Archive for January, 2008

CG Society Top 100 Digs Deep

Thursday, January 31st, 2008

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CG Society just came out with it’s list of the 100 Greatest 3d Movies and it’s chock full of tasty links to a treasure trove of material on how the films were created. The list was generated by an online vote on entries from a short list of 150 films. Because of this, this list is a bit skewed towards newer films (Final Fantasy The Spirits Within is number 9 while TRON comes in at 18!). Aside from my feelings about the ordering of the list itself, the article is chock full of useful info. There are several charts and graphs (interesting to see that most of the fx work was done by only 3 companys) as well as a spiffy timeline. But by far the best part of this article is the related links associated with each film. You’ll find, among others, a great article on Low End Mac chronicling the birth of CGI and tid-bit from Alvy Ray Smith’s site talking about the genesis of The Genesis Effect. It’s worth taking the time to cruise through all links to get a taste of what it took to put these films together.

LINK to my vfxhistory tags on del.icio.us (feel free to add your own tags or suggest more in the comments!)

Step Away From The Fun Size

Wednesday, January 30th, 2008

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Filed under “Thank you, Captain Obvious”, ABC Australia reported on a study yesterday that scientists have proven once and for all that, get this, eating junk food makes you feel better but is still really bad for you. I believe that these fine men and women of the University of New South Wales didn’t have to go through all the trouble of carefully designing and carrying a rigorous scientific study to get this information. All they really had to do was visit the kitchen counters and cabinets of a VFX house. Visual Effects companies have known for years that a good stock of crap food is essential for the running of a smooth operation. Got yelled at by client? A coupla’-five bite size Snickers will fix you up real nice. About to throw yourself off the nearest, highest edifice because a client un-finaled a dozen or so shots causing you to cancel that ski trip you’ve been planning for months? Well, does the phrase “Hey, pizza rolls and mini corn-dogs are up!” make you feel any better? Heck, I think some places would put heroin in the York Peppermint Patties if they could get away with it.

The fact is, that we are a young industry and I think we haven’t seen the full effects of what three weeks of ingesting nothing but coffee and hot pockets can do to a person. I know it’s tough, I think I’ve eaten at least four and half pounds of trail mix for each week of the writer’s strike, but I’ve found a stroll around the building can clear the mind better than a package of Kraft’s Cheese ‘N Crackers. So do yourself a favor, skip a snack or two, we all could stand to reduce the size of our chewy liquid center just a little bit.

LINK to the ABC news story

Coverfield Is Awesome - Monster, Not So Much

Tuesday, January 29th, 2008

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So hey, I admit it. I post a lot about what’s wrong with VFX films today and give off a generally bitter (yet loving) vibe about the industry in general. So it may surprise you to hear that I got a chance to see Cloverfield this weekend and it was great. Sure you can nit-pick, but you gotta hand it to the Bad Robot crew for updating the classic “My God there’s a giant monster trashing the city!” flick and making it interesting and relevant to today’s audience. Kudos to you, nerds who thought up Cloverfield.

Moving on to something I can mock freely…The Asylum is a flimmaking outfit with a simple business plan. Wait for Hollywood to come out with an original movie and quickly, blantantly and mercilessly rip it off . The titles these folks come up with rival the porn industry in their hilarious ridiculosity. Here’s a taste; Snakes on a Train, Pirates of Treasure Island, Transmorphers and my personal fav Da Vinci Treasure. Monster is their latest rip-off of, you guessed it, Cloverfield. In fact, it’s just like Cloverfield except it takes place in Tokyo and the monster isn’t really a monster at all but a slimy, poorly rendered tentacle. Oh I almost forgot, there’s also another important distinction that needs to be made, Monster is a godawful mess of a movie.

To be fair I can’t believe these films are supposed to be good, and it sure is fun to laugh at the trailers. Just don’t try to sit through the entirety of one of these cinematic abortions. It’s much more fun to read the IMBD reviews and save you self a few precious hours of your life that you’ll never get back. Below are some of the more choice reviews for Da Vinci Treasure.

It is impossible to overstate just how bad this film is. Bad acting, scripting, location sets, horribly transparent cost-cutting (the Ford Econoline van with obviously U.S. plates in “Italy” was about the last straw, made worse by the pedestrian attempt to electronically blot out the plate after the van comes to a stop).

And how about

this is by far the most terrible movie i have seen, do yourself a favor and don’t watch it!

Finally, I think this one sums it up nicely

My comments are straight forward; I highly recommend no one watch this movie. If you want to waste your time you’d be better off putting a bullet in your head than watch this movie. I’ve never seen such a stupid, very badly acted and the worst script writing in my entire life.I’d rather watch puke drip down a wall than watch this movie ever again

LINK to the trailer for Monster

Accidental Bluescreen

Saturday, January 26th, 2008

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The title sez it all. Enjoy some Friday silly-ness.

LINK (via everyoneforever)

Visual Effects Clichés - Without Them We’d Be Nothing

Friday, January 25th, 2008

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Here’s a dirty little secret of CGI. VFX artists and supes depend on a limited bag of tricks to pull off even the most complex of shots. In fact these techniques are used so much you don’t have to look very to find them in nearly every TV show, feature film, commercial, youTube video or school fund-raiser slides show with eye-shot. If it makes you feel any better, you can call these war-horses an homage but thing about clichés is, that that they work. Heck even I am far from beyond the judicious use of these VFX canards. So at the risk of getting my membership at the Magic Castle of Visual Effects revoked for revealing secrets to all you muggles out there, I present to you some of most overused techniques in the biz.

Camera Shake

What is it?

If a civilization from a distant galaxy was analyzing our technology based solely on visual effects based media, they would have to conclude the computers that made CGI were built from parts formerly used to make tripods. It seems that these days a computer generated bunny bouncing on a field of clover will cause a shake comparable to 10.5 tremor. Shaking the camera makes sense when bomb blows up or 18 wheeler scrapes by the lens, but lately any vibration above a pin drop opens the door to a rumble-fest.

Why do we use it?

Camera shake is essentially a psychological tool to try and trick the viewer into thinking that a real camera photographed a CG element. Why else would the camera react unless something was physically affecting it? The other tid-bit of insider info about shake is that it increases as objects get closer to lens. Without camera shake streaking and obscuring the it, an object close to the camera lens would be very hard to render in enough detail to hold up without the help of our old buddy camera shake.

Lens Flare

What is it?

A lens flare occurs when a light source is pointed directly at the camera lens and light reflects on the glass elements inside of it. Optics engineers, DPs and Grips spend there entire careers trying to eliminate lens flares in order to get the cleanest image possible. VFX guys dole out lens flares like candy on Halloween. Every compositing package has the ability to generate lens flares and they all pretty much look the same. Some artists keep a reel of actual photography of lens flares to give their shots a more organic look. This can work fine, but a flare over a poorly rendered CG element isn’t going to fool anyone.

Why do we use it?

Well the obvious answer is, to cover up crappy CG. But there is a more artful application as well. A lot of recent VFX work revolves around the idea of creating one continuous, impossible-to-get-in-camera shot. This type of shot requires tons of preparation and a great degree of technical skill on set to pull off, and we all know what short supply those things are in. Lens flare to the rescue! A well placed camera pan into a flaring light source is a sure fire way to transition between two shots seamlessly.

C.F.I.L (Crap Flying Into Lens)

What is it?

It seems that CG cameras are imbued with a magical magnet-like property that causes materials of all types to be hopeless attracted to them. Everything from a school bus to used tissue seems get sucked into a vortex that inevitably obscures the frame. In the early days of “traditional” animation, action could only occur on a flat plane to camera. Making objects appear to travel closer during a shot meant scaling them up each frame, a laborious process to say the least. Now with 3d all bets are off we can show an object of any depth at any angle without any extra work. But just cuz’ ya can do it, doesn’t mean ya’ should do it. The impact intended by this shot with tons of crap comming into the lens has been greatly diminished by it’s over-use and with stereoscopic 3d flicks about to make a comeback, I don’t see that changing any time soon.

Why do we use it?

This one is really a case of artists and production folks alike collectively saying. “Hey we took the time and money to build this thing. Let’s see it for God’s sake!” On a VFX project people spend countless hours building junk in 3d, looking at turn-table after turn-table and obsessing over every detail. Then they see it in a shot and vanishes so quickly you hardly notice. Inevitably some genius cries out “Why don’t we have it fly into the lens!”. Cheers erupt, all that hard work has just earned a few more frames of precious screen time. It’s kinda the opposite of the Camera Shake scenario (see above).

God Rays

What is it?

God Rays are volumetric beams of light, like the kind that you get when you turn on a flashlight in a smoky room. There are a coupla’ ways to create them, the fastest being to shoot an element over black. But times being what they are, the more common method is to create them by either rendering a volumetric light pass in CG, which can look great but takes some time, or to use a filter in a compositing program which is wicked fast but can look, well… crappy. Over-use of the God Ray can result in not-so-glorious blast that seem to come out of nowhere. Case in point, this heavenly effect has a bad habit of appearing over screaming faces, especially at the end of a dream sequence or just before time travel.

Why do we use it?

When used properly, God Rays can create a nice sense of depth and atmosphere to a CG scene or matte painting. Unfortunately, they are more often employed in poorly designed, cheesy magic effects. Designing magic is tricky, a spell should always look connected to it’s caster in a unique way. All to often a supe will see the words “magic spell” written on a script page and they’ll automatically set to work lighting the shot up like a Frankie Goes To Hollywood video.

Bad Camera Work

What is it?

As the name implies, this is the technique of simulating a novice behind the lens in order to lend more credibility to a shot make it seem more “real”. This technique has it’s roots in documentary photography and cinema vérité, styles that burned the aesthetic of reality into our subconscious. The dark side of all this a plethora of CG DPs who aim a camera like a Storm Trooper aims a blaster. Lately, every camera pan misses it’s intended target and has to whip back to find it and nearly every other shot also has a snap zoom or focus pull that intentionally misses the mark. Maybe a side benefit of this will be a generation of filmgoers immune from motion sickness.

Why do we use it?

In an attempt to convince the viewer that the scene they are watching is real, VFX pros have created detectable presence behind the camera. The logic goes like this. If there is a real person shooting the CG stuff it too will appear real, right? The problem with line of reasoning is that the virtual cameraman that we’ve created to film our scenes is a chowderhead. In a lot of cases the effect of an overall shot is lost by an artificial life form screaming “Look, I suck at working a camera!” from behind the frame. Well, here’s hoping in the future good shot design and dazzling technical artistry will win out over gimmicky grandstanding. Until then, hang onto your barf bags folks!

Newtek Posts a Boatload of Free Training Vids

Monday, January 21st, 2008

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 Newtek has just posted over 16 hours worth of quicktime movies covering topics from modeling to rendering and everything in between, and the price is right too. They’re FREE! So if you want to learn a new 3d package or just brush up on your LW skills now is your chance.

LINK to the tutorials on the Newtek forum (via 3dm3.com)

RetroHack - 1981 Apple ][e Animation Shows “Days of computer time in just seconds!”

Friday, January 18th, 2008

[youtube]http://www.youtube.com/watch?v=lbxJajIGBWo[/youtube]

I loved my Apple ][e. It was the first computer I ever did any kind of graphics work on and seeing one warms my nerdy heart to this very day. So, I was glad to come across this clip from a guy who hooked up a time-lapse rig to his monitor in order to “render” animation using Apple’s famous machine that came standard with 64KB of RAM (easily upgradable to 128KB). Set your way-back machine to 1985 and imagine if you will a world without DVD tutorials, personal learning editions, GUIs or even the idea of a render farm. You’ve just stepped into the time and place where James Leatham created the screen graphics for the short film “Asteroid”. More Wood than Spielberg, the film contains the stilted dialog and obviously kit-bashed models you’d expect from super-8 Stars War rip off but Leatham’s animation stands out. The idea was to let the computer draw a frame to the display then trigger a camera to take a 1 sec exposure of the monitor. When you watch the video make sure you listen to the audio of James marveling at the fact that it takes two whole minutes to draw a frame! Those where the days.

LINK to Flickr feed of how to article

VFX Lingo - Getting Your Shots Straight

Thursday, January 17th, 2008

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As I discussed in my previous post Working Below the Line - A Visual Effects Supervisors Guide to Surviving On Set I mentioned that every good supe should be well versed in how to communicate camera dierection. You don’t wanna be the guy saying “Pan up!” or “Hey, tilt the camera a little to the left.” So if your looking for a nice little cheat sheet to as reminder on how to keep you shot types and camera moves straight, check out this handout from Ohio State University of all places. It also has nifty descriptions of the 180 degree rule, camera angles and composition hints. Aside from being helpful on set, these terms should be committed to memory for use in CG animation as well. A shorthand description of what kind of shot you need could shave valueable seconds off of production time. Besides, you want to be able to understand what your supervisor is talking about and not look like a total VFX newb right? I thought so.

LINK to the OSU cinema cheat sheet

Note: There is a semi-glaring omittion from the shot sizes section of this handout. The Cowboy, a slightly wider medium shot framed from the mid-thigh up. So name for it’s use in early westerns so viewers could check out the hero’s guns.

Notes For The Underbelly - How To Be a Great Visual Effects Intern

Wednesday, January 16th, 2008

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What could be better than spending countless hours doing menial tasks for little recognition and no pay, just for the slim chance of getting a job with even longer hours and slightly more pay at the end of it all? Such is the dilemma of the VFX intern. An internship can be looked at as a once in a lifetime opportunity to get a glimpse into the real world of how the industry works. But it is also a hazing ritual with a tradition as old as civilization designed to weed out those that truly wish to enter a specialized trade from those who would sit around playing World of Warcraft in their parents’ basement all day if they hadn’t been coerced into the workforce by way of a threat to disconnect the cable modem. But don’t worry kids. The fact is, most of us started out as interns (or something similar) and know well the sacrifices you need to make, to forge a career in VFX. As one who has jumped through this burning ring of fire myself (unpaid intern Dreamquest Images 1990) I offer you these humble tips to see you through.

Don’t Be A Teacup

“Teacup” is a derogatory term used by managers of all types to describe young folks who’s psyches are so fragile that even the slightest critique will reduce them to a sobbing pile of goo. I’ll say it again. Don’t be a teacup. If you feel you are being abused, you’re probably not. VFX artists and supes need to react to notes from all sources and find ways to deal with the stress of constant judgment. It’s just part of the job. So if you feel all steamed up, count to ten, suck a lemon, do some push-ups whatever it takes. Listen to feedback no matter how much it stings and move on. If you need to cry it out, that’s what bathrooms are for.

Bonus Tip: If you think someone is really abusive and out of line, don’t make a big beef in front of everybody. Request a private meeting to air your concerns in a rational and reasoned way.

Make Friends In High Places

Keep an eye out for who bangs the drum on your VFX slave ship. The people who run the show at your shop are always faced with scheduling issues that might require some intern power. If you make your name, face and skills known to the powers that be, this increases your chance of getting called up to the big leagues should the opportunity arise. A friendly “Hello!” at the coffee urn is a good start, but asking for a personal reel review is even better. Make sure you ask for specific criticism on what you can do better. If you can swing it, watch your reel with El Nacho Grande so you can ask questions and get a little extra face time.

Bonus Tip: Don’t stalk, it’s creepy. If you see a supervisor at Trader Joe’s, a quick acknowledgment is fine but let the poor guy (or gal) get his Hummus and get out!

Get Stuff Done

No mater how mundane the tasks you are given, do them to the best of your ability and as quickly and efficiently as you can. Remember, your internship is a test. If you balk about how boring it is to run around town all day dropping off and picking up tapes, people aren’t going to ask you to help out with roto or tracking (the first tasks you’ll probably be asked to do vfx-wise). Complaining is not an option and neither is being lazy. Once your are finished with a task immediately tell your direct supervisor you are done and ask for another assignment. This is the visual effects equivalent to “Thank you sir, may I have another” (that’s an Animal House reference for those who are generationaly impaired).

Bonus Tip: Always volunteer to go on set, even if it means extra hours for no pay. The experience you get on a VFX stage is worth it. Just keep you mouth shut when your there.

Grab For The Brass Ring

That’s an old timey expression that means that you should reach out for the good opportunities that may come your way, not some kind of veiled reference to facial piercings or other body modifications. Oddly enough, the golden opportunity you’ve been waiting for will probably come in the form of a chance to work all night doing thankless drudge work but that’s besides the point. The point is that an iternship is all about getting a foot in the door and showing a VFX company that you have something to offer. You need to be as flexible as you can be and put yourself out there for any chance at all to get real-live production experience.

Bonus Tip: Working on productions for free once (or even twice) is an opportunity, more than that can be exploitation. After a while everyone needs to get some compensation even if it’s at a Barista pay scale.

Hacks From Across the Pond- Awesome How-To Vid For “Bloody Omaha”

Friday, January 11th, 2008

[youtube]http://www.youtube.com/watch?v=WRS9cpOMYv0[/youtube]

This is the best how-to clip I’ve seen in a long time. It answers the question of how to recreate a multi-million dollar VFX scene from Saving Private Ryan with 3 vfx guys, a station wagon, minimal gear and a light-wieght video camera in just 4 days. The pure moxie of this crew is impressive enough, but the final shots look great. Maybe not perfect but it sure looks like they spent a bunch more money than they actually did. I know tons of guys who would have looked at a sequence like this and bid for weeks of digital double work. It takes guts to stand up and say, “Hey, how about we just get out there and run up and down the beach a coupla’ times?”. Nicely done gentlemen.

(via bbgadgets)