Wednesday 31 August 2011

VFX Studio Digital Domain to Open Sizable Marin Office

(northbaybusinessjournal.com)
                     LARKSPUR — Digital Domain Productions, Inc., a digital effects and computer animation company led by former Industrial Light & Magic top executives, by the end of this year plans to open a Larkspur Landing office that could accommodate 47 employees.

Venice, Calif.-based Digital Domain, behind the effects of dozens of major movies since its 1993 founding, including the Transformers series, signed a three-year lease at the beginning of this month for 14,200 square feet on the second and third floors at Larkspur Landing Office Park, according to an Aug. 12 amended initial public stock offering prospectus filed by the parent company.

Digital Domain Productions is scheduled to move into 9,600 square feet on the second floor of Building 1100 in the high-profile office complex in November
, according to the lease document attached to the filing. That space is allotted 31 parking spaces.

The following month, the company will occupy another 4,700 square feet on the third floor and has been allocated another 16 spaces.

Property manager Equity Office has obtained permits to add a number of electrical outlets on the second floor and enhance the power system for the building, according to city records.

Digital Domain officials declined to comment on the lease because the parent company, Port St. Lucie, Fla.-based parent company Digital Domain Media Group Inc., is in a regulatory quiet period pending the stock offering. It filed to go public in May and wants to raise $115 million to pay down debt.

Digital Domain Productions creates computer graphic effects and animation for movies and commercials from two large Southern California facilities as well as smaller studios in Florida, British Columbia and San Francisco. The company employed 23 in San Francisco and 890 companywide at the end of March, according to the securities filing.

Digital Domain Media Group has a new Florida studio planned. Last month, the company announced an agreement with India-based effects company Reliance MediaWorks for 650 employees in an office on the subcontinent and one in London.

Digital Domain Productions had a presence in San Rafael up to a couple of years ago, according to city business license records. The company  relocated to The Presidio in the city, where substantial George Lucas company operations moved from Marin in 2006. Digital Domain Productions Chief Executive Officer Cliff Plumer, chief technology officer of ILM until joining Digital Domain in 2006, oversaw the Lucas’ Letterman Digital Arts Center project in The Presidio and that move.

Digital Domain’s Presidio sublease for 10,000 square feet is set to expire at the end of this month, according to the amended prospectus.

The digital media industry is one of the seven new areas of business development focus for the 2-year-old Marin Economic Forum, according to its new board president, Mike Kadel of Bank of Marin.

“MEF is involved in recruiting companies like Digital Domain,” he said.

The forum uses the information industry definition for these types of companies, which include motion-picture production via computer software, Internet content creation and digital cable TV broadcasting.

That industry peaked in Marin between 1998 and 2000 at 2 percent of all businesses and 4 percent of all jobs in 1998, according to Robert Eyler, a Sonoma State University economist analyzing the county’s activity for the forum. But the sector started falling after the Lucas companies relocated in 2006. Last year, information companies accounted for 1.1 percent of Marin businesses and 1.2 percent of jobs.

“The operations are being attracted to Marin because Marin has a nucleus of startup activities, driven mainly by Silicon Valley ex-pats who remain entrepreneurial in this space,” he said. “That is having a cluster effect and drawing some firms northward from the Bay Area ….”

Local business leaders have told Dr. Eyler that what keeps them in Marin is their home and close enough proximity to San Francisco and Silicon Valley.

“The challenge will be keeping the growing firms in Marin as they expand due to the lure of the aforementioned places in terms of financial and human capital to supply new tech firms,” he said.

Two other major challenges Dr. Eyler has heard about are the ability to attract young talent interested in the attractions of a big city and being close to angel and venture capital sources.

“Marin Economic Forum is attempting to build a network for entrepreneurs in Marin County to make those connections here more explicit, as VC and angel communities live in Marin also, and to drive more businesses to stay in Marin rather than migrate,” he said.

Whitney Strotz of Cassidy Turley BT Commercial represented Equity Office in the Larkspur lease. Aaron Wangenheim of Base Partners represented Digital Domain in the recent deal and the sublease in San Francisco.

The starting monthly base rent per square foot for Digital Domain’s Larkspur space is $2.75, increasing to $2.92 by the third year.




California’s Film Tax Credit Measure Scaled Back On Way To Senate

(ezstars.com)                  The battle over tax breaks for film and TV production intensified today as pared-down legislation moved to the state Senate for final consideration. An extension of  California’s film and TV production incentive program (Assembly Bill 1069) was cut back from five years to a single year by the Senate Appropriations committee. The Assembly in May passed a version that would have extended the $100M per-year credit program through 2014. The extension could still be adjusted in the Senate, but the cutback is indicative of the scrutiny expenditures of any sort are receiving as the Legislature struggles with the state’s $9B budget shortfall. 

California has far more crucial spending priorities than handouts to a wealthy industry at taxpayer expense, critics say, and some advocate eliminating the tax breaks altogether. Industry advocates say the state needs the incentives to compete with other states offering similar or greater tax breaks. They point to a study released in June by the Los Angeles County Economic Development Corp, which said the program has brought $3.8B in economic output and supported 20,040 jobs since its inception in 2009. Meanwhile, figures released today by FilmLA show that feature film production is the engine driving production gains in on-location shoots in L.A. County.

The overall number of production days spent on movies last week was up 66% over the same period a year ago, while TV production was off 11% and commercials shoots rose 4%. Overall production is up 6% from the same period a year ago, according to the permit agency.





“Auction Hunters” Visits Lucasfilm Archives this Weekend

(PRNewswire)                 This Labor Day weekend, Allen Haff and Ton Jones, the charismatic stars of Spike TV’s hit series “Auction Hunters,” will take their peerless acumen in the world of antiques, collectibles and rare valuables to the Skywalker Ranch in California’s Bay Area as they go deep inside the Lucasfilm Archives during the Star Wars Labor Day Marathon.

For the first time, Spike gets access to the Lucasfilm Archives, one of the most historic collections of cinematic relics on the planet. Throughout the weekend, Ton and Allen go hands on with original props, costumes, models and artifacts from the Star Wars Saga, including an original R2-D2, Princess Leia’s famous gold bikini from Star Wars: Episode VI Return of the Jedi, Darth Maul’s original costume worn in Star Wars: Episode I The Phantom Menace, an AT-AT model from Star Wars: Episode V The Empire Strikes Back and many more.

Additionally, the two will provide viewers an exclusive look at some of the bonus content that will be featured on the forthcoming Star Wars: The Complete Saga on Blu-ray which will be available in stores and from online retailers on September 16.

Viewers can log on to spike.com to enter the Star Wars Labor Day Sweepstakes for a chance to win Star Wars prize packs featuring the Blu-ray set and Hasbro Lightsabers via the Stars Wars Labor Day Sweepstakes at spike.com.

Full Article:        http://www.moviepropcollectors.com/magazine/2011/08/30/spike-tvs-auction-hunters-visits-the-lucasfilm-archives-this-weekend/




VFX Legend John Dykstra On ‘X-Men: First Class’, ‘Spider-Man’ & ‘Caddyshack’ Gophers

(screenrant.com)                  John Dykstra has been around for a while. His first big break was in 1977 when he worked as the Special Photographic Effects Supervisor on Star Wars: Episode IV – A New Hope. Since then he has been a part of almost two dozen films, including Caddyshack, Spider-Man 1 & 2, Hancock, Inglourious Basterds and most recently, X-Men: First Class.

The visual effects master took some time to help promote the upcoming DVD and Blu-ray release of X-Men: First Class by sharing some his secrets and stories. It’s a fascinating interview if you have any interest in the evolution of visual effects from entirely practical to mostly digital.

Unfortunately, we didn’t have enough time to get into Dykstra’s work on Star Wars: Episode IV, but you can also look out for that title on Blu-ray September 16th, 2011. Our short conversation with the legendary visual effects guru still explores some fascinating thoughts on Hollywood that continue to evolve.

Screen Rant: How and why did you get involved in visual effects?

    John Dykstra: Wow. That’s a long time ago. I was in school as an industrial designer. My dad was an engineer and I had a thing for art. That’s a good combination. I really enjoyed photography. I was in photography and I went to work for Doug Trumbull (2001: A Space Odyssey) just a few years after 2001 was released. That’s how I got into the industry. I started out as a designer and ended up doing photography for him and he basically taught me all the stuff that I know about visual effects in that era. Then with the advent of digital imaging I made the transition from trying to figure out how to do things to creating objects, characters and the whole cloth. It kind of freed up the analytical part of my brain and I had the opportunity to use more of the creative side of my brain for how things interact with light and integrate into stories.

John Dykstra on Star Wars set

SR: Trumbull has a great history of working with practical objects to create his effects. How has a background in that helped you evolve with visual effects?

    JD: It’s an interesting thing. I think of Douglas as a true artist. Have you seen The Tree of Life? [Trumbull was an effects supervisor on the film.] You see his stuff has an organic quality to it and there’s something about fine art where the artist’s emotional content – or at least a philosophical point of view – shows up in their work. To me, that was one of the important parts of visual effects back when we did it with subjects in cameras. There was a process by which you have to bring together the emotional content and the physical practicality of creating that content. It’s like a translation – turning sanskrit into an English format is one thing, but capturing the essence of what the sanksrit had to say in an emotional context is a completely different thing. I think that era of mechanically figuring out of how to bring a particular evocative image to the screen was a really important part of my education, and something Doug captures and exemplifies is the ability to interpret mechanical things into something that has emotional content.

SR: Working on a film like X-Men: First Class that is built in a world not necessarily real, what do you do to bring a sort of reality to the supernatural effects?

    JD: People often ask me, “What do I do to become a visual effects supervisor?” My response is to get out more. One of the problems is that I come from an era when we had to figure out how to bolt a camera to a motorcycle or an airplane or dig a hole and find a canyon deep enough to repel into it so that we can capture images that were real. Human beings are really attuned to their senses. When you work in film, you are working with the visual and audio senses. An understanding of tactile and other components that go into the creation of those objects are important to making them look real on screen, like a plasma of energy. For instance, in X-Men: First Class when Havok sprays his energy beams it wasn’t just about making a bright light that went from point A to point B. It was having that light in itself have a sort of body and complexity that defines the energy that he was projecting. Ultimately, what it comes down to is if you understand how the real world feels and looks and sounds it is much easier to create a virtual version of the real world.

X-Men First Class Havok Energy Blast

SR: Did you even bother looking at the comics or were you basically working with the director on a vision of how it would be executed?

    JD: We were more biased towards the director’s point of view, but we certainly referenced scrap from all the comic books. I have to admit I wasn’t an avid comic book reader, but between Matthew Vaughn​ and all of the people who worked with us, they all brought to the table images and ideas and story components that were part of the original X-Men comic books. I know Matthew was trying to be very true to the comic books. It was the same thing with Sam Raimi on the Spider-Man movies. He would constantly ask, “Is this going to work for the kids who read the comic books?” That’s critical with the source material. Bringing that to the big screen at least requires that you keep a component of that chord or you lose what the comic was about.

SR: Taking a step back, how were you involved in Caddyshack?

    JD: We had a visual effects company and one thing we did was puppets. When we were brought in, they had a movie that didn’t have anything but a sock puppet for a gopher in it. And we decided that characters needed a little more room to move. Bill Ramis worked with us and a few other people came up with the idea for a mechanical gopher. We worked with some engineers and puppeteers they figured out how to make him have a personality.


SR: That shows how far visual effects have come in the past few decades. Now you’d probably see a CGI gopher, right?

    JD: You know, I think you probably would see a CGI gopher. There seems to be a certain resurgence of vintage effects. Like classic cars, there is a certain thing to be said about vintage visual effects. Again, The Tree of Life is a great example of doing more with practical effects and less with computer generated imagery. But I don’t think it’s so much about the medium, but rather the attitude about the images that you are creating. And that’s what bothers me about computer generated imagery – it’s easy to create something that has a lot of luster, but it’s very hard to make something that has a lot of depth.

SR: Do you have any projects coming up?

    JD: I am working on a project called The Seventh Son, which is the working title, with Legendary Pictures​. I am also attached to potentially direct something called Tales From The Farm about a boy and his coming of age.. in Canada.





VFX Wages Discussion


(effectscorner.blogspot.com)                    This post is in response to a comment on a previous post.  See this post and follow the comments there for the full original comment. (Toward the end from Anonymous) Unfortunately once I wrote this response it was bigger than a comment could be so I've done it as a post.

Here's part of that comment (focused for this post) but request you read it all to see it in context:

"Here is my thought on this: We got greedy.

During boom times artist rates went up and up. I now make more money than most doctors. I know plenty of others who do just as well. We are the most expensive part of production on most films. While single individuals may get larger paychecks- the director, producer, lead actor, a massive amount of money goes to VFX.


We are too expensive. I make, on average, 5 to 10 times more than other Americans. Why?! It just happened that way over time, I didn't ever expect to be doing this well as an employee of another company. I am well beyond my own expectations."

We got greedy? I don't recall a mass rally outside vfx company offices calling for huge pay increases. I don't recall any company just deciding one day they will pay more simply because vfx workers would like more.

I'm still not clear why people are apologetic for being paid above a national average as if it were a sin. Especially if you're actually a skilled and knowledgable worker creating something or performing a real service that will ultimately be very profitable. According to some of these people we're all so well paid none of us should get health care or any other benefits.

I'd like to think that decades of experience in a very difficult creative and technical industry would amount to something. That the time and effort put into keeping up with quickly changing software, images and techniques would be of some value. I'd like to be paid more than I was 20+ years ago. Some movies makes hundred of millions of dollars (and some even more than a billion dollars). Movies that we helped create. I'd like to think that those of us who do this are paid enough money to have a reasonable home in the cities we work in, that we can afford to raise children, that we don't have to worry about health care bills, that we don't have to scrape the bottom of the barrel to try to retire one day, and that we we're paid enough so we don't have to worry if we don't get a call for a project next week. Is that being greedy? I don't think so.

There will always be people who make more than you and people who make less than you. Bill Gates isn't always the top of the list. You may not have  made any money last year but there's likely someone who hasn't made money for the last 2+ years.

The average US CEO of a public company makes over $10 million a year. [To put that in perspective many CEOs earn as much in 1 day as a typical US worker does in an entire year. 1 Day] Are they that much smarter? Harder working? Working longer hours? From my experience you could actually replace most CEO's with a rock and it wouldn't make a bit of difference to the bottom line since it tends to be the workers and managers that handle the actual running and in many cases the non-CEOs are the ones that are forward thinking. (Steve Jobs is a rare exception)  I suspect many of these CEO's have assistants that probably make more than a CG supervisor. At the other end of the spectrum are people working multiple jobs cleaning toilets and digging ditches just to try to make a living for themselves and their family. There are some teachers and regional pilots that make less than the poverty level of income. Is any of that fair? No, but all we have at most is a tiny bit of control of our own wages.

I know someone who works in non-vfx that probably puts in half the hours I do and is paid 2-4 times what I make. I know a non-vfx software engineer who was very well paid at a permanent position. More than you are. He received a $300,000 bonus when they shipped on time. When was the last time you got paid a bonus? Any type of bonus? [Supreme Court Clerks now receive over $280,000 signing bonus when they go to work at a law firm.] Most of the time people put in an incredible number of hours at the end of a project and may not even receive a thank you from the company. If the company is really feeling up to it they might have a wrap party as a thank you.

Drive around Los Angeles and look at the pricing of homes in areas you wouldn't mind living in. Base price of a reasonable house (small 2 bedroom) in LA is over $800,000. Many start at $2 million and go up. There are a lot of people in LA making a lot of money and they're not vfx people. Do you think all of these people are going without health care and pensions? Do they all feel guilty?

“We are the most expensive part of production on most films.”
Well we’re a large expense IF the show is a VFX show.  I’d hardly call vfx the most expensive part of most films. Most films don't have extensive vfx. Most films burn through $100,000-$300,000 per day while shooting. Most films spend tens of millions of dollars on advertising and promotion. Most films employee at least some actors making $2 million to $20 million. On most of the vfx projects I’ve worked on, vfx typically use less than ½ the budget, in many cases 1/3 to ¼.  Published movie budgets are seldom accurate.

“While single individuals may get larger paychecks- the director, producer, lead actor, a massive amount of money goes to VFX.”
I cover a few other people below. You act as if it’s our fault and something we should be ashamed of. A studio chooses which projects they feel will make money in the box office. Most of the top 20 moneymaking movies have made extensive use of vfx. It wasn’t the only reason for their financial success but vfx is part of the reason and with some films, it’s very high on the reasons. The studio chooses to make a vfx film. It’s not something we’re pushing on them. A studio makes tradeoffs and may choose to spend more on vfx than on A actors on some projects and just the opposite on other projects. And the thing about vfx is it’s not just one person.  You’ve lumped in all the vfx people costs (which can be hundreds of people) against individuals. When you compare the costs of a full shooting crew on a large vfx movie (including 2nd unit and all the support teams) shooting for 6 months then it’s a much different balance between the ‘expensive vfx crew’ and the shooting crew. The live action crew can be just as expensive, if not more expensive.

Film business: In addition there are quite a few others in the film business making above the national average by week/day/hour. Studio executive, jr executives, editors, DPs, production designers, stunt supervisor, special effects supervisors, sound mixers, DI colorists, etc.
I haven't checked salaries lately but suspect most of the crew make above the national average as well. And why do people make good money in Hollywood? Because they're working on large projects with very good profits if done well. A VFX heavy film will likely make hundreds of millions in profit if done correctly. These people have developed skills and experience that can't be simple bought or learned in a course. They go from project to project so they're not permanently employed. They freelance. They have to be paid more simply to average out and be able to afford the same thing that someone is permanently employed can afford. They put in long hours. Shooting days are 12hr days. Shooting weeks can be 5-7 days. They live in LA and similar areas where the cost of living and housing is above the national average.

Realize the national averages really haven't gone up much in the last 20-30 years.  Most pay has been relatively stagnant with 2% increases a year, if that. Even while many companies have become much more profitable. So where does the extra money go to? The CEO, upper management and shareholders. CEO's 30 years ago made approx 30x their average employee.  It's now over 300x. GE made record profits last year. Paid no taxes. What do they want to do? Cut wages and benefits of their workers.
Why were Verizon workers on strike? Verizon is making very good profits, paying their upper management very, very well and not paying taxes. And yet they're still asking their workers to reduce there benefits. "That loss of health benefits and other givebacks in the proposed contract would net Verizon annually about $1 billion, or $20,000 per worker, according to the unions." ref  And these are benefits that had already been agreed to by both sides and awarded. Now the company wants to reduce them.

From the sounds of it you're in a very sweet spot.  You seem to be permanently employed, paid a very high salary and get paid overtime. "I now make more money than most doctors." Really? You make more than most doctors? What you’re describing is not the average or typical for the majority of vfx workers.

If we're going to even try to compare any of this to the national average there are a few things to do. So let's take a look at what an average vfx worker deals with. First calculate rates 1 1/2x for over 8 hrs and 2x for over 12 hrs to work out an average 40hr week. Most of us work 50 hrs to 90 hr weeks but for comparison we have to put it relative to a 40hr workweek. Don't forget those who work a flat rate (no overtime pay). Use the same formula and see how that works out, especially once you hit 90hrs+ a week. VFX workers who do work a lot of overtime end up sacrificing time with their families and their health in the long run that many other jobs do not.

 "So many of my friends are unemployed right now."
Even at ILM it was common for people to be laid off for 3-6 months during the 'slow' periods and now we're seeing people go for even longer stretches.  So cut the cut the pay period from 12 months to 6-9 months. Now calculate a yearly average or 5-year average.

Oddly when you take that high salary and try to stretch it from 6 months to cover a year, it doesn't look nearly as large. And in the case of most vfx workers there's no guarantee when they will be re-hired. It may seem like the perfect time to take an extended vacation but if you don't know whether you're working again in a few weeks or a year from now it's hard to plan.

Now not everyone in vfx is covered for health care or pension. Even if they were covered if they're off for an extended time or have to switch companies they have to start over. So calculate in the cost of Cobra insurance or self-insurance.  Also calculate a pension fund. Not cheap. And we're adding this because most full time jobs include these as part of their compensation.

If a vfx worker has to work outside of town for a given period and has to cover related expenses (travel, boarding, phone calls, etc) then deduct those as well from the vfx wages. A percentage of non-vfx workers work for companies that offer other benefits. (Discounts on products, discounts on services, profit sharing plans, stock options, bonuses, etc) So now compare the full compensation package of the national average with the average vfx worker and what it costs to create that same level of benefits.  That average vfx salary that may have looked huge on the surface is likely to be much closer to the national average than it first appeared.

Are there 1000's of people who could do what you do? Can they step into the job you're currently at and do just as well? Do you have years of experience, expertise and skills that means you're much more likely to do something much faster and to avoid the pitfalls? Do you have to take responsibility for the project or a team of people? Do you have to manage people? Do you save money for the company even with your salary?  When I work I don't feel bad about being paid well because not only do I accomplish what needs to be done I usually end up saving the vfx company or studio a few times my salary just on avoided expenses. (Avoiding or minimizing costly sets, having the option not to travel the entire cast and crew halfway around the world, improving the pipeline, minimizing the amount of overtime that I can, doing multiple tasks, doing my own mockups, etc)

Companies can and do at times hire poor employees/managers that not only don't accomplish what they need to but that cause losses by making bad decisions. In the end the roto and paint team may have to solve problems because of mistakes made early in the process.

So how does this all work in today’s vfx world?  Yes, workers in China and India are paid less but they typically have a lower cost of living. And even in these places as the workers get more skills and experience their wages are going up.

Why don’t all vfx workers in California cut their wages in half? 
Certainly that would have an impact and counter the imbalanced tax incentives? Yes, but probably not in the way most people might expect. First, many vfx companies would be unlikely to pass all of that savings on to the studios.  They would want to keep some to increase their profits and increase salaries of their management. Second, the studios would ask the vfx companies for even lower bids, because after all, the workers cost less.  Those places in other countries and areas would be forced to follow suit because the companies that employee them and the studios would point out those in LA don’t make as much. End result could simply be evenly lower bids with the tax incentives still in place and the work still going else where. And now everyone is paid less.  Doesn't seem to be much of an advantage.

Why did we end up with the salaries in vfx that we do?
" It just happened that way over time.."  Nope.
First off there is no standard.  People tend to assume there is because some of the bigger companies have somewhat similar rates. But without a union there’s really no standard rates and people doing the same job at different companies (or even within the same company) could be paid drastically different rates. (and of course different locations and countries differ as well).

Companies don’t just randomly choose to pay a higher rate for workers. Nor do they tend to volunteer to pay increases and other job incentives.

One of the reasons why people are paid the amount they are because when digital vfx started it was made up mainly of union people. ILM was all union when I went to work there. Say what you will about the unions but the fact is in many industries you’re paid a reasonable rate because a group of people organized and asked for given rates. There was a shift to digital as time progressed but many of the people shifted to similar jobs in the digital world if they could. That also meant that 2D animators (with skills and existing experience) tended to move into 3D. Once again people who were already up to speed and able to accomplish the work are worth far more than a number of less expensive people with no experience and that would require training and hand holding.

Those working in VFX are also paid what they are because similar jobs in other industries might pay well. Digital vfx were ramping up as Silicon Valley was at full speed. Whether it’s in graphic arts, software development or other areas, if companies wish to either hire someone from that other industry or want to retain people from going to another industry, then they have to pay a competitive rate. Do you think everyone at Apple, Google, Microsoft and Adobe are being paid minimum wage or even the national average?

And the other reason for the pay to be the way it is because there was a lack of skilled, experienced talent at the beginning and some companies would essentially compete to get key people. The result is there was a spike at one point but much of that has already been scaled back. Will there be more scaling back in the future? Possibly.

But don’t forget the US Justice Dept found that there was collusion between ILM and Pixar regarding non-competing for animators. So that created artificially lower rates for animators and prevented some opportunities for them.

As stated the reason why the rates are where they are elsewhere is due to the rates that have been paid to key vfx people in California. We’re now seeing a flood of vfx students trying to be employed. Many of these people are willing to work for anything, including free and minimum wage. Some would be happy to pay the first year if necessary.  What they don’t understand is by working free or cheap they can end up pushing all wages down, including their future earnings. They may find next year, once they’ve gained more experience, they aren’t given a raise simply because this years batch of students are willing to work for even less. And some producers prey on these types of people and employ essentially students to do their work for free or cheap.

The point here is that we should be looking for solutions to the problems of the vfx industry. Outsourcing and tax incentives are some of the problems. Overtime and overtime pay is another issue. Being forced to be an independent contractor is another problem. I'm sure we could list many more but I'm hoping we focus discussions on potential solutions; throwing out and discussing possible ideas. Simply shrugging our shoulders and saying "woe is me" is not a solution.

It's not easy. This is a global problem but hopefully we'll be able to come up with some ideas to balance this out.




Introducing the 100Mb High-Speed Pipeline

(btlnews.com)                     Electric Picture Solutions and Global Entertainment Partners (EPS/GEP) announced that they now offer a 100Mb high-speed portal for their Studio City campus. Now, clients can move media or dailies from any location, whether just down the street or across the world, quickly and efficiently to Los Angeles for editorial or processing.

On-set digital dailies are becoming status quo for the production community, creating a need for high-speed networking to post. For example, the feature film Freaky Deaky, is shooting in Atlanta with dailies being processed on set, while the editorial team is set up at the EPS/GEP headquarters in Studio City. The dailies are transmitted from Atlanta to Studio City using a dedicated portion of the EPS/GEP pipeline and DNA SYNC, enabling the editor to immediately begin cutting.

Native camera files, which EPS/GEP can now send or receive, are decidedly important for content producers to move from a shoot, to processing, to editorial. “Raw files are the foundation of a digital workflow,” explained David Pincus, EPS CEO and founder, “therefore, delivering them in minutes or hours, rather than days, opens up a whole new level of service to our clients.”

The EPS/GEP pipeline is also a depository for dailies, raw or color corrected, that need to be transferred from a location shoot to editorial back in Los Angeles, even if the feature is not being cut at the EPS/GEP campus. EPS downloads the dailies and delivers them to their final destination.

EPS/GEP allocates portions of the 100Mb connection depending on the client’s particular bandwidth needs. The IT manager simply directs the amount of bandwidth the client requires to a particular system or systems. The client can upload and/or download files using their dedicated bandwidth, ensuring that their transfer will not be affected by the other clients on the network. “We can dedicate single or multiple ports to an individual, or groups of editors working simultaneously in any increment based on the client’s needs,” explained managing general partner, David Goodman.

The 100Mb pipeline is also perfect for a production that requires an entire feature film be sent directly to editorial, or for the movement of visual effects between the editing bay and the VFX facility, which can only be transmitted using high bandwidth.

“It also enables streaming of editorial playback,” said Goodman. As an example, he cites director Simon West. “West is currently in Bulgaria scouting locations for Expendables 2. We are streaming video of his recent project, Medallion to him by virtue of our 100Mb pipeline”




Ghost-ly Motion Capture at Disney’s Haunted Mansion

(yourhighwayinthesky.com)                  When Walt Disney World’s Haunted Mansion welcomed a new set of “livelier” hitchhiking ghosts in April of 2011, guests were blown away by the technology behind the new happy haunts.  New digital technology allowed the ghosts to do far more than ride along with guests.  Instead, the new ghostly trio could interact with their doombuggy-traveling guests.

For those experiencing the new effect, the difference between old ghosts and new was breathtaking.  With typical attention to detail, Imagineers and animators had created characters that moved in a dynamic, believable way that encouraged guests to forget that they were effects. Even though the mischievous spirits are only visible for a few moments, their vibrant actions easily made guests view them as “characters.”

Beyond the digital animation, however, lay a spectacular use of technology to personalize riders’ experiences and engage them in the attraction – a new motion capture technology.  That new technology opened a rich variety of options for personalizing rides and upgrading or “plussing” attractions.

HMansion 199x300 Ghost ly motion capture at Disneys Haunted MansionThe idea of using technology to make a ride more dynamic and easily upgraded is already a part of the Disney arsenal.  Toy Story Mania at Disney Hollywood Studios, an interactive attraction relying on computer programming and animation, was able to switch out its “games” overnight or add holiday inspired elements.  That kind of technological flexibility helps to keep rides interesting for repeat riders, and allows imagineers to easily improve or vary guest experience.

But the potential at the Haunted Mansion is even greater.

Behind the new Hitchhiking Ghosts lies a spectacular form of motion tracking that allows a computer to identify and track elements of a guest – like their eyes, height, mouth, or hand.  In the past, such technology, frequently used for the creation of special effects, required elaborate scans and careful marking of the points to be tracked on a subject’s face.  The motion sensors behind the ghosts are perhaps less precise than what would be required for a cinematic motion capture, but they provide breathtaking potential.

Right now, the spectral trio can detect the number of guests in a car, varying the animation based on the number of occupants.  Ghostly gags also rely on guests’ height and location in the car, targeting their heads for a variety of effects. Guests are delighted, usually agreeing that the mirrors at the end of the ride go by far too quickly to fully enjoy the effects.

HMghost1 150x150 Ghost ly motion capture at Disneys Haunted MansionAccording to imagineers, however, the technology is capable of even more.  Tests have demonstrated that the motion capture can detect shapes and details well enough to even allow interaction between animated characters and guests in a reflective surface. For example, one reported test allowed an animated Tinkerbell to visually place Mickey ears on a guest’s head…or remove them.

With that kind of technology, only time will tell what new tricks the Hitchhiking ghosts may have hiding in the ectoplasm.  Imagineers could add even more effects to the final sequence of the attraction, perhaps targeting the children in the car for special fun, or even picking out guests with certain characteristics.

Furthermore, the success of the new ghosts may open the doors for the use of technology in other attractions.  With the proven success of interaction between a live guest reflection and an animated character, a whole new world of personalized experiences formerly only possible in film and fantasy have opened up.  Keep your eye out as Disney expands on Fantasyland and Fantasy Faire – who knows what we’ll see!





Lucasfilm Christmas Cards, 1977-2010


Take a look:    http://www.howtobearetronaut.com/2011/08/lucasfilm-christmas-cards-1977-2010/

Tuesday 30 August 2011


'Tron 3′ Is ‘A Done Deal’

At the D23 Expo last week, speculation ran rampant about what new films Disney would announce. Two years ago, D23 was where they officially announced Pirates of the Caribbean: On Stranger Tides and this year, we got the confirmation of two upcoming Pixar movies. One thing that wasn’t mentioned, at least by the Disney executives, was Tron 3, a sequel to Tron: Legacy. We know writer David DiGilio was hired to write a script but nothing is expected to be made official until the new TV show, Tron: Uprising, hits in 2012.

But while the executive were mum when it came to Tron 3, the man himself wasn’t. Bruce Boxleitner who played the title character in both movies, told a fan at the convention that the third film is “a done deal” and even dropped a release date: 2013. Don’t believe us? Watch the video yourself after the break.

Thanks to Ain’t It Cool News for the info. Here’s the video.

Now, most likely Boxleitner is referring to the writer being hired but having a screenplay does not a movie make. Is it possible he has inside info? Anything is possible, especially since the third film would have to center on his character because of the tease at the end of Legacy. Still, it’s safe to assume Boxleitner is jumping the gun here slightly. While Tron: Legacy was profitable, Disney surely wants to see if their new cartoon is a big enough hit to prove there’s an audience for the third film. If it is, and the script is halfway decent, you can bet Tron 3 will hit the grid very quickly. If not, you might want to start searching screenplay websites for an unproduced Tron: Legacy sequel a few short months later.




'Transformers' VFX Supervisor to Receive Hollywood Film Festival Honors

(hollywoodreporter.com)      
            Hollywood Film Festival founder and executive director Carlos de Abreu announced Monday four luminaries who will be honored at the fest's 15th awards gala at the Beverly Hilton on October 24, presented by Starz.

The Hollywood Visual Effects Award goes to Paramount Pictures' Transformers: Dark of the Moon and visual effects supervisor Scott Farrar. Farrar joined Industrial Light & Magic in 1981 as a camera operator on Star Trek II, got a 1985 visual effects Oscar for Cocoon and noms for The Chronicles of Narnia, Backdraft, AI: Artificial Intelligence, and Transformers.

Full article:           http://www.hollywoodreporter.com/race/transformers-dark-moon-tree-life-228943




James Bond 23 Art and VFX Crew Returning


(bond23.net)                   In more minor news, a couple of tips have come in from MI6 – the British Bond site – letting us know that Paul Inglis, Art Director and Steve Begg, Visual Effects, will be returning to James Bond 23 which commences shooting in November 2011.

Begg has previously worked on Casino Royale, where the VFX man was responsible famously for sinking Venetian houses.

Inglis had a hand in the 2008 adventure Quantum of Solace – designing interiors of the remote Perla De Las Dunas hotel. His current project is Ridley Scott’s “Prometheus”, which is shooting on the 007 Stage at Pinewood.




Don't Be Afraid Of The CGI


(thehorrorsection.blogspot.com)               Don't Be Afraid of the Dark was a frustrating experience. So many things about this film are top notch. Everything from the production design & cinematography to Marco Beltrami's score is exceptional. I could see Guillermo Del Toro's influence almost immediately, as it has many of the qualities inherent in contemporary Spanish genre cinema, most notably Pan's Labyrinth and The Orphanage. This movie also has a great cast – though Holmes was given little to do and Pearce even less – and considering how much of the movie was put on the shoulders of young Madison, I think she did an admirable job. The filmmakers had a good foundation built here. And then the CG creatures show up and the whole thing comes crashing down.

I'm not bad; I'm just rendered that way.

And you know, it wasn't even bad CG; it just WASN'T SCARY. To me, that's a fundamental problem when that's what I was promised. I mean, it's in the friggin' title! Too much CG kills a movie like this, but it is also how you utilize it. The Orphanage had over a hundred digital effects shots, but you barely noticed them because they were so well implemented. In Don't Be Afraid of the Dark, it seems the further the movie goes along, the more overtly they trot them out. I mean, the little guys in The Gate were scarier than these fucking things.

The frustrating thing is that Don't Be Afraid of the Dark starts out really well, with a sequence that it sure to have you cringing, but the only other effective bits were exposition scenes. Holmes is shown drawings of the creatures and those were actually creepy because they're tactile and not created in a computer. However, even when forgiving the pervasive CG, there is just an emptiness here. The Spanish efforts that I spoke of before always brought a lot of heart, and effortlessly built a connection with their audience. There was none of that here. Even with the great performance put forth by Madison, she is initially portrayed as a petulant brat and perhaps plays along with her “new friends” a little longer than she should've before realizing they didn't have her best interest at heart. And I have always liked Katie Holmes, but let's face it; she is no Belén Rueda. Lastly, I really didn't care for how things played out at the end. The characters' acceptance of the events that transpire seemed false and the last little reveal was confusing to me.

The recipe for success was there, but then someone in the kitchen decided to mix in some artificial ingredients and spoiled the whole meal. It's a shame, as I was really hoping Don't Be Afraid of the Dark was going to extend Del Toro's impeccable record.




Fincher’s ’20,000 Leagues Under the Sea’ Will Differ Greatly From Verne’s Version

(slashfilm.com)                In May of last year, we started hearing that David Fincher might direct Disney’s new version of the classic Jules Verne tale 20,000 Leagues Under the Sea, about three men who find themselves ‘rescued’ by Captain Nemo, pilot of the high-tech and very secret submarine the Nautilus. Several new versions have been developed in the wake of Disney’s 1954 film, and David Fincher reportedly approached Disney about taking on the film; he was officially hired last December.

The last time we heard anything about the film was thanks to brief comments from Fincher himself, who said Leagues “will be probably 70% CG.” Now the screenwriter, Scott Z. Burns (Contagion), is talking a bit about the project, saying that he and Fincher have jettisoned a good many particulars from the Verne novel.

CinemaBlend talked to Scott Z. Burns today, who said that he hopes for a spring shoot for the Steven Soderbegh-directed The Man From U.N.C.L.E. He also said that his scripts for that and Leagues are both done and waiting for the casting process to begin.

There isn’t one blockquote to throw your way, but CinemaBlend says the scale of the film is “very big,” which we expected, and that we can expect “very little” to be directly translated from page to screen. That’s an interesting point that could lead to a lot of speculation, especially given how little we know about the film in general.

Burns says his job “isn’t to turn a book into a movie, it’s to be inspired by the book and then go write a movie.”  In that sense, he and Fincher focused on three core characters: Captain Nemo, marine biologies Pierre Aronnax and harpoonist Ned Land. (So Aronnax’s faithful assistant Conseil is out?) He explains,

David and I had a really cool idea for the relationship between Nemo, and Aronnax and Land. [...] That’s really what we kind of got into. But I think it’s very, very true to the spirit of the book.




Fall VFX Movie Preview 2011


(awn.com)                   This fall we have boxing robots, ancient Greek wars, cunning detectives, super spies, 1930s Paris, singing chipmunks, alien invasions, aging-themed sci-fiers, an epic vampire marriage and two period adventures. Visual effects work range from the big to the subtle. Let's see the top 10* films on VFXWorld's radar.

10-tie. Anonymous (Columbia Pictures, Oct. 28) and The Three Musketeers (Summit Ent., Oct. 21)

Ten films were just not enough to capture the full score of the fall so the number 10 slot has two films. Both take place in the 17th century so it's fitting.

Roland Emmerich dials down from his usual spectacle work for this conspiracy thriller, which proposes that Edward De Vere, Earl of Oxford, actually penned Shakespeare's plays. Adding suspense, the film is set against the succession of Queen Elizabeth I and the Essex Rebellion. Just from the trailer we can see the extensive set and crowd work on display. Volker Engel and Marc Weigert were the lead vfx supervisors on this intriguing historical caper. Uncharted Territory was the primary visual effects house.

Paul W.S. Anderson's brings his signature action style to an adaptation of Alexandre Dumas' classic adventure tale. For those not familiar with the story, the hotheaded D'Artagnan teams with three musketeers to stop a female double agent and the Cardinal from stealing the French crown. Of course there is going to be some swashbuckling going on here, but vfx augments the physical action, ramping it up to today's standards. Mr. X and Rodeo FX provided visual effects work.


9. The Twilight Saga: Breaking Dawn - Part 1 (Summit Ent., Nov. 18)

Bill Condon returns for the first part of the final chapter of the Twilight Saga. Could this film feature the first major visual effects enhanced sex scene? And then there is the birth scene. We can assume that there will be more vampire-on-werewolf violence for this installment too. In alpha order, vfx come from Halon Ent. Legacy Effects, Lola Visual Effects, Method Studios, Modus Fx, Soho VFX, Tippett Studio and Wildfire Visual Effects.

8. In Time (20th Century Fox, Oct. 28)

Andrew Niccol (Gattaca) brings viewers this sci-fier set in a future where people stop aging at 25 and if you don't own time you are killed in order to control the population. After a rich man wills him a century before he kills himself, a poor young man must go on the run from the cops who believe he committed murder to extend his life. The evidence is on the young man's arm in the form of a digital clock ticking down the years. Dyspotian tales are always ripe for vfx. In alpha order, the vfx houses include Luma Pictures, Soho VFX and Wildfire Visual Effects.


7. The Darkest Hour (Summit Ent., Dec. 25)

Directed by Chris Gorak and produced by Timur Bekmambetov, a group of young Americans try to survive an alien invasion while on vacation in Moscow. The trailer gives use glimpses the vfx action we can expect. Invisible clouds turn anyone who touches them to dust. Inferred POVs from the aliens. Demonic-filled fireballs. The total shut down of the Russian capitol. You know the kind of film that puts you in the Christmas spirit. The vfx houses include BUF, Polygon Ent. and Soho VFX.


6. Alvin and the Chipmunks: Chipwrecked (20th Century Fox, Dec. 16)

Shrek Forever After director Mike Mitchell takes over the Chipmunks film franchise from Betty Thomas and Tim Hill before her. Rhythm and Hues is back though as the lead visual effect artists. This time around Alvin, the boys and the Chipettes have a high-seas adventure on a luxury cruise. The Chimpunks of course are the center of the vfx work, but this time the ship and the island they crash on open up all sorts of vfx possibilities.


5. Hugo (Paramount Pictures, Nov. 23)
.
Martin Scorsese takes on his first family film and it's in 3-D! VFX supervisor Rob Legato had the privilege of working with the film legend in this new chapter of his career. Set in 1930s, an orphan moves into a Paris train station where he sets out to unravel the mystery of his father and the automaton he left behind after he died. The orphan becomes friends with special effects pioneering filmmaker Georges Méliès, who down on his luck now works at a toy store. In addition to the magical version of Paris the film creates, the subject alone is of interest to vfx pros and fans. In alpha order, the vfx houses include Lola Visual Effects, Mark Roberts Motion Control, Nvizage, Pixomondo, Plowman Craven & Associates and With A Twist Studio.

4. Mission: Impossible — Ghost Protocol (Paramount Pictures, Dec. 21)

Animation vet Brad Bird makes his live-action feature debut with the fourth installment in the Mission: Impossible film series. Industrial Light & Magic (ILM) brings us the super spy action. Tom Peitzman serves as the Co-Producer/Visual Effects Producer and John Knoll is the Visual Effects Supervisor. Ethan Hunt and his new team must go rogue when the IMF is linked to the bombing of the Kremlin. From this franchise, one can expect daring escapes, secret missions and master disguises. We know from The Incredibles that Bird can direct action, so expectations are high in both the worlds of vfx and animation.


3. Sherlock Holmes: A Game of Shadows (Warner Bros., Dec. 16)

Guy Ritchie is back for more sleuthing action with this Sherlock Holmes sequel. In this adventure, Sherlock Holmes and his sidekick Dr. Watson must outwit their fiercest adversary, Professor Moriarty. As established in the first film, one can expect grand period sets, explosive action sequences and those stylized slow-mo fight sequences where Sherlock thinks out every move ahead of time to beat his opponent. Chas Jarrett is the vfx supervisor. BlueBolt, Framestore, Mark Roberts Motion Control, Moving Picture Company (MPC), Plowman Craven & Associates and The Visual Effects Company provided vfx work.

2. Immortals (Relativity Media, Nov. 11)

Tarsem Singh brings his unique visual style to this fantasy-infused tale of Greek warrior Theseus as he battles against imprisoned titans. VFX supervisor Raymond Gieringer was in charge of helping the filmmaker bring his vision to life. What does this film have in store for us? Massive sword battles, flaming whips, glowing arrows, flying gods, massive tidal waves. And that's just what was in the trailer. Presented in alpha order the vfx houses are BarXseven, Christov Effects and Design, Image Engine Design, Modus Fx, NeoReel, Proof, ReThink VFX, Rodeo FX, ScanlineVFX, The Third Floor, Tippett Studio and XYZ-RGB.


1. Real Steel (Walt Disney/DreamWorks, Oct. 7)

This is Rock 'Em Sock 'Em robots on acid and Red Bull. Set in the future where human boxing has been banned and replaced with robot fighting, an ex-fighter teams with estranged son to brings a run-down bot back into fighting condition. Night at the Museum helmer Shawn Levy brings this futuristic sports flick to the screen. Digital Domain leads the effects house, which also includes Giant Studios and Legacy Effects. Can they up the ante on ILM's Transformers 3 robot? I'm sure they'll give it a fighting chance.




5 Incredible VFX Scenes

We showed you the 50 best-ever VFX scenes in the magazine, then we showed you 10 more classics online. But these clips just keep reappearing – here are five more VFX scenes that can’t be missed

District 9 (2009)

Dir: Neill Blomkamp
VFX: The Embassy Visual Effects

Killer sequence: Exoskeleton fight scene -a mutating civil servant defends his alien chum in a stonking exoskeletal Battle Suit

Why watch it?: Hapless civil servant, Wikus van de Merwe, finds himself piloting an alien Battle Suit in an attempt to protect his ‘prawn’ buddy from mercenary fire.

Weta Digital provided the mothership shots, but became swamped by the workload of Avatar. So at this point Blomkamp made the most of his meagre $30 million budget by turning to Vancouver-based facilities, with Image Engine doing the CG creature work, The Embassy on Battle Suit duty, and the province of British Columbia providing the tax breaks. The suit was built and animated in Softimage XSI, lit with HDR imagery and employed a special occlusion map to add layers of dust. The live action footage was shot handheld on a RED camera, and matchmoved in SynthEyes for compositing in Shake.

A virtual ground plane was added to most of the 100 or so shots so they could create footprints and dust clouds. District 9 is a cracking little movie, with effects that put some of the bigger blockbusters to shame.

All five:   http://www.3dworldmag.com/2011/08/30/5-more-incredible-vfx-scenes/





The Art of VFX:  COWBOYS & ALIENS: Roger Guyett – VFX Supervisor – ILM

(artofvfx.com)     

What is your background before joining ILM?
I worked in the Post Production business in London, doing computer graphics animation for commercials and broadcast TV. I then did some film work in England, just as digital FX were really taking off in the USA, and saw an opportunity to come to America. I initially worked for PDI (now Dreamworks) in California and then moved across to ILM – this was about 20 years ago.

How was the collaboration with director Jon Favreau?
Really great. He has a tremendous interest in the VFX process and is a big fan of ILM. He’s also extremely respectful of all his collaborators on the movie – he listens to people’s perspectives and is open to ideas but ultimately he’s the director. I really enjoyed working with him. He’s also a very funny man – and with the hours we work it really makes it very easy to be in his company.

What was his approach and expectation about VFX on this show?
He wanted to root the movie with a great sense of reality (as everyone does of course) but with the stark contrast in genres he really emphasized that everything must feel photo-real. This concern also came out of the fact that the final battle was set in daylight – harsh sun – and he felt it was a very unforgiving. Once he saw the first tests of the alien he was very re-assured. ILM has spent a lot of time developing their energy conservation lighting approach and it really paid off.

About the bracelet that carry Daniel Craig. Did you do something on it mainly when it expand or is it full Legacy Effects work?
Actually the props department built 2 versions of the wrist gaunlet from designs approved by Scott Chambliss (the production designer). One closed, one open. We did the transformation between the open and closed versions – we have a lot of experience with transforming-type objects (laugh). We also added the heads up display (HUD) and other smaller embellishments.

Full article:  http://www.artofvfx.com/?p=1452




Academy Exhibit Celebrates Below-The-Line Craftspeople   
   

(btlnews.com)                More than 115 images shot on the sets of such films as Raging Bull, Munich, You, Me & Dupree, Rendition, Salt and Superman Returns will be on display in the Academy of Motion Picture Arts and Sciences’ new exhibition, “Crew Call 2011: Celebrating the Crafts,” opening Sept. 9, in the Academy’s Grand Lobby Gallery. The exhibition, open to the public, will run through Dec. 18. Admission is free.

Shot by 25 members of the Society of Motion Picture Still Photographers, “Crew Call 2011″ will include photographs depicting the work of numerous, and essential, below-the-line craftspeople on a movie set, from animal wranglers, puppeteers, makeup artists, seamstresses, stunt performers and prop masters to grips, gaffers and P.A.s. Several images show how production design and visual effects departments work preparing sets and staging action sequences, and provide glimpses of how the magic of the movies is achieved during long days and nights of shooting.

The Society’s previous exhibitions, “Between Takes” and “Take 2″ were on display at the Academy in 2000 and 2005.

The Academy’s Grand Lobby Gallery, located at 8949 Wilshire Boulevard in Beverly Hills, is open Tuesday through Friday, 10 a.m. to 5 p.m., and weekends, noon to 6 p.m.

Sample pics:   http://www.btlnews.com/crafts/academy-exhibit-celebrates-the-crew/





Animated or Real, Both Are Believable

(nytimes.com)                 The chimpanzees, gorillas and orangutans that star in the hit film “Rise of the Planet of the Apes” are all computer animations. But they look a lot like the real thing, even to a primatologist.

“It’s astonishing how far the technology has come,” said Frans de Waal, a professor of primate behavior at Emory University in Atlanta and director of the Living Links Center at the Yerkes National Primate Research Center at Emory

“We have the illusion we are looking at chimpanzees,” Dr. De Waal said of the computer-generated figures. “They are remarkably convincing.”

Producing computer-animated chimps that people will accept as realistic is a signal accomplishment, said Chris Bregler, an associate professor of computer science at New York University.

“It’s easier to fool us when you animate a dragon or another mythical or fairy tale creature,” Dr. Bregler said of characters created in earlier movies using the technology, called performance capture. “But humans or their closest relatives, chimps — that’s more difficult to do. Our human eyes are finely tuned to detecting problems with those depictions, and the illusion breaks down.”

If the illusion holds in “Rise of the Planet of the Apes,” he said, it is because of several small but significant engineering steps that can take audiences past what is called the “uncanny valley,” the spot at which an animation loses credibility.

In particular, “Rise” uses a video system that analyzes the facial expressions of the actors playing the apes. “The system can capture every subtle nuance of expression down to the pixel,” Dr. Bregler said, “and every wrinkle. The wrinkles are especially important.”

Performance capture technology, as its name suggests, is based on actual performances by human actors. But In “Rise of the Planet of the Apes,” actors playing chimps do not wear heavy makeup and wigs, as Roddy McDowall did in the 1968 “Planet of the Apes.”

Instead, they wear special electronic gear. In “Rise,” the actor Andy Serkis, who plays the chimp protagonist Caesar, wears a lightweight helmet with a video camera mounted directly in front of his face to record every nuance of expression, outdoors as well as indoors.

These cameras were also employed in “Avatar,” but were used outside for the first time in “Rise,” said Mark Sagar, special projects supervisor at Weta Digital Ltd. and an Oscar winner for his facial motion capture techniques. Weta, a visual effects studio in New Zealand, provided the performance capture technology for “Rise” as well as for “Avatar” and earlier films including the “Lord of the Rings” trilogy.

The technology of performance capture was well on its way when Mr. Serkis played the mythical character Gollum in “Lord of the Rings,” but facial capture then was at lower resolution and more rudimentary. “The burden was much more on an animator to craft the facial expressions frame by frame,” Dr. Bregler said. “You couldn’t track every pixel in Gollum’s face.”

Moving the technology outside for filming has been another improvement in the evolution of motion capture." You need to do a lot of new engineering to make this work outside, Dr. Bregler said, but the effect is striking. “The actors are set in a natural environment. It’s much more realistic.”

All of the motion capture footage is analyzed and modeled, becoming the basis for computer animation of the ape characters.

For example, when Caesar is called upon to frown — and Caesar does a lot of frowning as the plot thickens — the camera pointing at his face tracks the motion of his skin.

Software analyzes how the underlying human muscles move, and then translates the movement to a chimp counterpart. “For example, an ape’s brow moves in a different way than an actor’s human brow,” Dr. Sagar said.

Software may do most of the animating, but human artists still apply their skills, adjusting the rendering if Mr. Serkis’s protruding human nose is not squashed exactly as it should be to become a chimp’s nose, or if the emotional intent of the performance is not conveyed properly.

“The process is not completely mathematical,” said Joe Letteri, a four-time Oscar winner and senior visual effects supervisor for Weta.

Weta worked closely with Standard Deviation, a motion capture hardware company in Santa Monica, Calif., to design and build many of the cameras used in “Rise,” said Dejan Momcilovic, head of performance capture at Weta. Cameras from the Motion Analysis Corporation in Santa Rosa, Calif., were also used, he said.

The live action shots, combined with the convincing computerized faces of the chimps, work to increase realism, said Steven R. Quartz, a professor of philosophy at the California Institute of Technology in Pasadena. “Caesar really seems to be interacting with the other actors. It really does seem to capture subtle nuances in the interaction and the exchanges,” Dr. Quartz said, even though Caesar is artificial.

HOWEVER plausible the animation, movie audiences are not actually seeing a true representation of a chimp’s brow, or eyes either, when they look at Caesar, Dr. De Waal of Emory said. There is plenty of digital fine-tuning to humanize the apes, making them a bit more like us and a bit less like them.

“The head and shoulders of an actual chimp are more massive than Caesar’s,” he said. And Caesar’s eyes have been altered, too, for example, to add white to them.

But Dr. De Waal is glad the filmmakers used actors rather than chimps that are dressed up to play parts. The animals “have miserable lives dancing to our tune,” he said. We are very pleased there is a movie that has been able to circumvent this.”





The #1 Reason Your Render Looks Fake

(blenderguru.com)                   Whether you realize it or not, the sole purpose of all 3d art is to make something look believable.

That’s it. There are no exceptions.

If your image doesn’t relate to the real world in some way, the audience will feel disconnected and become disinterested. It doesn’t matter if your rendering an architectural fly-through of a house or an orc warrior fighting his way out of a volcano, you are still taking something that exists in your mind and producing it as a picture and hoping the audience believes it.
You’re doomed, unless…

Let’s say you spend hours intricately modeling each and every nail of a door frame, you piece together textures to create flawless materials, and you spend a solid week on the lighting setup.  Well guess what? If you hit render now your scene is still going to look fake. The reason for this is simple: You haven’t added camera imperfections.

It sounds like a joke, but it’s absolutely true. Photography is the single most important thing to understand when it comes to learning 3d, but for some reason most artists choose to ignore it.

Do I have your attention yet?

When you take a real photo with a real camera, do you realize how many flaws are being built into the photo?

Just to name a few:

    * Chromatic Abberation
    * Vignetting
    * Soft Glare
    * Light rays
    * Reflecting glare
    * Bloom
    * Lens Flare
    * Glare burnout
    * Ghost glare
    * Depth of Field
    * Motion Blur
    * Lens Distortion
    * Lens dust, scratches, sweat, fingerprints
    * Film developing artifacts
    * Color grading

Now guess how many of these flaws occur when producing a computer generated image?

NONE. ZERO. ZIP. NADA.

When you hit F12 you will produce a perfect still. Every. Single. Time.

For example, take a look at this image by the talented artist, Marek Denko:

Aside from the perfect lighting, flawless modeling and impressive materials. What else has he incorporated?

Effects. And lots of them.

    * Depth of field
    * Chromatic Abberation
    * Lens scratches, dust & dirt
    * Color Grading
    * Bloom
    * Reflecting glare

These are all things are done outside of the 3d viewport and added in post production. That means that after he slaved over every piece of detail in the scene, he flipped to the compositor and continued working. That is what pushed this scene over the edge.

Have you ever wondered how Pixar achieved that authentic film look in Wall-E?

This was actually the result of many months of work. Before they began working on the meat of the production, they focused entirely on trying to replicate the look of live footage in their 3d software. They even went as far as to consult the Director of Photography from No Country for Old Men, on tips for creating real camera and lighting setups.

    “We rented some equipment and used the live-action DP [Marty Rosenberg] who eventually shot some of the live-action elements. He helped us do some lens tests. Our depth of field, our cameras never look as we expect them to.

    “Life is nothing but imperfection and the computer likes perfection, so we spent probably 90% of our time putting in all of the imperfections, whether it’s in the design of something or just the unconscious stuff. How the camera lens works in [a real] housing is never perfect, and we tried to put those imperfections [into the virtual camera] so that everything looks like you’re in familiar [live-action] territory.”

    -Andrew Stanton


The result was a very slick, very believable environment for Wall-E to explore.

Why using the compositor is crucial to your success

The most common question people ask is, why would I want to incorporate camera flaws into my renders? After all camera flaws are exactly that, flaws. So wouldn’t an image that is clean from these flaws look better?

Nope. Let me explain why.

When you look at a white car sitting in the hot sun, your eyes expect to see a reflecting glare. When you look closely at your spoon during breakfast, your eyes expect the bowl of cereal in the background to be out of focus. And at night time when you look at a street lamp, your eyes expect to see rays of light.

I could go on, but I think you get the picture.

Our eyes have become so accustomed to seeing these imperfections that they have become apart of the object. And when they are missing, the viewer spots a fake.

Now don’t get me wrong, lighting, materials, textures and lighting are all important and I’m not pretending they aren’t, but until you learn how to replicate the look of a real camera in the compositor, you can kiss believability goodbye.

If you are interested in exploring this topic further, I am writing an eBook called The Wow Factor. It’s not available yet, but you can register your interest here: http://wowfactorbook.com





26th August 2011 | Industrial Light & Magic, San Francisco


Take a look:         http://www.flickr.com/photos/edgarwright/6085782173/#/photos/edgarwright/6085782173/lightbox/    

Monday 29 August 2011


Marvel's The Avengers Wrapping Cleveland Filming

(comingsoon.net)              Marvel's The Avengers is wrapping up filming in Cleveland, Ohio and The Plain Dealer has posted a few more details about what was filmed this weekend and what's to come. Here are excerpts from the article that cover things we haven't mentioned before:

The movie's reception in Cleveland 'made a favorable impression on the filmmakers. First there were the long lines of people who signed up to become extras in the film. Then, hundreds of people lined areas outside the sets to watch the shooting.

"It was great to see them come out every day," said Jeremy Latcham, co-producer of the movie for Marvel Studios. "They took tons of pictures and put them up on the Internet, which is just great.

"Cleveland has been amazing. We wanted a real street feeling to the scenes, and we got that," he said.

On Friday and Saturday night, Scarlett Johansson filmed scenes at an old warehouse on Ashland Road near Longfellow Avenue, off Cedar Road near the Norfolk Southern railroad tracks. The warehouse was the site of top secret filming and doubled as a Russian facility.




We Live In A Time When Not Even A Michael Bay Movie Can Get Financing…


(moviehole.net)                ‘Tis the year for killing pricey, risky blockbusters.

Hot on the heels of that whole “Lone Ranger” collapse (though it’s suggested a Gore Verbinski-less version may be in the cards) over at Disney, Universal has now canned one of their big tentpoles : “Ouija”, from producer Michael Bay and director McG, says Vulture.

Universal were originally gung-ho for the project, one of six titles based on Hasbro games that were set up in 2008, but was ultimately scared off by the film’s budget.

Paramount are now considering taking on the project.

One agent familiar with the Uni/”Ouija” deal, said, “This is how they beat you into submission and make you realize no one but no one wants to make this movie [at that price]. They just did it to Ron Howard with The Dark Tower: ‘Don’t let us stand in your way! Go find someone willing to write the check.’”




Those Fake Sharks Had Teal Teeth!


(teenhollywood.com)                The 20-something cast of the new thriller Shark Night 3-D had way too much fun in the Shreveport, Louisiana area.  We are in Westwood, Ca. across the street from the UCLA campus to get the soggy story of a very fun getaway weekend turned terribly wrong.

TeenHollywood: Why will all these sharks be so much cooler than some fake ones you see in bad TV movies?

Chris Z: I can tell you that going from being in Shark Night to Piranha 3DD, one big difference was when there is a guy holding a fish on a stick in front of you and they’re going to do the fish in CG in post-production is a lot different than seeing this animatronic shark that looks and acts and you think sometimes, could be real! Big difference.

Chris C: And, as a performer working with the sharks, you’re underwater and can’t see clearly and it looks real. It looks real out of water. We were watching the playback of our scenes wearing 3-D glasses and we didn’t have to imagine. We could see that this is gonna be scary.

Sinqua: Those sharks were so strong. They were built to look like real sharks. They had real shark teeth and eyes that moved. You get lost in the moment and see a shark coming at you and react. I did.

Alyssa: When you are swimming helplessly in the middle of a swamp and you see a shark fin chasing you, it’s terrifying in the open water. You are so vulnerable. The water in the lake had no salt so you sink and it’s very muddy and there are all kinds of creatures in there; water moccasins and alligators.

Sinqua: They put a life vest on me because I was sinking and it was also freezing at night.

TeenHollywood: Did you ever get to remote control operate one of the animatronic sharks?

Sinqua: Uh, we can’t say that we didn’t but we weren’t allowed to “play” with the sharks.  But, sometimes, the remote was just sitting there…. (he rolls his eyes).





Sin City 2 Moving Forward

(Heat Vision)                   Robert Rodriguez and Frank Miller have brought in Oscar-winning screenwriter William Monahan (The Departed) to work on the script for Sin City 2, reports Heat Vision. He'll be working from a draft completed recently by Miller.

Earlier this month, Rodriguez said that filming could start as early as later this year.

"'Sin City 2' is going good, we're just finishing the script for that, we already got the money. We have everything we need so we can just start shooting as soon as we get the pages," he said.

It is unclear which actors might return for the next film, though the previously-rumored "A Dame to Kill For" storyline again features Marv (Mickey Rourke) and Nancy (Jessica Alba).

Released in April of 2005, Sin City earned $158.8 million worldwide. The graphic novel adaptation was made for just $40 million, not counting marketing costs.





Kerner Optical Owner Joins Speaker Series 

(wearemoviegeeks.com)                       Palo Alto, CA - The Palo Alto International Film Festival (PAIFF) has announced its speaker series for the 2011 festival. The series will feature eight panels and more than 30 speakers exploring the collaborative nature of the creative process and celebrating the game-changers whose work catalyzes innovation in film and media.

Friday, September 30

4 p.m.             

How Much is Your Idea Worth? With Eric Edmeades, serial social entrepreneur and current owner of Kernerworks (a government think tank) and Kerner Optical (a Lucasfilm spinoff); and Saad Khan, co-founder of Film Angels and Partner at CMEA Capital.  Live web broadcast.

Full article:   http://wearemoviegeeks.com/2011/08/speaker-series-set-for-palo-alto-international-film-festival/





Practical Effects Never Go Out of Style: The Vehicles Of 'Prometheus' 
             
(latinoreview)                   Check Out A Couple Of Vehicles From 'Prometheus' Some new -- and fairly exciting -- set photos from the return to sci-fi for director, Ridley Scott, 'Prometheus' have been posted below, courtesy of Alien Prequel News. What was once an 'Alien' prequel has become its own thing, but looking at the photos below, you can definitely see the "Alien DNA" that the director referenced in the past. The two vehicles -- especially the one being called the "lifter" -- have nostalgia slabbed all over them. Practical effects never go out of style.

Here's the official, and extremely vague synopsis for the upcoming film:

"Visionary filmmaker Ridley Scott returns to the genre he helped define, creating an original science fiction epic set in the most dangerous corners of the universe. The film takes a team of scientists and explorers on a thrilling journey that will test their physical and mental limits and strand them on a distant world, where they will discover the answers to our most profound questions and to life’s ultimate mystery."




Why VFX Artists are Working Longer Hours for a Flat Rate

(talkmgt.com)                     The entertainment community can be for or against unions, the importance is to help companies solve this industry crisis and it doesn’t matter if they are based in California, Canada, Australia, England, France, South Africa, Argentina, Chili, New Zealand, India or China. The reality is that we can now see some key industry VFX supervisors and producers working in India to produce Indian film… this reality is also true in China.

We can now agree that the globalization of the Entertainment Production Industry is in motion and it is no longer only a Los Angeles or California product. The industry is now taking place anywhere in the world, like every economic industry in our society. The outsourcing process (for the studios) is at his best right now for the following reasons:

REASONS:

The entry barrier is now at the lowest point
Producers can now film quality production with low-cost camera. The VFX industry is now seeing the Flame/Smoke/Luster suites at the fraction of the price it used to be five years ago. You can now produce 3D animation with your home computer and edit your film from your laptop. The barrier defending the market from new arrivals is now low enough that anybody can jump into servicing studios with minimum investment to start the new venture.

The increase in the number of competitors
The limitations in defending the market has given away chances to many new entrepreneurs and artists to start their own companies and providing services to anyone who requires LIVE action shoots services or visual effects. This has created a wave on the established production services/vfx facilities by reducing the profits margins since the market had to be shared with many other players.

The reduction of the prices
The first two reasons created a consequence: reducing the prices of the services. The addition of new competitors and the reduction in the costs of equipment have created a downfall in the prices of the services. We can just remember the price per hours of a Discreet Smoke/Flame online suite, 10 years ago (850$/h.) compared to today’s price (450$/h.). The reduction of prices had a direct consequence on the possibility to generate high ROI for the investors in the servicing companies.

The reduction in the net income
The last impact on all the democratization we’re now seeing in the production and post production industry is the bottom line. Companies are now facing difficult quarters and the net income is no longer at the percentage it used to be. The difference between making and losing money is turning around a thin line. The creative requirements are now at the peak when the net income is at it’s low. Reduction in the pricing of the services, increase in the number of competitors have dropped prices down with a direct impact on the bottom line of the companies and the shareholders.

CONSEQUENCES:

Companies needs to generate profits or they will eventually go bankrupt, go out of business and they won’t be able to generate the traction of good entrepreneurs and managers. The business will be running only for artists and they will cease to generate profits, the companies will become non-profitable, the employees salaries will need to flatten or even decrease over time, salaries rooftop will be established and longer hours (work effort) will be requested from artists to compensate for the losses and to keep the company running with a limited cash-flow just to survive.

The basic theory that the employees should not finance bad management, be responsible for the increase in the numbers of change orders or get squeezed to maximize profits is totally true. The artists have no chance of making profits: they shouldn’t share the financial risks. The shareholders are making the bottom line money, they should be taking all of the risks.

In other hands, how can those managers keep generating profits for the benefit of the shareholders in this difficult industry environment without sucking it from the artists free “contribution” overtime efforts in the name of the “art”. We’ll try to place over the next weeks different solution and we hope to have many suggestions, reactions and comments from the community…




Jurassic Park Returns to UK Cinemas


(seenit.co.uk)                 To celebrate the upcoming Blu-ray release of the Jurassic Park trilogy, the original 1993 film being rereleased at cinemas on Friday, September 23rd, 2011.

The three films, which generated nearly $2 billion worldwide at the box office, turned Michael Crichton’s best-selling novel into one of cinemas most spectacular film franchises of all time will arrive on Blu-ray this October.

Although the trilogy boasted an impressive, all-star cast including Sam Neill, Jeff Goldblum, Samuel L. Jackson and Richard Attenborough, the real stars will always remain the CGI dinosaurs brought to life by Industrial Light & Magic.




Gallery Show Celebrates SPFX Makeup Artists

(btlnews.com)              Without question, the makeup arts in films are as old as cinema itself, dating back the entire 116-year history of the medium.  While early makeups were applied by the actors who played in the first films, the craft eventually became in demand by film producers after the likes of Lon Chaney and Jack Dawn created indelible characters with their techniques. By the time of stalwart artists such as Jack Pierce and Cecil Holland, the art form of movie makeup was taken as seriously as cinematography and costume design as an essential part of the moviemaking process.  When the legendary Westmore brothers took control of nearly every makeup department in Hollywood in the Golden Age of American films, their famous last name became a household word.  Since that time, a select group of artists have elevated the craft to new heights with their pioneering techniques and onscreen developments, often working their magic on some of the top actors and actresses of the era.

Now, a new collection of portraits by Deverill Weekes highlights top names in makeup artistry over the past 50 years in a series of gallery exhibitions.  The new gallery show debuted in June at the Pasadena Convention Center and will continue to show in exhibit and print form.  Weekes’ images celebrate the greatest of the modern makeup artists by showcasing their faces – often unknown to the general public – with a series of unforgettable portraits.  Taken from 1994 to 2011 spanning three countries, the photos represent all walks of artistry from “straight” makeup artists whose work often goes unnoticed on celebrity actors, to those who are celebrated in the effects side of the industry.

Artists featured in the show include Bill Corso (Oscar winner for Lemony Snicket’s Series of Unfortunate Events), Dick Smith (Oscar winner for Amadeus and upcoming Lifetime Achievement Award Winner from the Academy), Greg Cannom (three-time Oscar winner for Bram Stoker’s Dracula, Mrs. Doubtfire and The Curious Case of Benjamin Button), the late John Chambers (creative makeup designer for the original Planet of the Apes which won an honorary Oscar as there was no official makeup category at that time), Kevin Haney (Oscar winner for Driving Miss Daisy), Michele Burke (two-time Oscar winner for Quest for Fire and the aforementioned Dracula), Michael Westmore (Oscar winner for Mask), Rick Baker (seven-time Oscar winner, most recently for The Wolfman), the late Stan Winston (four-time Oscar winner for both makeup and visual effects), Ve Neill (three-time Oscar winner for Beetlejuice, Mrs. Doubtfire, and Ed Wood), and many others, including people who primarily work in London, such as nonagenarian Stuart Freeborn (Star Wars).

Source:   http://www.btlnews.com/community/gallery-show-celebrates-noted-makeup-artists/



Student Wins Placement with Tim Burton


(thisislocallondon.co.uk)               Tim Burton has gained cult status as a director of dark and quirky-themed films and particularly in recent years for his foray into animation.

So given his reputation, it is hardly surprising that one Hampton animation student was over the moon to be picked to spend a summer working on his new animated movie Frankenweenie which is set to be released next year.

Victoria Smith, 21, currently in the final year of her animation degree at the University of creative arts in Farnham, secured herself a month’s work experience on the film where she spent most of her time assisting in the puppet workshops and on set.

She said: “Working on a Hollywood movie was fantastic. It was such a brilliant opportunity to really get a feel for what goes into making a feature length production. The attention to detail, the amount of people involved, the hours and hours of dedication - I was slightly star-struck just being there, knowing that little things I made will possibly be seen on the big screen.”




Ti West Directing a Werewolf Movie Next

(bloody-disgusting.com)                      While speaking to the Film 4 FrightFest audience in London this past weekend, Ti West revealed that he has written a "kind of" werewolf movie, reports Bleeding Cool. No details were given as he spent most of the time taking about his new sci-fi feature set in space called The Side Effects.

"It's called 'The Side Effects'... It's a science fiction movie about... it has to do with pharmaceutical testing in space and paranoia," he told audiences. "It will be bigger budgeted, but in a way it would fill out a trilogy with 'House of the Devil' and 'The Inkeepers' as far as dealing with isolation and paranoia, and that kind of psychological fear, but it’s set in space."

West was in London premiering The Innkeepers, arriving later this year. He also directed The Roost and The House of the Devil.




DreamWorks Animation, Youku Strike Landmark Chinese Deal

(screendaily.com)                     Leading Chinese internet television company Youku.com will make the Kung Fu Panda franchise films available across multiple devices in the first time DreamWorks Animation product is being offered online in China.

Both Kung Fu Panda titles are available for VoD customers on Youku Premium and will subsequently debut on Youku’s Hollywood Movie Channel after the paid viewing window closes.

“We’re excited to add both of DreamWorks Animation’s Kung Fu Panda movies to our online channels,” Youku chairman and CEO Victor Koo said. “As technology matures and Chinese internet users increasingly turn to the web for entertainment, Youku has been able to expand on the traditional movie release roadmap through agreements for studio films such as Kung Fu Panda and Kung Fu Panda 2.

“Both titles have a proven track record of success with Chinese audiences, and we look forward to expanding our alignment with Hollywood studios in the future to offer even more compelling content.”




How to Break Into Special Effects Industry with The MythBusters

(geek.com)                     “It’s like an omelet, everyone finds their own way to do it,” Adam Savage answers. It’s not quite the response I was expecting. I was thinking something more along the lines of ‘study hard and stay in school,’ when asking the MythBusters star how one goes about breaking into the special effects game.

Judging from Savage and co-host Jamie Hyneman’s extremely different resumes, however, the whole egg analogy seems spot on. “I wanted to work in special effects since I was 11 and Star Wars came out,” Savage tells me, seated across from me in his San Diego hotel suite. “I tried in several different ways in several different situations where the pay was really crappy and people were real jerks, and ended up forgetting about it until Jamie called me and working with people I liked, doing things that I enjoyed changed it.”

Jamie’s resume, on the other hand, reads like a plot summary of Factotum, having worked as a diving instructor in the Caribbean, lived on a farm, been employed as a cook, done construction, and even owning a pet store.
“In my case it I’ve done a lot of different things and at one point I sat down to decide what it was that I actually wanted,” he tells me. “By then I realized that it was actually possible to earn a living doing something that was fun. I learned that routines are not fun. I started looking around, and there aren’t that many vocations that meet that criteria. Special effects was one. I started methodically getting my foot in the door by cleaning the shop. I quickly rose to the top and had my own shop.”