on Monday, December 19, 2011
Autodesk together with Paramount Pictures and Weta Digital invited industry professionals to a private advance screening of Steven Speilberg's 3D film,“The Adventures of Tintin” held December 13, 2011 at the Landmark Theatre in Los Angeles. David Morin, Autodesk representative and Co-Chair of the ADG Virtual Production Committee (VPC) led a Q&A session with Senior Visual Effects Supervisor Joe Letterithat followed. The audience was a good mix of cinematographers, producers and VFX artists, many of whom are members of the Previs Society and VPC- another offshoot of the ADG Technology Committee.

I was eager to attend this event--the Q&A in particular since there is concern among the ADG membership that no Production Designer was credited. I had read David Denby's review in the New Yorker the day before in which he briefly describes the making of the film:
The play between fantasy and realism is what gives the film its special look. Spielberg and his collaborators (Peter Jackson was the producer) have come up with the equivalent of Hergé’s clean-limbed, lean-forward manner (the characters in Hergé’s comic books seem always to be moving into the next panel). The animators labored for two years establishing settings—a street, a ship, a Moroccan city—and then the actors worked in a featureless room with reflectors attached to their bodies while dozens of digital cameras all around them picked up their movements. The animators used the movements—shrugs, strains, thrusts—to build the animated version of the characters, and added the completed figures to the preset backgrounds. The technique is similar to the one that James Cameron used for “Avatar,” but the look is drier, plainer, airier.
I give Tintin two "thumbs-up" not only for beautiful 3D cinematography but also 3D CG characters that are finally crossing the "uncanny valley." The characters eyes are lifelike; the hair and fabrics are finely detailed showing realistic movement (esp hair) in the wind. The hybrid nature of the film and the use of actor performance-capture was commented on by audience following the film. Letteri emphasized that the animator as artist is at work.  Yes, the actor performance is used as a template but it is interpreted by the animator.

The lighting and settings were beautifully designed. All of the settings were designed and drawn up just as if they were to be built as if in the real world but instead modeled in the virtual world. Letteri told how the original source material from Hergé's studio was used as reference material by the artists. They tried to remain as true as possible to the original books but when they found the lighting to be flat and uninteresting Speilberg suggested they go dark- resulting in the dramatic film noir look.

The animation itself is captivating. As Denby states, “The Adventures of Tintin” is a virtual non-stop scramble of running, jumping, swinging, dangling, plunging, and flying." Many of the action sequences according to Letteri were conceptualized by the animation team and developed in advance of the script. I found the morphing and use of scale as device for the transitions particularly imaginative. In some of the flying scenes however I felt too much animation and could not watch or risk a bit of motion sickness.

During the Q&A Letteri described how he and  Peter Jackson introduced Spielberg to the virtual camera while Avatar was in production, shutting down Avatar for a few days to produce a screen test he presented us and included in this "making of" trailer:



Tintin and Letteri's approach to filmmaking with the virtual camera are highlighted in an interview last year in Below the Line News:
After five years of work on Avatar, what became most apparent to Letteri..., is that much of what he used to consider postproduction, he now has to do before any shooting commences. “Avatar gives you that direct feedback,” he said. “It’s taking the last century of filmmaking and apply it to a virtual world. When you are doing that, you want to retain as much as what you know about making good films as possible.

Now that Cameron and company have set up a system for creating a film with largely virtual elements, other productions are picking up on it. Peter Jackson’s own Tintin— with Steven Spielberg directing the first installment — was shot using the same technology that Cameron set up.
Letteri also noted that during production of Tintin, all departments worked together simultaneously.  They used an Avid on set to feed editorial and the film itself was kept manageable by working in game-quality cgi. Time was not lost rendering and rendering shots that might be edited out of the story. They did a final quality render at the end after editorial were satisfied.
on Thursday, December 8, 2011
I started following writer, artist, humanist and technologist Jonathan Harris after attending a rare talk he gave at UCLA, where I first heard about Cowbird, his work-in-progress. At the time Harris had just turned age 30 and started a daily photoblog. He created a mailing list to which I subscribed and got emailed his one image a day.  I looked forward to these daily updates but was not surprised when after a few months he STOPPED.   
His mailing list is still intact and this is one I got today:


Hey there, you beautiful birds. 

After 2+ years of work, 145,000+ lines of code, one Icelandic grass hut, one night in jail, one serving of jellied ram's testicles with fermented shark meat, and countless pieces of toast with orange marmalade, it is my great pleasure to introduce you to Cowbird, a labor of love, and hopefully something that will have a long and meaningful life. Cowbird is a community of storytellers, focused on deeper, longer-lasting, more personal storytelling than you're likely to find anywhere else on the Web. Cowbird allows you to keep a beautiful audio-visual diary of your life (here's mine), and to collaborate with others in documenting the overarching "sagas" that shape our world today (starting with the Occupy Wall Street movement).
Our short-term goal is to pioneer a new form of participatory journalism, grounded in the simple human stories behind major news events. Our long-term goal is to build a public library of human experience -- kind of like a Wikipedia for real life (but much more beautiful). Here is an overview of the project: http://cowbird.com/about      Here are some good Cowbird stories:http://cowbird.com/author/jonathan/#/2278http://cowbird.com/author/scottthrift/#/608http://cowbird.com/author/annie/#/2509 Here is the story of me getting arrested a few weeks ago at Occupy Oakland :) http://cowbird.com/saga/occupy/story/2312 
Our community is still very small. We are looking for excellent storytellers -- photographers, writers, filmmakers, journalists, etc. If you would like to become a Cowbird storyteller, please request an invitation (we're trying to grow slowly). If you know other folks who would be a natural fit for Cowbird, please send them our way. Please spread the word about this project. Tweet it. Facebook it. Tumble it. Email it. Talk about it. Shout it from the rooftops, where those silly pigeons are roosting and pooping. Tell those dirty birds to move over, and make a little room for a different kind of bird. Beautiful things lie ahead.
Jonathan--
Jonathan Harris http://number27.org

Another project by Jonathan Harris is the beautifully designed Sputnik Observatory website, and a favorite of mine, where lateral conversations dedicated to modern culture interconnect and archive ideas from "extraordinary minds shaping modern thought."
on Saturday, December 3, 2011

The ipad app shown here is a great example of how the technology behind the interface does not overwhelm the user.

NuFormer 3D Video Mapping Interactivity Test 

 

Like Gradient VFX's ipad app created to navigate the Paramount backlot (referenced in my prior blog entry here) this is another sign that we are at the flashpoint of design and technology.

on Thursday, December 1, 2011
There is no stopping workflow convergence in the realm of design for narrative media as was shown last night by GRADIENT VFX with their presentation of GLoW visualization software at the ASC Technology Committee meeting. 
    Co-founders Olcun Tan and Thomas Tannenberger won the 2010 HPA award* for GLoW (Gradient Location-Optimized Workflow) which they created as a 2D or stereoscopic 3D previsualization and nonlinear production system. 
     GLoW consists of a proprietary software plug-in and related workflow that uses lidar scan metadata of sets and/or locations. The metadata can be imported into 3rd party software such as Maya and used create high quality CGI that is extremely accurate. The locations can be modified or supplemented with assets as needed. They had a library of assets to choose from including cars, trees and people that could be dropped into place with the click of a button. Also included were cameras, lights and other production tools.
     The scene(s) are  rendered in REALTIME with high-quality image based textures by making use of 'the cloud' to stream the data online,  and which can be accessed in many ways including computer, ipad or iphone.
     They are currently working with Paramount Studios and have a complete 3D model of the backlot that can be accessed via an ipad app as demonstrated. 


*During the HPA Awards ceremony on November 11, 2010, Gradient VFX was recognized for their inventive thinking and execution of concept with a special honor, the HPA Judges Award for Creativity and Innovation in Post Production.