‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’
Behind the scenes of the climactic final battle between the Piglins and Iron Golems in ‘A Minecraft Movie’.
The showdown between the Piglins and Iron Golems in Jared Hess’ A Minecraft Movie featured 187 VFX shots from Digital Domain. The studio collaborated with production visual effects supervisor Dan Lemmon to deliver battlefield action and final destruction of the Overworld Portal.
Here, Digital Domain animation supervisor Liz Bernard and visual effects supervisor Piotr Karwas break it down for befores & afters, and highlight a few Easter eggs you may have missed.
b&a: What were the challenges of animating characters for the finale battle, especially in retaining any kind of ‘blockyness’ to them?
Liz Bernard: The Piglins were pretty forgiving when it came to animation because they were soft and squishy. The blockyness came from the design of the character more than from the style of animation. We only had a handful of restrictions based on their blocky design: we opted to keep their arms a little lower and more bent than a human’s because their shoulders would quickly intersect with their large blocky heads, and since they had very short necks, we also needed to tone down any head rotations except lateral turns. Oh, and of course when they fell down to the ground after zombifying, they clunk-rolled around on the ground about as well as a square wheel.
Even though the golems have a very simple style of animation in the game, translating that simplicity was pretty challenging in the film, given that they are made of stiff blocks of metal with no give at all. When you have a blocky character with no areas that can deform, and extremely simple joints, you kind of have to cheat every joint to pose the character. A walk cycle, for example, gave us instant intersections where the legs attach to the hips and the arms attach to the shoulders.To address that, Rigging gave the animators controls to offset body parts to achieve the necessary range of movement without visible intersections or gaps in silhouette.
b&a: There are some great clashes directly between the Piglins and Iron Golems – how did you come up choreography for these. Was mocap used at all as part of the process? How were any crowd tools utilized?
Liz Bernard: Thanks! We had a blast figuring this out. Piotr and I directed several days of motion capture on Digital Domain’s motion capture stage in Los Angeles. We recorded a lot of Piglin charges, attacks, and reactions to key moments in the battle, and we spitballed a bunch of fun and silly ideas on the shoot days with our performer to try to pack in as much humor as possible.
In most shots, we had three layers of animation: in the background and midground, our Crowds team put together crowds simulations using Autodesk’s Golaem software. In front of that, we also dropped in pre-made battle vignettes which consisted of a golem fighting 3 or 4 Piglins. Each vignette was created by a different animator and polished up to a high level before receiving body and cloth simulations in CFX. Then we were able to reuse those vignettesby offsetting them in timing and space throughout the sequence.
Finally, in the foreground, we of course had the hero animation, which was a mix of keyframe and motion capture, although the mocap needed a lot of adjustment to work with the unusual proportions of the characters. All of the wolves and golems and ghasts were fully keyframed along with the Great Hog. Our rule in Animation was to make every choice the weird or goofy one so that the resulting choreography was a symphony of silliness.
b&a: Where you had to integrate live-action actors into the scenes, what were some of the trickiest aspects of dealing with hair and clothing integration there, and generally bringing them into a game world?
Piotr Karwas: Integrating live-action actors into a highly stylized environment could be tricky. Many of the scenes became significantly more complex after the original footage was captured, requiring pretty substantial adjustments to the photography. Precise matchmoving of our digital doubles was necessary to ensure accurate shadows and reflections, allowing the actors to blend naturally into the final environment.
b&a: When the Piglins are exposed to sunlight, what was DD’s approach to zombify them?
Piotr Karwas: For the climactic finale, where the evil army is ultimately defeated, we knew the zombification effect had to stand out. While much of the initial work had already been developed by Wētā FX when we joined the project, one of our first tasks was ensuring visual continuity while integrating seamlessly with their existing shots.
But matching their look was only part of the challenge. We also needed to bring something new to the table, especially given the scale of the sequences involving massive groups of Piglins. To make the transformation feel both distinctive and impactful, we built fully articulated skeletal systems that could emerge during the zombification process, adding an extra layer of visual complexity to an already dramatic moment.
b&a: Can you talk about any Easter eggs or gags you were able to add into the background of the battle?
Liz Bernard: We knew from the beginning that our director, Jared Hess would welcome wacky ideas and goofy touches, especially on background characters. I made sure to pass that information on to each animator as soon as they joined the team so that they could put on their thinking caps. As a result, we had a basket of nose picks, pratfalls, butt scratches, and belly slaps to sprinkle into the action. I’m not sure if this qualifies as an easter egg because we did it so many times in the battle, but when the Piglins die, each turns into a perfectly cooked pork chop that flops to the ground. We had one particularly large piglin named Snowball who turned into a VERY large floppy ‘chop when Natalie stabbed him with her diamond sword. I feel like we did alright when we read articles after opening weekend about how rowdy the fans were at the movie theatres. It’s been a total kick to see how the fans reacted so positively to our work!
The post ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’ appeared first on befores & afters.
#had #basket #nose #picks #pratfalls
‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’
Behind the scenes of the climactic final battle between the Piglins and Iron Golems in ‘A Minecraft Movie’.
The showdown between the Piglins and Iron Golems in Jared Hess’ A Minecraft Movie featured 187 VFX shots from Digital Domain. The studio collaborated with production visual effects supervisor Dan Lemmon to deliver battlefield action and final destruction of the Overworld Portal.
Here, Digital Domain animation supervisor Liz Bernard and visual effects supervisor Piotr Karwas break it down for befores & afters, and highlight a few Easter eggs you may have missed.
b&a: What were the challenges of animating characters for the finale battle, especially in retaining any kind of ‘blockyness’ to them?
Liz Bernard: The Piglins were pretty forgiving when it came to animation because they were soft and squishy. The blockyness came from the design of the character more than from the style of animation. We only had a handful of restrictions based on their blocky design: we opted to keep their arms a little lower and more bent than a human’s because their shoulders would quickly intersect with their large blocky heads, and since they had very short necks, we also needed to tone down any head rotations except lateral turns. Oh, and of course when they fell down to the ground after zombifying, they clunk-rolled around on the ground about as well as a square wheel.
Even though the golems have a very simple style of animation in the game, translating that simplicity was pretty challenging in the film, given that they are made of stiff blocks of metal with no give at all. When you have a blocky character with no areas that can deform, and extremely simple joints, you kind of have to cheat every joint to pose the character. A walk cycle, for example, gave us instant intersections where the legs attach to the hips and the arms attach to the shoulders.To address that, Rigging gave the animators controls to offset body parts to achieve the necessary range of movement without visible intersections or gaps in silhouette.
b&a: There are some great clashes directly between the Piglins and Iron Golems – how did you come up choreography for these. Was mocap used at all as part of the process? How were any crowd tools utilized?
Liz Bernard: Thanks! We had a blast figuring this out. Piotr and I directed several days of motion capture on Digital Domain’s motion capture stage in Los Angeles. We recorded a lot of Piglin charges, attacks, and reactions to key moments in the battle, and we spitballed a bunch of fun and silly ideas on the shoot days with our performer to try to pack in as much humor as possible.
In most shots, we had three layers of animation: in the background and midground, our Crowds team put together crowds simulations using Autodesk’s Golaem software. In front of that, we also dropped in pre-made battle vignettes which consisted of a golem fighting 3 or 4 Piglins. Each vignette was created by a different animator and polished up to a high level before receiving body and cloth simulations in CFX. Then we were able to reuse those vignettesby offsetting them in timing and space throughout the sequence.
Finally, in the foreground, we of course had the hero animation, which was a mix of keyframe and motion capture, although the mocap needed a lot of adjustment to work with the unusual proportions of the characters. All of the wolves and golems and ghasts were fully keyframed along with the Great Hog. Our rule in Animation was to make every choice the weird or goofy one so that the resulting choreography was a symphony of silliness.
b&a: Where you had to integrate live-action actors into the scenes, what were some of the trickiest aspects of dealing with hair and clothing integration there, and generally bringing them into a game world?
Piotr Karwas: Integrating live-action actors into a highly stylized environment could be tricky. Many of the scenes became significantly more complex after the original footage was captured, requiring pretty substantial adjustments to the photography. Precise matchmoving of our digital doubles was necessary to ensure accurate shadows and reflections, allowing the actors to blend naturally into the final environment.
b&a: When the Piglins are exposed to sunlight, what was DD’s approach to zombify them?
Piotr Karwas: For the climactic finale, where the evil army is ultimately defeated, we knew the zombification effect had to stand out. While much of the initial work had already been developed by Wētā FX when we joined the project, one of our first tasks was ensuring visual continuity while integrating seamlessly with their existing shots.
But matching their look was only part of the challenge. We also needed to bring something new to the table, especially given the scale of the sequences involving massive groups of Piglins. To make the transformation feel both distinctive and impactful, we built fully articulated skeletal systems that could emerge during the zombification process, adding an extra layer of visual complexity to an already dramatic moment.
b&a: Can you talk about any Easter eggs or gags you were able to add into the background of the battle?
Liz Bernard: We knew from the beginning that our director, Jared Hess would welcome wacky ideas and goofy touches, especially on background characters. I made sure to pass that information on to each animator as soon as they joined the team so that they could put on their thinking caps. As a result, we had a basket of nose picks, pratfalls, butt scratches, and belly slaps to sprinkle into the action. I’m not sure if this qualifies as an easter egg because we did it so many times in the battle, but when the Piglins die, each turns into a perfectly cooked pork chop that flops to the ground. We had one particularly large piglin named Snowball who turned into a VERY large floppy ‘chop when Natalie stabbed him with her diamond sword. I feel like we did alright when we read articles after opening weekend about how rowdy the fans were at the movie theatres. It’s been a total kick to see how the fans reacted so positively to our work!
The post ‘We had a basket of nose picks, pratfalls, butt scratches and belly slaps to sprinkle into the action’ appeared first on befores & afters.
#had #basket #nose #picks #pratfalls
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