapshot’s AI Roto tool to isolate wardrobe and environment elements across 18 shots, plus additional crowd scenes. In post-production, Meyers requested a last-minute color change for Simz’s robe and bonnet, originally shot in black, along with background wall replacements for several crowd scenes. Slapshot was used to isolate the garments and produce high-quality mock-ups in a range of color options. “Simz’ robe and bonnet were originally black on set, but Dave was keen to amplify color in the promo,” explained Gwinnett. “There wasn’t much time, so Slapshot allowed us to create clean mattes quickly and iterate multiple color comps to find the perfect look.” Check out Young now: Source: Slapshot Journalist, antique shop owner, aspiring gemologist—L'Wren brings a diverse perspective to animation, where every frame reflects her varied passions.0 Kommentare 0 Anteile -
There's Nothing Miner About Sony Pictures Imageworks ‘A Minecraft Movie’ VFX
Bringing Mojang’s beloved blocky sandbox videogame to the big screen posed a wide range of creative and technical challenges for Sony Pictures Imageworks. In this in-depth conversation, VFX Supervisor Seth Maury breaks down the studio’s work on Jared Hess’ hit
The comedy adventure from Warner Bros. Pictures and Legendary Pictures stars Jack Black, Danielle Brooks, Sebastian Hansen, Jason Momoa, Jennifer Coolidge, and Emma Myers. Hess directs; Roy Lee, Jon Berg, Mary Parent, Cale Boyter, Momoa, Jill Messick, Torfi Frans Ólafsson and Vu Bui produce, with Todd Hallowell, Jay Ashenfelter, Kayleen Walters, Brian Mendoza and Jon Spaihts serving as executive producers. Oscar winner Dan Lemmon serves as the production VFX supervisor.
The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which, immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds.
Here's the final trailer:
The studio handled environments and character animation for a number of key scenes in the movie, including Welcome to Midport Village, the attack on Midport Village, the Elytra wingsuit canyon chase, the diamond mines, Woodland Mansion – including the zombie baby atop a chicken fight and Endermen showdown. They also handled the Nitwit work where Jennifer Coolidge’s Vice Principal Marlene hit a Nitwit with her car… the romantic dinner they shared afterwards, and the scene in her office.
“In the diamond mines, Garrett wants to take a bit of a detour because he wants to sneak some diamonds into his pocket as he needs the money,” Maury says. “Then the piglins chase him through the mine very briefly. We also did the creeper farm stuff where the big Great Hog and some piglins were chasing Henry, Garrett and Steve before it all blows up.”
Maury says that the production relied on a combination of boards, previs, stuntvis, and live-action plates to build sequences. One example is the wingsuit chase. “They had boarded it, prevised it, then shot it based on the previs,” he explains. “They had Jack and Jason and some stunt guys for stuff that was a little more problematic physically to do. They shot plates for all of that.”
Imageworks took those plates and roughed out the animation. “We were basically mocking up or doing postvis for those shots… moving cameras through the environments with those plates so that we had something that was more representative of what the final shots were going to look like.”
While not fully animated at that stage, the postvis helped inform the cut. Maury notes, “It’s so rough that it’s not like, ‘Oh look at all the time I spent animating this character.’ It was like, ‘Hey look, we got this working so that you could say it’s moving through the environment in a real way.’”
The goal was to create animation-ready sequences that could maintain spatial consistency. “You don’t want the actors going 500 kilometers an hour here and now going 20 kilometers an hour over there,” Maury elaborates. “Why does this feel weird? Because the clouds are suddenly blurry on one and not in the other.”
To help populate complex sequences, Imageworks used motion capture for background animation - especially for piglins during the village raid. “We were lucky to have Derek Tannahill as a supervisor on the show,” Maury says. “He had access to the mocap suit. So a lot of the piglins in the background are actually Derek. A lot of the villagers are actually Derek too.”
Maury adds, “I think there were three pigs that were kind of medium-sized, which would be the closest to a human. There were three smaller ones and three that were a little bit bigger. And then there was a couple that were just really, really, really big.” Rather than guessing what would be needed later, they mocapped a wide batch of piglin behaviors in advance, like “Do one as a heavy pig, do one as a light pig, do one as a twitchy pig, do one as, you know, a really, really frantic pig.” Those were then applied to characters of different sizes to keep variation high and repetition low.
“If you’ve got a guy swinging his arm, then another guy swinging his arm in the exact same way, it’s obvious,” he says. “So even if we had a great take, we didn’t want to overuse it.”
For stunt-heavy scenes like the Midport piglin raid, the production had actors perform full choreography ahead of filming. According to Maury, “They shot the whole thing with stunt actors in a fake version of the set at the proper scale and size. It was really great. So when they actually shot the sequence itself on set with the real actors, we had that choreography to work from.”
Maury says they focused on matching the stunt choreography with CG characters. “If the stunt actors did something that looked great, there’s no need to replace them. We just needed to find a way to get the piglins to fit in the same space.”
Of course, blocky piglin characters take up more room than humans. “If you’ve got two humans side by side and then you put in a piglin that’s twice as wide, sometimes you had to copy the performance but move them over so that they would fit,” he says. “It’s like trying to put a bunch of cars on an elevator - they're so big they can’t fit in that space. So, you copy the motion, but sometimes you have to shift them over a bit to make it work.”
Maury continues, “Those shots were pretty straightforward in the sense that they had practical actors in those costumes, right? So, we were doing head replacements on those characters because those costumes were quite large. You didn't put a little tiny Beetlejuice head on this big body. But, there's not a lot of guesswork in there as far as what needs to go into the shot. It's put the heads on the characters and then if they want more characters in the background, you add them in the same kind of style as they are in the practical costumes.”
The infamous Garrett - baby zombie fight atop a chicken drew attention from early trailers - and required a very specific approach. “That was all keyframe animation except for the characters outside,” Maury says. “You can’t mocap a baby with really, really short limbs and a giant head riding a chicken.”
Still, the production had live-action reference. “They shot this sequence again with the stuntvis team,” Maury explains, “then boarded it, shot it as best they could with the actors and stunt performers they had, and then gave us plates.”
Using that as a base, the team refined it for animation. He adds, “It was just a lot of keyframe work. You look at it and go, ‘Okay, what’s the funniest, silliest thing that we can have in here?’”
Creating motion that felt faithful to the game’s aesthetic while viewable on screen required experimentation. “For example,” he says, “trying to get the Great Hog to move in a way that felt aggressive… it didn’t have the body structure to move fast. That was a bit of an experiment.”
The Endermen posed similar challenges. “In the game, they’re very static,” Maury notes. “They don’t bend their legs. So, there was a lot of back and forth. Do the limbs bend? Do they not bend? Do we have them take real steps?”
Maury goes on to explain that character proportions created their own physical logic. “Imagine my head is this big. If I turn that too fast, it’s not going to feel like it weighs 40 kilograms. It’s going to feel like Styrofoam. So, we slowed stuff down.”
These kinds of adjustments helped translate the game’s visual shorthand into something legible on film. Maury and his team had to figure out how to get needed weight and feel without the characters seeming too stiff. In the game, they slide almost like chess pieces.
A number of characters, particularly villagers, were shot in partial costume and composited later. “They had their arms like this, with blocky stuff on them,” Maury gestures again. “We were doing head replacements because the costumes were quite large.”
In some cases, the studio extended background crowds digitally. “They might have only had six costumes available for any given shot,” he continues. “If they wanted more characters, we’d add them in the same style in CG. That’s not overly complex - you’re populating a background to feel natural.” He goes on to say that all animals were fully CG. “There wasn’t anyone in an animal costume. They were added in after.”
With so many characters and objects flying through the air, matching the logic of physical motion was essential. If cameras show characters flying past things really fast and then stop on a dime, they start to feel fake. “We tried to keep the camera behaving with the same rules as the flying characters. It has to feel like it’s within the same physical constraints.”
That required close coordination between layout and animation. “Our initial blocking passes for flying sequences really helped because we didn’t want to reinvent each one of those shots later.”
Looking back, Maury says one of the most rewarding aspects of the show was the team itself. “It might have been the longest show I’ve worked on. But because of the timing - the streaming pullback, the strikes - a lot of VFX folks I hadn’t worked with in years became available. So, I ended up working with Derek and a bunch of leads and artists I already knew.”
“It wasn’t just my department,” he continues. “It was lighting, comp. The show was really stacked. And I got to work with people I’d normally only see in the coffee line.”
Maury also got to enjoy the film with his family. “It was the first time I went to the theater with my kids for something I worked on. They’re Minecraft fans. That was great.”
As for the reception, he’s measured. “It’s a fun, silly film. And if you laugh at it because it’s silly, then great. But it’s not Shawshank Redemption. Why would someone review it like it was going to be? Sometimes you just want to goand have a good time.”
Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
#there039s #nothing #miner #about #sonyThere's Nothing Miner About Sony Pictures Imageworks ‘A Minecraft Movie’ VFXBringing Mojang’s beloved blocky sandbox videogame to the big screen posed a wide range of creative and technical challenges for Sony Pictures Imageworks. In this in-depth conversation, VFX Supervisor Seth Maury breaks down the studio’s work on Jared Hess’ hit The comedy adventure from Warner Bros. Pictures and Legendary Pictures stars Jack Black, Danielle Brooks, Sebastian Hansen, Jason Momoa, Jennifer Coolidge, and Emma Myers. Hess directs; Roy Lee, Jon Berg, Mary Parent, Cale Boyter, Momoa, Jill Messick, Torfi Frans Ólafsson and Vu Bui produce, with Todd Hallowell, Jay Ashenfelter, Kayleen Walters, Brian Mendoza and Jon Spaihts serving as executive producers. Oscar winner Dan Lemmon serves as the production VFX supervisor. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which, immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds. Here's the final trailer: The studio handled environments and character animation for a number of key scenes in the movie, including Welcome to Midport Village, the attack on Midport Village, the Elytra wingsuit canyon chase, the diamond mines, Woodland Mansion – including the zombie baby atop a chicken fight and Endermen showdown. They also handled the Nitwit work where Jennifer Coolidge’s Vice Principal Marlene hit a Nitwit with her car… the romantic dinner they shared afterwards, and the scene in her office. “In the diamond mines, Garrett wants to take a bit of a detour because he wants to sneak some diamonds into his pocket as he needs the money,” Maury says. “Then the piglins chase him through the mine very briefly. We also did the creeper farm stuff where the big Great Hog and some piglins were chasing Henry, Garrett and Steve before it all blows up.” Maury says that the production relied on a combination of boards, previs, stuntvis, and live-action plates to build sequences. One example is the wingsuit chase. “They had boarded it, prevised it, then shot it based on the previs,” he explains. “They had Jack and Jason and some stunt guys for stuff that was a little more problematic physically to do. They shot plates for all of that.” Imageworks took those plates and roughed out the animation. “We were basically mocking up or doing postvis for those shots… moving cameras through the environments with those plates so that we had something that was more representative of what the final shots were going to look like.” While not fully animated at that stage, the postvis helped inform the cut. Maury notes, “It’s so rough that it’s not like, ‘Oh look at all the time I spent animating this character.’ It was like, ‘Hey look, we got this working so that you could say it’s moving through the environment in a real way.’” The goal was to create animation-ready sequences that could maintain spatial consistency. “You don’t want the actors going 500 kilometers an hour here and now going 20 kilometers an hour over there,” Maury elaborates. “Why does this feel weird? Because the clouds are suddenly blurry on one and not in the other.” To help populate complex sequences, Imageworks used motion capture for background animation - especially for piglins during the village raid. “We were lucky to have Derek Tannahill as a supervisor on the show,” Maury says. “He had access to the mocap suit. So a lot of the piglins in the background are actually Derek. A lot of the villagers are actually Derek too.” Maury adds, “I think there were three pigs that were kind of medium-sized, which would be the closest to a human. There were three smaller ones and three that were a little bit bigger. And then there was a couple that were just really, really, really big.” Rather than guessing what would be needed later, they mocapped a wide batch of piglin behaviors in advance, like “Do one as a heavy pig, do one as a light pig, do one as a twitchy pig, do one as, you know, a really, really frantic pig.” Those were then applied to characters of different sizes to keep variation high and repetition low. “If you’ve got a guy swinging his arm, then another guy swinging his arm in the exact same way, it’s obvious,” he says. “So even if we had a great take, we didn’t want to overuse it.” For stunt-heavy scenes like the Midport piglin raid, the production had actors perform full choreography ahead of filming. According to Maury, “They shot the whole thing with stunt actors in a fake version of the set at the proper scale and size. It was really great. So when they actually shot the sequence itself on set with the real actors, we had that choreography to work from.” Maury says they focused on matching the stunt choreography with CG characters. “If the stunt actors did something that looked great, there’s no need to replace them. We just needed to find a way to get the piglins to fit in the same space.” Of course, blocky piglin characters take up more room than humans. “If you’ve got two humans side by side and then you put in a piglin that’s twice as wide, sometimes you had to copy the performance but move them over so that they would fit,” he says. “It’s like trying to put a bunch of cars on an elevator - they're so big they can’t fit in that space. So, you copy the motion, but sometimes you have to shift them over a bit to make it work.” Maury continues, “Those shots were pretty straightforward in the sense that they had practical actors in those costumes, right? So, we were doing head replacements on those characters because those costumes were quite large. You didn't put a little tiny Beetlejuice head on this big body. But, there's not a lot of guesswork in there as far as what needs to go into the shot. It's put the heads on the characters and then if they want more characters in the background, you add them in the same kind of style as they are in the practical costumes.” The infamous Garrett - baby zombie fight atop a chicken drew attention from early trailers - and required a very specific approach. “That was all keyframe animation except for the characters outside,” Maury says. “You can’t mocap a baby with really, really short limbs and a giant head riding a chicken.” Still, the production had live-action reference. “They shot this sequence again with the stuntvis team,” Maury explains, “then boarded it, shot it as best they could with the actors and stunt performers they had, and then gave us plates.” Using that as a base, the team refined it for animation. He adds, “It was just a lot of keyframe work. You look at it and go, ‘Okay, what’s the funniest, silliest thing that we can have in here?’” Creating motion that felt faithful to the game’s aesthetic while viewable on screen required experimentation. “For example,” he says, “trying to get the Great Hog to move in a way that felt aggressive… it didn’t have the body structure to move fast. That was a bit of an experiment.” The Endermen posed similar challenges. “In the game, they’re very static,” Maury notes. “They don’t bend their legs. So, there was a lot of back and forth. Do the limbs bend? Do they not bend? Do we have them take real steps?” Maury goes on to explain that character proportions created their own physical logic. “Imagine my head is this big. If I turn that too fast, it’s not going to feel like it weighs 40 kilograms. It’s going to feel like Styrofoam. So, we slowed stuff down.” These kinds of adjustments helped translate the game’s visual shorthand into something legible on film. Maury and his team had to figure out how to get needed weight and feel without the characters seeming too stiff. In the game, they slide almost like chess pieces. A number of characters, particularly villagers, were shot in partial costume and composited later. “They had their arms like this, with blocky stuff on them,” Maury gestures again. “We were doing head replacements because the costumes were quite large.” In some cases, the studio extended background crowds digitally. “They might have only had six costumes available for any given shot,” he continues. “If they wanted more characters, we’d add them in the same style in CG. That’s not overly complex - you’re populating a background to feel natural.” He goes on to say that all animals were fully CG. “There wasn’t anyone in an animal costume. They were added in after.” With so many characters and objects flying through the air, matching the logic of physical motion was essential. If cameras show characters flying past things really fast and then stop on a dime, they start to feel fake. “We tried to keep the camera behaving with the same rules as the flying characters. It has to feel like it’s within the same physical constraints.” That required close coordination between layout and animation. “Our initial blocking passes for flying sequences really helped because we didn’t want to reinvent each one of those shots later.” Looking back, Maury says one of the most rewarding aspects of the show was the team itself. “It might have been the longest show I’ve worked on. But because of the timing - the streaming pullback, the strikes - a lot of VFX folks I hadn’t worked with in years became available. So, I ended up working with Derek and a bunch of leads and artists I already knew.” “It wasn’t just my department,” he continues. “It was lighting, comp. The show was really stacked. And I got to work with people I’d normally only see in the coffee line.” Maury also got to enjoy the film with his family. “It was the first time I went to the theater with my kids for something I worked on. They’re Minecraft fans. That was great.” As for the reception, he’s measured. “It’s a fun, silly film. And if you laugh at it because it’s silly, then great. But it’s not Shawshank Redemption. Why would someone review it like it was going to be? Sometimes you just want to goand have a good time.” Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #there039s #nothing #miner #about #sonyWWW.AWN.COMThere's Nothing Miner About Sony Pictures Imageworks ‘A Minecraft Movie’ VFXBringing Mojang’s beloved blocky sandbox videogame to the big screen posed a wide range of creative and technical challenges for Sony Pictures Imageworks. In this in-depth conversation, VFX Supervisor Seth Maury breaks down the studio’s work on Jared Hess’ hit The comedy adventure from Warner Bros. Pictures and Legendary Pictures stars Jack Black, Danielle Brooks, Sebastian Hansen, Jason Momoa, Jennifer Coolidge, and Emma Myers. Hess directs; Roy Lee, Jon Berg, Mary Parent, Cale Boyter, Momoa, Jill Messick, Torfi Frans Ólafsson and Vu Bui produce, with Todd Hallowell, Jay Ashenfelter, Kayleen Walters, Brian Mendoza and Jon Spaihts serving as executive producers. Oscar winner Dan Lemmon serves as the production VFX supervisor. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for $2.5 billion in 2014, which, immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds. Here's the final trailer: The studio handled environments and character animation for a number of key scenes in the movie, including Welcome to Midport Village, the attack on Midport Village, the Elytra wingsuit canyon chase, the diamond mines, Woodland Mansion – including the zombie baby atop a chicken fight and Endermen showdown. They also handled the Nitwit work where Jennifer Coolidge’s Vice Principal Marlene hit a Nitwit with her car… the romantic dinner they shared afterwards, and the scene in her office. “In the diamond mines, Garrett wants to take a bit of a detour because he wants to sneak some diamonds into his pocket as he needs the money,” Maury says. “Then the piglins chase him through the mine very briefly. We also did the creeper farm stuff where the big Great Hog and some piglins were chasing Henry, Garrett and Steve before it all blows up.” Maury says that the production relied on a combination of boards, previs, stuntvis, and live-action plates to build sequences. One example is the wingsuit chase. “They had boarded it, prevised it, then shot it based on the previs,” he explains. “They had Jack and Jason and some stunt guys for stuff that was a little more problematic physically to do. They shot plates for all of that.” Imageworks took those plates and roughed out the animation. “We were basically mocking up or doing postvis for those shots… moving cameras through the environments with those plates so that we had something that was more representative of what the final shots were going to look like.” While not fully animated at that stage, the postvis helped inform the cut. Maury notes, “It’s so rough that it’s not like, ‘Oh look at all the time I spent animating this character.’ It was like, ‘Hey look, we got this working so that you could say it’s moving through the environment in a real way.’” The goal was to create animation-ready sequences that could maintain spatial consistency. “You don’t want the actors going 500 kilometers an hour here and now going 20 kilometers an hour over there,” Maury elaborates. “Why does this feel weird? Because the clouds are suddenly blurry on one and not in the other.” To help populate complex sequences, Imageworks used motion capture for background animation - especially for piglins during the village raid. “We were lucky to have Derek Tannahill as a supervisor on the show,” Maury says. “He had access to the mocap suit. So a lot of the piglins in the background are actually Derek. A lot of the villagers are actually Derek too.” Maury adds, “I think there were three pigs that were kind of medium-sized, which would be the closest to a human. There were three smaller ones and three that were a little bit bigger. And then there was a couple that were just really, really, really big.” Rather than guessing what would be needed later, they mocapped a wide batch of piglin behaviors in advance, like “Do one as a heavy pig, do one as a light pig, do one as a twitchy pig, do one as, you know, a really, really frantic pig.” Those were then applied to characters of different sizes to keep variation high and repetition low. “If you’ve got a guy swinging his arm, then another guy swinging his arm in the exact same way, it’s obvious,” he says. “So even if we had a great take, we didn’t want to overuse it.” For stunt-heavy scenes like the Midport piglin raid, the production had actors perform full choreography ahead of filming. According to Maury, “They shot the whole thing with stunt actors in a fake version of the set at the proper scale and size. It was really great. So when they actually shot the sequence itself on set with the real actors, we had that choreography to work from.” Maury says they focused on matching the stunt choreography with CG characters. “If the stunt actors did something that looked great, there’s no need to replace them. We just needed to find a way to get the piglins to fit in the same space.” Of course, blocky piglin characters take up more room than humans. “If you’ve got two humans side by side and then you put in a piglin that’s twice as wide, sometimes you had to copy the performance but move them over so that they would fit,” he says. “It’s like trying to put a bunch of cars on an elevator - they're so big they can’t fit in that space. So, you copy the motion, but sometimes you have to shift them over a bit to make it work.” Maury continues, “Those shots were pretty straightforward in the sense that they had practical actors in those costumes, right? So, we were doing head replacements on those characters because those costumes were quite large. You didn't put a little tiny Beetlejuice head on this big body. But, there's not a lot of guesswork in there as far as what needs to go into the shot. It's put the heads on the characters and then if they want more characters in the background, you add them in the same kind of style as they are in the practical costumes.” The infamous Garrett - baby zombie fight atop a chicken drew attention from early trailers - and required a very specific approach. “That was all keyframe animation except for the characters outside,” Maury says. “You can’t mocap a baby with really, really short limbs and a giant head riding a chicken.” Still, the production had live-action reference. “They shot this sequence again with the stuntvis team,” Maury explains, “then boarded it, shot it as best they could with the actors and stunt performers they had, and then gave us plates.” Using that as a base, the team refined it for animation. He adds, “It was just a lot of keyframe work. You look at it and go, ‘Okay, what’s the funniest, silliest thing that we can have in here?’” Creating motion that felt faithful to the game’s aesthetic while viewable on screen required experimentation. “For example,” he says, “trying to get the Great Hog to move in a way that felt aggressive… it didn’t have the body structure to move fast. That was a bit of an experiment.” The Endermen posed similar challenges. “In the game, they’re very static,” Maury notes. “They don’t bend their legs. So, there was a lot of back and forth. Do the limbs bend? Do they not bend? Do we have them take real steps?” Maury goes on to explain that character proportions created their own physical logic. “Imagine my head is this big [he gestures]. If I turn that too fast, it’s not going to feel like it weighs 40 kilograms. It’s going to feel like Styrofoam. So, we slowed stuff down.” These kinds of adjustments helped translate the game’s visual shorthand into something legible on film. Maury and his team had to figure out how to get needed weight and feel without the characters seeming too stiff. In the game, they slide almost like chess pieces. A number of characters, particularly villagers, were shot in partial costume and composited later. “They had their arms like this, with blocky stuff on them,” Maury gestures again. “We were doing head replacements because the costumes were quite large.” In some cases, the studio extended background crowds digitally. “They might have only had six costumes available for any given shot,” he continues. “If they wanted more characters, we’d add them in the same style in CG. That’s not overly complex - you’re populating a background to feel natural.” He goes on to say that all animals were fully CG. “There wasn’t anyone in an animal costume. They were added in after.” With so many characters and objects flying through the air, matching the logic of physical motion was essential. If cameras show characters flying past things really fast and then stop on a dime, they start to feel fake. “We tried to keep the camera behaving with the same rules as the flying characters. It has to feel like it’s within the same physical constraints.” That required close coordination between layout and animation. “Our initial blocking passes for flying sequences really helped because we didn’t want to reinvent each one of those shots later.” Looking back, Maury says one of the most rewarding aspects of the show was the team itself. “It might have been the longest show I’ve worked on. But because of the timing - the streaming pullback, the strikes - a lot of VFX folks I hadn’t worked with in years became available. So, I ended up working with Derek and a bunch of leads and artists I already knew.” “It wasn’t just my department,” he continues. “It was lighting, comp. The show was really stacked. And I got to work with people I’d normally only see in the coffee line.” Maury also got to enjoy the film with his family. “It was the first time I went to the theater with my kids for something I worked on. They’re Minecraft fans. That was great.” As for the reception, he’s measured. “It’s a fun, silly film. And if you laugh at it because it’s silly, then great. But it’s not Shawshank Redemption. Why would someone review it like it was going to be? Sometimes you just want to go [to the movies] and have a good time.” Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.0 Kommentare 0 Anteile -
Universal Drops ‘Jurassic World Rebirth’ Final Trailer
It's a survival story, harkening back to the original, iconic Jurassic Park. Universal has just dropped the final trailer for its upcoming badass dino adventure, Jurassic World Rebirth, in theaters July 2.
With lots of big, sharp, pointy teeth!
The huge Jurassic franchise is back with its latest adventure, set five years after the events of Jurassic World Dominion, filled with biting humor and biting creatures... including raptors! And Pterywhatevers! Johansson, Bailey and Mahershala Ali anchor an all-star cast as an extraction team, hunting potentially life-saving DNA at the original Jurassic Park's research facilities, that happens to be inhabited by the worst of the worst dinosaurs that were left behind. The film also stars Rupert Friend and Manuel Garcia-Rulfo.
It's directed by Gareth Edwards from a script by original Jurassic Park screenwriter David Koepp. ILM's David Vickery is the production VFX supervisor, with visual effects studios on the film including Clear Angle Studios and ILM.
With Edwards at the helm and ILM leading the VFX charge, this looks like a return to form for the franchise!
Source: Universal Pictures
Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
#universal #drops #jurassic #world #rebirthUniversal Drops ‘Jurassic World Rebirth’ Final TrailerIt's a survival story, harkening back to the original, iconic Jurassic Park. Universal has just dropped the final trailer for its upcoming badass dino adventure, Jurassic World Rebirth, in theaters July 2. With lots of big, sharp, pointy teeth! The huge Jurassic franchise is back with its latest adventure, set five years after the events of Jurassic World Dominion, filled with biting humor and biting creatures... including raptors! And Pterywhatevers! Johansson, Bailey and Mahershala Ali anchor an all-star cast as an extraction team, hunting potentially life-saving DNA at the original Jurassic Park's research facilities, that happens to be inhabited by the worst of the worst dinosaurs that were left behind. The film also stars Rupert Friend and Manuel Garcia-Rulfo. It's directed by Gareth Edwards from a script by original Jurassic Park screenwriter David Koepp. ILM's David Vickery is the production VFX supervisor, with visual effects studios on the film including Clear Angle Studios and ILM. With Edwards at the helm and ILM leading the VFX charge, this looks like a return to form for the franchise! Source: Universal Pictures Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #universal #drops #jurassic #world #rebirthWWW.AWN.COMUniversal Drops ‘Jurassic World Rebirth’ Final TrailerIt's a survival story, harkening back to the original, iconic Jurassic Park. Universal has just dropped the final trailer for its upcoming badass dino adventure, Jurassic World Rebirth, in theaters July 2. With lots of big, sharp, pointy teeth! The huge Jurassic franchise is back with its latest adventure, set five years after the events of Jurassic World Dominion, filled with biting humor and biting creatures... including raptors! And Pterywhatevers! Johansson, Bailey and Mahershala Ali anchor an all-star cast as an extraction team, hunting potentially life-saving DNA at the original Jurassic Park's research facilities, that happens to be inhabited by the worst of the worst dinosaurs that were left behind. The film also stars Rupert Friend and Manuel Garcia-Rulfo. It's directed by Gareth Edwards from a script by original Jurassic Park screenwriter David Koepp. ILM's David Vickery is the production VFX supervisor, with visual effects studios on the film including Clear Angle Studios and ILM. With Edwards at the helm and ILM leading the VFX charge, this looks like a return to form for the franchise! Source: Universal Pictures Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.0 Kommentare 0 Anteile
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