on Sunday, July 29, 2012




Digital Storytelling Seminar, now in its 7th year, took place in May at the Tancred Theater at Filmens Hus in Oslo, Norway. As an active member of 5D Institute and 5D Conference, I was delighted to be able to accept an invitation to attend this partner event.

Digital Storytelling Seminar (DS) is the brainchild of 5D Conference founders Kim Baumann Larsen, Creative Director and partner at Placebo Effects, an Oslo-based VFX company, and Eric Hanson, Principal, xRex Studio and Associated Professor, USC School of Cinematic Arts. In 2005 both realized they missed attending the defunct 3D Festival in Copenhagen, an annual event said to be "Europe's leading meeting place for professionals working in digital design, filmmaking, game development and architectural design." They sought out Angela Amoroso, DS co-founder and co-director, at the Norwegian Film Institute and launched the first DS seminar and workshops in 2006, providing a new platform to discuss the advances in computer-generated imagery (CGI) in the service of visual storytelling.

DS connects and enriches digital artists and filmmakers in the Nordic community and beyond.
Each year new technologies and a wide range of projects are showcased by participants. Themes have varied, but the objective remains the same: To explore relevant and cutting edge topics that educate and inspire, leading to new levels of filmmaking excellence. This year was no exception. Interesting to note that many of the small participating companies are formed of CGI generalists, self-dubbed "Potatoes" that produce a wide array independent projects, and work co-operatively on larger projects, such as soon-to-be released Kon-Tiki, the newest Norwegian adventure film based on Norwegian explorer and writer Thor Heyerdahl and his 1947 rafting expedition across the Pacific Ocean from South America to the Polynesian Islands. This film was made mostly with Norwegian VFX talents and had a record-breaking budget. Swedish companies Fido and Very Important Pirates did a fair share of the VFX work as well.


I met Dadi Einarsson, co-founder and Creative Director of Framestore Iceland, who sought out DS to become involved and widen the Nordic filmmaking community to include Iceland (where before DS was primarily Scandinavian.) He spoke passionately about his desire to bring more VFX work back home to Iceland. Framestore Iceland has doubled in size within 3 years of operation. Globalization within the VFX industry enabled him to direct a commercial in Iceland for an agency in London with a client in China. They never met in person, yet Dadi delivered the spot in four weeks with previs animatic the first week and the rest followed --all online.

(Latest news is that Icelandic director and actor Baltasar Kormakur has bought the Icelandic Framestore branch in partnership with Dadi Einarsson.)

Stand-out key presenters included Alpo Oksaharju and Mikko Kallinen, from Finland. They are the 2-man development team of Theory Interactive, a new indie game company who combined forces to produce Reset, a single-player, first person puzzle game with a time-travel convention. They have developed their own real-time game engine PRAXIS, and in the process, created a cinematic teaser trailer to test their work.


The lighting and texture are beautifully rendered, giving the trailer extraordinary depth and emotion, and this has set core gamers on their ear. It has also triggered buy-out offers from larger companies, which Alpo and Mikko have refused. They have pursued a creative dream on their own terms and prefer to keep it that way. There is no set release date for the much-anticipated game.

Participants in the "VFX Omelet" (short showcase segment) included Norwegian "regulars": Storm Studios, Gimpville, Qvisten Animation, Stripe, Electric Putty, Netron, Placebo Effects and newcomer Framestore Iceland Studio.

The list of high-quality and eclectic presentations:

Contraband (feature film) show and tell -Supporting visual effects from Iceland -
Dadi Einarsson, Creative Director/VFX Supervisor, Framestore Iceland

Creating Digital Water: The process of creating simulated water and oceans and the problems to be aware of -their work on Kon Tiki - Magnus Petterson, Lead Effects, TD Storm Studios

Stereoscopic Set Extension: Behind the scenes of the thrilling mine-cart sequence in the feature film Blåfjell 2. - Lars Erik Hansen, VFX Supervisor/Producer, Gimpville

Twigson in Trouble: a brief talk about the VFX that Qvisten Animation did on Twigson 3-
Martin Skarbø, VFX Supervisor and Morten Øverlie, Animation Supervisor, Qvisten

Hugo’s There – The Unbelievable Truth: Adding a little character with e>motion. Peter Spence, VFX Artist
, Electric Putty


Spence made reference in his presentation to the [5D] production mandala originally conceived by Alex McDowell, 5D Founder and Creative Director, to illustrate modern filmmaking -- a circular chart that shows overlapping input from all departments, with design at the core. In Spence’s version as creator and sole executor of Hugo, it was himself on the mandala at beginning, middle and end. He does it all, another example of creative vision pursued on the artist’s own terms.
MODERN FILMMAKING PROCESS

Fredriksten Fortress – 350 years in eleven minutes: The history of Fredriksten Fortress, an outdoor projection on the walls of the inner fortress -Jørgen Aanonsen, Managing Director and Torgeir Holm, Creative Director for 3D and VFX
, Netron

The Cows Are On Your Table: the challenge of augmenting more than 100,000 breakfast tables with a digital story
-Kim Baumann Larsen, Creative Director and Partner, 
Placebo Effects

This last VFX Omelet presentation of an augmented reality app was among the most novel. Using an ipad aimed at a QR code on a milk carton, a scene comes to life in the ipad. 2 small cow characters appear to come from behind the carton and graze on the table, talking to each other and interacting with the viewer. One can see the potential well beyond the breakfast table for this idea. Kim will be among the presenters at Siggraph next month.

Keynote Speaker Sebastian Sylwan, CTO Weta Digital also 5D Founder, in his address entitled “The Evolution of Storytelling Through the Convergence of Art and Science” spoke about history of the role of art and science in service of story, leading off with Leonardo Da Vinci’s painting of Last Supper citing how artists have always used technology, in this case perspective, to enhance the telling of the visual story.

Jumping forward, in an interview for a local Norwegian online magazine Sylwan spoke about the non-linearity technology has afforded filmmakers today: “Traditionally, film production has evolved over the last 120 years to include specific tasks. Because film was expensive, you needed to plan very well what needed to be done when you were in front of the camera… Nowadays, the visual effects part of that has grown a lot, compared to where it was even 10 years ago. That growth has been accompanied by a lot of technological advancements, and those technological advancements have enabled some of the creative parameters to be extended, experimented with, brought forward, involving impulses from various areas. In short, I think we are talking about a type of virtual production now. There isn’t really a checklist in my mind or a definition of what virtual production is or isn’t, but I think it’s basically about using virtual tools in order to make films. So it’s really production with the best tools available, and those tools are able to enable communication between creative figures in the film making process that would normally not talk to each other.”

Sylwan also presented a Weta show-reel and took numerous questions about their past projects including Rise of the Planet of the Apes, which highlighted Weta’s advances in facial performance capture, particularly the eyes.

The final Key presenter was Swedish VFX studio Fido a company that specializes in creatures. Originally 4 companies, (4 people) merged to form Fido in 2005, and have kept the same staff and added 18 artists and have 45 workstations for peak times. They are recently acquired by film production company Forestlight groups are sister company to Noble Entertainment- one of the largest distributors in Scandinavia. FIDO balances longer-term feature work with shorter-term commercials and use the same teams for both. There are no department splits. Fido has a very-well developed fur and feather pipeline as well as a system for creating realistic ocean surfaces.

Claes Dietmann, Producer at Fido, presented a show reel featuring Fido’s impressive VFX work on creatures on 3 production: German feature Yoko, Underworld Awakening, and Kon Tiki.

Yoko is a children’s story of a young yeti (Himalayan snowman) with magical powers.


Fido designed the creature from start to finish and built an animatronic character (costume with animatronic head) for many of the shots as well as all the matching CG character shots and props.

Staffan Linder presented the werewolf transformation they created for Underworld Awakening, a film project they started, then lost to Canada and were later awarded the transformation animation sequence again. They created a horrific transformation that was a success in being unique among all other werewolf transformations before seen.

Mattias Lindahl presented Fido’s creation of the larger-than-life whale shark that attacks the raft in Kon Tiki. They spent a year on this film - which will have a U. S. release without subtitles. Each scene was shot twice; once in Norwegian and again in English.

Digital Storytelling and Grafill have curated an exhibit of Kon Tiki concept art that will open August 29, 2012 at Grafill gallery in Olso. http://www.grafill.no/nyhet/storm-studios-fra-storyboard-til-kon-tiki-bilder


The incredible growth in Nordic VFX production in recent years and following the success of films such as Max Manus (Made entirely with Norwegian VFX talent), Troll Hunter, and Kon Tiki, make Digital Storytelling Seminar not only interesting and informative, but also alot of FUN and my thanks to my hostess Angela Amoroso, for without her hospitality my attendance would not have been possible.











on Monday, April 23, 2012


5D|Flux, a new series of forums that encompass design for film, animation, gaming, theater, interactive media and more, was introduced to the U.S. in March 2012 by the 5D Institute, the USC School of Cinematic Arts and Autodesk. The initial event in the series, curated by Juan DiazB, took place in February in Berlin at the Berlin Film Festival.
The program, entitled Digital Design & World Building in the Narrative Media Landscape, took place over three consecutive evenings at the Ray Stark Theater on the University of Southern California Campus with a near-capacity crowd each night. (insert hot link: http://5dconference.com/articles/824)

Curators Alex McDowell, Francois Audouy and Peggy Weil assembled diverse group of professional luminaries who provided fresh insight toward current technology in relation to production design practice and workflow for hybrid filmmaking and animation.  Presentations and panels explored three phases of the design process: Inception, Prototyping and Manufacturing & Capture. Interesting case studies included the making of Upside Down by Alex McDowell, How to Tame Your Dragon by Patrick Hanenberger and Tintin in virtual production by Andrew Jones and Jeff Wisniewski. Also of note were excellent presentations by Autodesk Fellow Tom Wujec on the future of design and an overview of the history of virtual production by David Morin.

Key presentations can be viewed online at http://vimeo.com/channels/5dconference

   Photo by Dave Blass

Panel discussions that followed were apart from the case studies. The audience, a good mix of students, educators and industry professionals engaged the panelists with many more provocative questions than could be answered in the time allotted. Audience interaction via a live ‘backchannel’ website, accessed through personal mobile devices was a particular success. The questions, projected on a full-stage screen behind the panelists, were addressed based on priority ranking from the participants.


James Iliff, attending USC Student in Interactive Entertainment posted in his blog about the event:

     Photo by Dave Blass

A wine and cheese reception sponsored by 5thKind held in the adjoining lobby each evening provided ample opportunity for networking; a big hit with everyone judging from the number who stayed afterward.

Future 5D|Flux design summits are being planned for this year. Director Alex McDowell explains, ”Each will focus on world building as the main track, but not be limited to filmmaking. The arcing goal for the 5D|Flux series is to ensure that those who attend all of these accumulate applicable knowledge.”

Photo by Dave Blass
on Thursday, March 1, 2012
UPDATE REAL STEEL article with photos in latest issue of Perspective Magazine

REAL STEEL Process + Design: a case study of working in virtual production 
by Judy Cosgrove
“…[Virtual Production] is a radical departure from the way we think about film production and the way that we will think about narrative. It is the beginning of a new conceptual and visual language."
                            Jeff Wisniewski, Virtual Art Director, Real Steel, Tintin, Avatar

I wrote a piece earlier about the success of digital previs as the new hub of efficient production planning, citing Real Steel, and how according to the Producers, Previs and Virtual Production kept the film within the parameters of their studio budget and timeframe. 


Real Steel has a seamless blending of real and virtual, and is the first of its kind to be made in virtual production both in studio and on location.


PROCESS

Virtual production is the process of shooting a movie with real-time computer graphics in a collaborative and interactive way. The CGI can be (but is not limited to) the actor’s mo-cap performances composited in camera with a CGI environment or real-world environment and vice versa. This process is used extensively in the creation of modern video games, and was further developed for filmmaking by James Cameron on Avatar.

In Real Steel, pre-produced motion-captured virtual performances of digital robot characters were integrated (through in-camera playback) with real actors performing, and shot live action, in real time, in the real world. Virtual Production as a non-linear and iterative process was proved effective beginning with virtual design and set elements (digital assets) created within the Art Department.

The Production Designer

Led by Production Designer Tom Meyer, the Art Department created not only the environments but also the hero robot characters for Real Steel; unique given that animated characters are usually designed by animators, VFX artists, or sculptors in “creature shops.”
DreamWorks wanted to keep the robot designs tied closely to the overall concept of the film, and were looking for a candidate to lead both the environment and character design.


Pre-Production

Meyer started preproduction on September 22, 2009, heading up the team of concept artists and began collaboration on the hero robots, taking the lead in designing the robot character of Atom himself. Initial concept artwork illustrated in 2D was then modeled in 3D or directly modeled in 3D from the start. Meyer prefers to finalize designs in 3D rather than rely solely on traditional 2D illustration, since 3D assets can be used by VFX vendors and without translation. Legacy Effects, the company that created animatronic versions of the robots worked directly from these digital files, and as did Digital Domain for the CGI versions.

Designing in 3D, with the aid of computer animation, allowed Meyer to develop the robot characters more fully through the exploration of their movement. He could show how hero characters Atom and Zeus might interact with each other under realistic lighting conditions and suggest camera angles. Texture, mood and attitude could be conveyed more concretely than in 2D, and by the first week of October he was quickly sharing these ideas with the director and the production team.)

These same concepts applied to environments for doing virtual production. Working in a virtual paradigm first created in the making of Avatar, it was clear that digitally designed set “assets” were needed prior to the mo-cap shoot. Executive Producer Josh McLaglen had asked Meyer for the fight containment (boxing ring) to be designed by the end of January. Meyer agreed and realized they would need to see whatever was behind them in the virtual camera as well, so in fact he had all of the sets they needed virtual filming completed by the end of February. 

The robot designs were well under way by the second week of October when Meyer started scouting Detroit.  The set designers began to work from LA off architectural plans with minimal dimensions and reference photographs. The set designs were developed virtually in 3D, sometimes independent of their Detroit environs, which were to be determined later, such as arena architecture that was comped and textured in post.

Having an accurate model of design for the location in the computer allowed time for creative experimentation for shots ahead of time, creating a template for the shooting location. One example is a field scouted outside of Detroit.  Meyer had a virtual model created of the fairgrounds design for that field (could be any field) in Rhino and animated the opening shot of truck’s approach to the fairgrounds in Maya within the Art Department.  All other 3D set designs created in the Art Department were all looked at in previs in conjunction with VFX Supervisor Erik Nash (Digital Domain) to figure out what really needed to be built and what would be created as digital set extensions. .  The Art Department provided cross-platform .OBJ files for Previs Supervisor Casey Schatz (Giant) to break down for previs, and to work with Meyer exploring the design in the location virtually with time of day, light and color.

(Interesting to note that the previs team from Giant Studios did their own 3D lidar (laser) scans to generate accurate models of the environments (built and existing) once on location to aid VFX and post production as per usual. Why not give to art department up front? Industry standards for Virtual Production are being addressed. This is discussed further in my concluding remarks)


Supervising Art Director Seth Reed explains: “There were no Art Department scouts to the locations in Detroit, no site surveys prepared until we got there as an entire art department at the end of March. A certain amount of work was done while in LA, but it was only work that we thought we could use in open spaces where we were building from scratch.   Even then, making assumptions about what could be done was tricky.”

“As Supervising Art Director” says Reed, “I still did the same thing I always do, in managing the Art Department - drawings, models, illustrations, budget, schedule, coordination with the producers, graphics, construction, but it also includes translating into the physical world, the work of the Virtual Art Department’s mo-cap work. It's great to design virtually, to model and to previs.  Often, these things still need to be built though.  At that point, we are back to practical matters - how would this really stand up or how would this really be built?  On this shoot there was a tremendous overlap with mo-cap and the virtual art departments 3D modeled designs. There was a whole new area to figure out - what had already been shot?  What were our limitations when designing the physically built set that would actually be shot live? We had to find locations that fit and build practical sets that were interactive with virtual characters.  When a robot was hit and reached back to touch a rope or a rock or another object, this object had been shot already as a piece of foam - we had to supply the object touched, in the exact position and placement already shot, per dimensions and scale adjustments provided by VFX.  The in-camera work that you refer to is only a partial.  Much of our work had already taken place by the time the company got there to shoot.”

(Reed has some recommendations for ‘best practices’ that I’ve included at the end of this article.)

Jeff Wisniewski, Art Director Virtual Art Department and Mo-cap worked within his department to “strip down” high-poly models created in the Art Department and hand off to Giant Studios, the company doing the mo-cap shoot. ‘Strip down’ refers to reducing the poly-count (number of facets) in order to function in Motion Builder, the primary software tool used for real-time rendering when doing virtual cinematography. Wisniewski states “I always have one person on my team designated to stripping models for that reason.”  


Previsualization

 “What used to be a very obtuse experience is now very direct and realistic in terms accountability and budgeting”, says Meyer. “All departments collaborate and decide on what is necessary and affordable and the director gets what he sees in the concept phase when he arrives on location.  You are not selling an abstract idea. In addition, from a budget standpoint they spent a fraction of what they might have spent in the past, before having this technology.  This tool effectively collapsed a difficult design process, turning it into something that could be easily understood.”

Previs Supervisor Casey Schatz emphasizes the need in previs to respect the physics and limits of the live-action shooting environment. He acts as a “reality cop” and avoids letting the filmmaker be seduced by the possibilities the computer is capable of, or any moves that do not obey the live-action world. On Real Steel, Schatz programmed safeguard markers into the virtual camera for that purpose. Indicators would flash on the monitor whenever a move made virtually would not be possible on site at the location.

Schatz textured and lit set design models under the direction of the Art Department. He combined models of the virtual sets with Giant’s models of the locations generated from their surveys and lidar scans along with his own virtual proxies of the camera equipment being used. In this way, Schatz could be certain of real-world parameters. His goal was to give the director an experience as close as possible to being on location in Detroit.

For the real world build in the Metal Valley sequence, previs was used to explore the way the same cliff (built set) could be shot to make Meyer’s cliff design appear twice as high, by set-ups one way as top on the cliff, then the reverse for the bottom of the cliff.  In addition, this particular set-up on location required a number of large cranes for several different departments.  Schatz was able to trouble-shoot the crane placement in the limited space virtually.

Previs proved to be an invaluable asset again when the location changed at the last minute for the Zoo sequence. The in-camera fight work had be done in advance, so could that be adapted anywhere, but at the new location Schatz noticed there were obtrusive shadows cast from existing structures. He was able to reproduce the location virtually and with additional programming, correctly project the sun with time of day, latitude and longitude, for and accurate light study predicting the fall of the shadows in advance.

Motion-Capture Shoot

Art Director Jeff Wisniewski supervised the 6-week motion-capture portion of Real Steel that began early February 2010 on stage at Giant Studios.  He was already an expert in the process, having been Art Director on Avatar and Tintin, two productions using motion-capture, virtual camera, and simulcam. The mo-cap shoot now in virtual production was not for previs, but real footage that would be played back in simulcam during the live action shoot on location.

Wisniewski oversaw mapping the pre-designed virtual environment to the stage and the providing of proxy set pieces in full scale for the actor to interact with as needed. This included creating construction drawings for any props and set pieces that had motion (such as a gate) or an actor otherwise interacted with.  (They built a mock-up for the animated bull that they rolled around as part of the action for the bullfight in the first part of the film. The motion capture from this mock-up gave VFX enough information to create an incredibly realistic finished product.

During this part of the filmmaking process the actors performed choreographed fight sequences in the full-scale proxy environment. Mo-cap cameras rigged around the volume space tracked and recorded their movement. This information was fed into a computer and the actor’s performance was targeted onto the pre-loaded digital robot characters. Using the virtual camera tool, the Director shot video-game resolution sequences of robots fighting in real-time within the digital environments generated by the art department.  Motion-capture for the robot fight sequences was completed by March 14, and Wisniewski went on to prep the location.

Once in Detroit, Wisniewski oversaw the construction of the main boxing rings at Cobo. He noted how by working virtually they were able to solve the scale-offset problem created by the 8’ robots, but the real challenge was in physically constructing them on location. “The boxing ring at Giant Studios was scaled for human actors. The boxing rings in Detroit, where they shot the giant robots using simulcam needed to be scaled up 125% in the real world, (a 6’ tall person on stage had to be an 8’ tall robot at practical location) which is huge.” He collaborated extensively with each department to bring both the digital sets on physical sets on budget. The digital files also enabled Wisniewski to contract with local car parts manufacturers using CNC to fabricate the over-scale parts needed to build the ring. 


DESIGN
The Story World

Real Steel is based on “Steel”, a short story by Richard Matheson published in 1956 and later made into an episode of the Twilight Zone in 1964. Screenwriter John Gatins adapted the original story and shifted the script to focus on the relationship between the father and son in more of an “Americana” setting.  The story takes in place in the near future, 2020, and revolves around a down-on-his-luck ex-boxer and his young son struggling to make their way in the new world of robot boxing as fighting ‘bot owners.

The world of the future in Real Steel closely resembles the world of today, with some advanced technology such as cell phones and computers.  Meyer worked closely with DreamWorks product placement partners HP, NOKIA, and BEATS to develop and design new “concept” products that hewed to the ideals that the companies were developing for their own future lines.  Cadillac provided a concept car driven by Charlie Kenton. (need pic)

Detroit, a classic American city grounded in manufacturing, was an ideal location for the movie according to Meyer who was interviewed by Brian Gallagher (MovieWeb.com) while on location:

Can you talk about filming here in Detroit and how that has influenced your design?

Tom Meyer:  “Michigan in general has a lot of great things…We filmed in the original Model-T factory in Highland Park, which we re-purposed as an industrial opera house...There are also beautiful rolling hillsides …and these classic small towns, with the courthouse in the center. You get that whole mesh of Americana, this cross-section of history and technology.”

Can you talk about your inspirations for the WRB?

Tom Meyer: “. The physicality of boxing is about energy and energy displacement, at its core. It's two guys beating each other up, but when you think about what the ring is designed to do, you have a sprung floor that bounces with the boxers, you have ropes that absorb, it's all about energy absorption. …with huge steel cables with lots of spring and tension and all this cable coming off is just an extension of the corner post. It's kind of like a turnbuckle on steroids. It's to help see that energy, so [the robots] feel somewhat humanized… Every single nut and bolt was custom fabricated. 80% of our crew is from the industrial base of Detroit, the unions, steelworkers, and carpenters. It's a manufacturing town.”


The Robot Characters

The main challenge in designing the robot characters according to Meyer was in avoiding all established franchises. The robots needed to have a utilitarian look to them and look able to function in reality, complete with gears and pistons, and also retain an emotional humanistic quality. The decision was made early on to have Legacy Effects create full-scale practical animatronic versions the hero robots Atom, Ambush, Noisy Boy, Axelrod (robots that Kenton owns and/or works on), in addition to the digital versions created by Digital Domain.

Concept Artists within the Art Department worked in close collaboration with Meyer in giving each robot a distinct personality. Tim Flattery, the chair of Art Center’s Entertainment Design program designed Spitfire, Albino, Axelrod, Twin Cities and Midas. “These aren’t your typical robots,” said Flattery of the characters he and other concept artists designed (including fellow Art Center faculty member Daren Dochterman, Simon Murton, Andrew Leung and Victor Martinez.). “They’re all very stylized and ridiculous, yet somehow, in the world of the movie they make sense.”

Digital Domain worked with Art Department and Legacy to finalize robot designs and mechanics that could be applied to practical robots and CG models alike. “The practical Legacy ‘bots were invaluable for lighting and texture data,” according to VFX Supervisor Erik Nash, “as they provided a tangible point of [lighting] reference for digital characters that needed to be indistinguishable from the real thing. Digital Domain used the Art Department 3D digital assets directly to model, texture, and rig eight unique, hero robots for the fight sequences: Ambush, Noisy Boy, Midas, Atom, Metro, Blacktop, Twin Cities, and Zeus, in addition to numerous background robots that appear throughout the film…(Artofvfx.com)

Legacy Effects built three practical robots – Ambush, Noisy Boy and Atom plus partially destroyed Axelrod – that were used extensively throughout production for shots requiring human contact and upper body animation.  They started by printing 3D prototypes at 1/5 scale from the Maya files that originated in the Art Department.  They exploded the files and broke down into all the parts to be assembled. In this way they were able to fabricate multiples of separate parts.


CONCLUSION

Real Steel was a perfect situation for virtual production but this film could not be made without the technical prowess of every department involved, and I would be remiss not to mention Virtual Production Supervisor Glenn Derry, who developed virtual camera and simulcam systems originally for Avatar. His method of tracking virtual camera data to feed Avid editorial
is a tremendous aid to effective collaboration. This method generated useful information for the previs team and helped the Assistant Directors plan their days by enabling them to sort shots and group like shots together.  Derry’s mobile “live action engineering” truck allowed them to edit sequences in Avid on site and to be sent back to Digital Domain who could turn around final render quality shots within a day during principal photography.

Virtual production allows for real-time creative collaboration between all departments during production. For Virtual Production to be effective, it requires early commitment to design and directorial decisions. When you are in Virtual Production, you are not previsualizing; you are making the movie.

Wisniewski: "Because the technology works so well I am not sure we understand the accomplishments made on Real Steel. This film is a hybrid form that will influence virtual filmmaking. It is a platform to blend the future, the past, the present and the imagination seamlessly, it is hyperviz.” 


THE LEARNING CURVE

Virtual Production is a “front-loaded process” that moves away from the traditional mindset of “figuring it out in post” where many problems are solved after the fact. Design and previs is key to early collaboration for all departments including cinematography.

Real Steel Producer Steve Molen (DreamWorks) spoke from the audience at a Real Steel panel presentation I attended for the Virtual Production Committee*: “There are no lines between preproduction and post- it’s all one process.” He urged that Previs/VFX companies “sweep proprietary software aside” and use “tools involved on the virtual side that are ingestible and compatible throughout the process. It would be great if everyone used the same bridging tools. Too many VFX and previs companies have proprietary software that they end up using as shadow programs… We should be pushing the [virtual production] process forward in the same direction.”

*The Joint Technology Subcommittee on Virtual Production Committee is a round-table of industry professionals VPC) co-chaired by David Morin and John Scheele, is currently engaged in steering the industry toward ‘best practices.

Supervising Art Director Seth Reed looks back on his experience on Real Steel and offers some suggestions for the Art Departments working Virtual Production going forward:

1. I would love to learn more about Lidar, especially the latest.  The information that we had on RS was useful but was not accurate enough to use for more than conceptual work.

2.  Though many parts of the virtual movie were shot prior to arrival in Detroit, there was still much remaining and we were in the curious position of finding locations and designing sets for sequences that had already been shot.

3.  Having the virtual Art Director, Jeff, with us on location was essential.  He participated in all that had occurred on stage plus he had a fantastic communication with the VFX people. He was the key, lynchpin between Art and VFX.

4.  We are still looking for a more streamlining between Maya (or Rhino, etc) and Motion Builder.  Everything must be converted, this can mean drawing things twice, especially if the Maya models become very complex.

5.  We learned a lot on this, it was a process.  Both worlds affected each other, the practical and virtual.  We made a virtual reality at Giant; we then had a physical reality on location that the virtual robot actually interacts with.  We had to build that reality!  Example, we captured the Zoo sequence on stage, in a ring, with ropes.  Then, we found a great location, an abandoned zoo.  We re-contexted our ring footage to the practical location that they are fighting around rocks and fallen trees and the robot falls against a rock instead of a rope!  This was a great blend of VFX and Art Departments working together.

Art Department Credits
Tom Meyer –production designer
Seth Reed – supervising art director
Jeff Wisniewski - mo-cap art director/ locations
Jason Baldwin –Stewart – art director
Tino Schaedler - art director
Bradley Rubin – assistant art director

Trevor Goring- storyboard artist
Joe Venti – storyboard artist
Michael Anthony Jackson – storyboard artist

Daren Dochterman – concept artist
Tim Flattery – concept artist
Andrew H. Leung – concept artist
Victor J Martinez – concept artist
Simon Murton- concept Illustrator
Jamie Raima – concept illustrator
Miles Teves –concept artist

Michael C. Biddle –set designer
Tim Croshaw – set designer
Tex Kadonaga – set designer
David Moreau – set designer
Anne Porter – set designer
Theodore Sharps set designer
Mike Stassi – set designer

Andrea Carter – art dept. coordinator
Jourdan Henderson – art depr coordinator
Jennifer Bash – art dept. assistant
Rick Radomski  - art dept. assistant
Lisa Fiorito – art dept. researcher
Ceri Glowacki – art dept. production assistant

William Eliscu – lead graphic designer
Megan Greydanus – graphic designer
Mike Maher – graphic designer
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."