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A D V E N T U R E S I N<br />

Workflow<br />

3.0<br />

• <strong>South</strong> <strong>Park</strong>: TV’s Longest Week<br />

• The Future of On-Set Metadata<br />

• Fixing It In “Pre”<br />

• How One Small Team Handles 3 Network Shows<br />

®<br />

®


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you get bit-for-bit data integrity for those once-in-a-lifetime shots. Sony’s hybrid recording options<br />

with fast fi le transfers and instant access make HD more effi cient than SD. Sony LTO and AIT <br />

data cartridges can back up your fi le-based operations. And Sony supports you with trained media<br />

specialists, unique recovery services and the Rewarding Recording ® loyalty program. The choice<br />

for HD is Sony Professional Media. The #1 brand in professional media.<br />

click: sony.com/promedia<br />

© 2008 Sony Electronics Inc. All rights reserved. Reproduction in whole or in part without written permission is prohibited. Features and specifi cations are subject to change without notice.<br />

Sony, AIT, Rewarding Recording, HDNA and the HDNA logo are trademarks of Sony. LTO is a trademark of Quantum, HP and IBM. Professional Hard Disk Drive shown with optional battery.<br />

S:10 in<br />

T:10.5 in<br />

B:10.75 in


THE MAGAZINE FOR MEDIA PROFESSIONALS WORKING IN VIDEO, FILM, AUDIO, MOTION GRAPHICS, IMAGING & DESIGN<br />

4<br />

CREATIVE <strong>COW</strong> MAGAZINE<br />

A CREATIVE<strong>COW</strong>.NET PUBLICATION<br />

PUBLISHERS:<br />

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MANAGING EDITOR/<br />

ASSOCIATE PUBLISHER:<br />

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magazine@creativecow.net<br />

CONTRIBUTING EDITORS:<br />

Gary Adcock, George Bashenov,<br />

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LAYOUT & DESIGN:<br />

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<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> is published bi-monthly by<br />

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Postage paid at Hanover, New Hampshire. U.S. subscription<br />

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No other grants are given.<br />

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<strong>Creative</strong> <strong>COW</strong><br />

CREATIVE COMMUNITIES OF THE WORLD<br />

®<br />

M A G A Z I N E<br />

SEPTEMBER / OCTOBER 2008<br />

8<br />

16<br />

20<br />

28<br />

32<br />

40<br />

46<br />

In This Issue:<br />

Tim Wilson’s Column ............................................ 6<br />

The Back Forty ..................................................... 46<br />

3.0<br />

A D V E N T U R E S I N<br />

Workflow<br />

<strong>South</strong> <strong>Park</strong>: TV’s Longest Week<br />

<strong>South</strong> <strong>Park</strong> airs nearly upon delivery. Here’s why.<br />

Hot Tools & Industry News<br />

Here are some of the hot stories on the wire.<br />

Metadata: Through the Eye of the Lens<br />

Metadata for shooters, editors and compositors.<br />

<strong>COW</strong>s Around the World<br />

Users from around the globe take us into their world.<br />

One Team. Three Shows. Every Week.<br />

How one team handles three network shows every week.<br />

Fix It In “Pre”<br />

Workflow starts before the shooting does.<br />

Learning More Than We Wanted To Know<br />

Serving nearly a million different people a month teaches<br />

you some real lessons in how to best structure a successful<br />

business that can continue to grow.<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

HP recommends Windows Vista ® Business.<br />

Most boats plow through oceans. Proteus walks on water.<br />

For the designers at Marine Advanced Research, an ordinary desktop couldn’t handle the digital prototyping<br />

needed to engineer a ship like Proteus. So they turned to the HP xw4600 Workstation. It’s equipped with the memory<br />

and processing power for serious 3-D modeling. But it also features HP’s performance-tuning software so you can<br />

confi gure your setup to run most effi ciently with all your apps. As a result, Proteus’ designers not only put a ship in<br />

the water in record time, they were able to make instant changes after each sea trial for a better, faster boat.<br />

HP Workstations, starting at $639.* Learn more at hp.com/go/workstationspeed<br />

Experience Proteus at wam-v.com<br />

*Price available at hp.com and subject to change without notice. Reseller price may vary. Certain Windows Vista product features require advanced or additional<br />

hardware. See www.microsoft.com/windowsvista/getready/hardwarereqs.mspx and www.microsoft.com/windowsvista/getready/capable.mspx for details.<br />

Windows Vista Upgrade Advisor can help you determine which features of Windows Vista will run on your computer. To download the tool, visit www.windowsvista.<br />

com/upgradeadvisor. © Copyright 2008 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.<br />

Simulated images. WAM-V ® is a U.S. registered trademark of Marine Advanced Research, Inc. Microsoft and Windows are U.S. registered trademarks of<br />

Microsoft Corporation. Windows Vista is either a registered trademark or trademark of Microsoft Corporation in the United States and/or other countries.<br />

.


6<br />

Workflow: It’s barely even a word at all anymore<br />

The perfect<br />

balance of<br />

meaningless<br />

and annoying,<br />

and still funky<br />

fresh!<br />

Tim Wilson<br />

Boston, Massachusetts<br />

Associate Publisher<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

I’m not too fond of the “W” word. It’s an okay word on its own, but its thorough<br />

abuse in marketing language has left “workflow” barely even a word at all anymore.<br />

A good word, an important one if used properly, but otherwise hanging on<br />

for dear life. There are a lot of other beaten-down, barely-words floating around out<br />

there, and the more of them you string together, the less they mean.<br />

You’ve probably seen a sentence like this one already today: “Maximize productivity<br />

by leveraging the advanced functionality and native workflow toolset found in<br />

the industry standard integrated suite.” See? Practically meaningless.<br />

The more I thought about these barely-words, the more annoyed I got, so I decided<br />

to just go with it. What could possibly be more annoying than “Workflow” for an<br />

issue name?<br />

How about Workflow 2.0? You know, like “Web 2.0” and “Business 2.0.” They sound<br />

like they mean something, and there are people making a lot of money trying to persuade<br />

you that they actually do mean something. They’ve been at it for years, but I’m<br />

still not convinced. “2.0” feels so played out that it’s not new at all anymore. It’s OLD.<br />

And so we come to the name “Workflow 3.0,” the perfect balance between annoying<br />

and meaningless, and still funky fresh!<br />

All kidding aside, “2.0” actually makes things less clear. The words carry more<br />

weight without that frill. “The web.” “Business.” Same thing with “workflow.” If you<br />

want to know what it really means, peel off the word “flow.” “Flow” sounds so ethereal!<br />

Almost like magic. Long flowing robes and flowing tresses, resting beside the gently<br />

flowing stream. Ah, sweet repose!<br />

No, the real word is work. If “workflow” means anything at all anymore, it’s not<br />

a product feature. Workflow is a combination of planning, discipline and creativity,<br />

achieved by perseverance, mastery of technology, and, if necessary, brute force, to get<br />

from one end of your job to the other. It’s anything but ethereal.<br />

To redeem its abuse elsewhere, we have some especially gleaming examples of<br />

the proper use of the word “workflow” here. A team of 9 posting 3 network series every<br />

week. An animated show created in 6 days, arriving for air with 90 minutes to spare.<br />

Using metadata to manage the massive amount of precise information required for<br />

advanced VFX. There’s math in that story, along with Batman, James Bond, and a clear<br />

vision of the future of, yes, workflow. Not that you’ll find that word in the article.<br />

I keep coming back to the general inadequacy of “flow.” It implies a linear process<br />

moving in discrete steps, one after the other. There’s an element of that in every<br />

project of course, but hey, we’ve known for over 100 years that time itself ain’t all that<br />

linear. Why should our work be? The stories in this issue largely describe lots of work<br />

happening at the same time, with teams that may be spread across the globe, all the<br />

work coming together only at the very end — parallel processes moving toward a<br />

common destination.<br />

It’s an evolution, really, from linear to nonlinear production, and now, to simultaneous<br />

production.<br />

Well whaddya know, it’s “Workflow 3.0” after all! Just another public service from<br />

your pals at the Cow, making sure that words still mean something. Read on for remarkable<br />

stories about new and better ways to work.<br />

n<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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<strong>Creative</strong> Cow-Videohub-us.indd 1 12/8/08 12:23:22 PM


“IT HITS THE FAN”<br />

An inside look at TV’s longest week: the teamwork and technology<br />

behind the Emmy Award-winning worldwide hit, “<strong>South</strong> <strong>Park</strong>”<br />

Each episode of “<strong>South</strong> <strong>Park</strong>” comes to life in six<br />

days, start to finish — a crazy pace for an animated<br />

series. Even crazier: each episode arrives at Comedy<br />

Central in New York via uplink somewhere between<br />

6:30 and 8:30 PM on Wednesday, to be shown that<br />

night at 10 PM.<br />

Cutting it close? Even a production as relatively<br />

simple as a late-night talk show, where delivery might<br />

entail no more than walking across the same building<br />

it’s taped in, leaves more like five hours to air than<br />

three.<br />

And because work proceeds on each episode until<br />

the very last minute, an awful lot of things have to<br />

go right, in very short order, with virtually no margin<br />

for error.<br />

It’s not just that the script has to be completed<br />

in time for voice recording, creating and rendering<br />

animation (including lip sync), color correction, visual<br />

effects, scoring and audio post. It’s that the script<br />

keeps changing to respond to the world’s most current<br />

events, as well as the perfectionism of the show’s creators.<br />

Which means that everything downstream from<br />

Tim Wilson “Timmeh!”<br />

Boston, Massachusetts USA<br />

the script keeps changing too.<br />

Their perfectionism is paying off. Now in its twelfth<br />

season, “<strong>South</strong> <strong>Park</strong>” has been nominated for 7 Emmy<br />

Awards for Best Animated Program, winning in 2005<br />

and 2006 — and just as this issue was wrapping, the<br />

three-parter “Imaginationland” was awarded the 2007<br />

Emmy for “Outstanding Animated Program<br />

(For Programming<br />

One Hour Or More).”<br />

<strong>South</strong> <strong>Park</strong> has<br />

also won a GLAAD<br />

Award, an NAACP Image<br />

Award, a CableACE<br />

Award, and the prestigious<br />

Peabody Award,<br />

among others.<br />

Not bad for a cartoon<br />

show about four<br />

foul-mouthed boys<br />

intended to look like it<br />

was animated from construction paper<br />

cut-outs.<br />

“I’d have finished this article a whole lot faster if I hadn’t kept stopping to watch<br />

more episodes of ‘<strong>South</strong> <strong>Park</strong>,’” says Tim. Exhibit A: the article title and each of<br />

the section headings is taken from an episode title. Pathetic.<br />

EMMY is a registered trademark of the National Academy of Television Arts & Sciences. All rights are reserved.<br />

“PROFESSOR CHAOS”<br />

Workflow at <strong>South</strong> <strong>Park</strong> Studios has evolved with<br />

the sole purpose of giving creators and executive<br />

producers Matt Stone and Trey <strong>Park</strong>er the room<br />

to write, direct, add additional music to the work<br />

of <strong>South</strong> <strong>Park</strong>’s composers, and if called for, to<br />

write songs, in such little time.<br />

Before attending the University of Colorado<br />

where he met Matt, Trey studied at Boston’s<br />

Berklee College of Music. His song “Blame Canada,”<br />

co-written with Marc Shaiman for the movie<br />

“<strong>South</strong> <strong>Park</strong>: Bigger, Longer, Uncut” was nominated<br />

for an Academy Award for Best Song.<br />

The two also provide voices for most of the<br />

show’s male characters.<br />

Supervising Producer Frank Agnone is the<br />

keeper of the workflow for the sixty people who put<br />

the show together. From the time that pages for the<br />

next episode arrive early in the morning after the previous<br />

one airs, he makes sure that a lot of things happen<br />

simultaneously.<br />

The basics are<br />

traditional enough:<br />

those early pages are<br />

recorded, the dialog<br />

is cut up and passed<br />

to storyboard artists.<br />

Editors start<br />

building animatics<br />

by cutting together<br />

the storyboards and<br />

dialog to start shaping<br />

the scene.<br />

Of course, even after the first pages arrive and<br />

scene construction begins, nobody necessarily knows<br />

where in the show it’s going to end up. The script<br />

evolves as the week progresses: the final script is<br />

generally in place around 2 AM Wednesday, about 12<br />

hours before the show is uploaded for air.<br />

Until then, the work carries on, scene by scene. As<br />

editor David List notes, “It doesn’t matter so much to<br />

us whether a scene is at the beginning or end, as far<br />

as editorial is concerned. The challenge is more<br />

for Matt and Trey as they build the story structure.<br />

For us, it’s basically cutting. We know from<br />

the beginning that there will be changes as we<br />

go, but we’ve been doing this for so long that we<br />

know how to keep moving.”<br />

At the same time that Frank is working with<br />

Trey to refine individual layouts, 3D modeling<br />

begins. Those shots move very rapidly through<br />

lip sync and into the hands of the animators.<br />

“So it’s an ever changing formula,” says<br />

Frank, “but ultimately it’s my responsibility to<br />

make sure that the team of sixty people is staying<br />

on schedule and we are hitting our deadlines<br />

for Trey, hitting our video deadlines so that color<br />

correction can happen on time, and then our audio<br />

deadlines so that we’re making broadcasts<br />

on time.”<br />

“TWO DAYS BEFORE THE DAY AFTER TOMORROW”<br />

Things get especially hairy on the last day: a 30-hour<br />

stretch that begins early Tuesday morning on the way<br />

to completion by Wednesday afternoon.<br />

Picture lock comes in for a landing at 9 AM Wednesday<br />

morning, when the video is recorded to tape and<br />

sent out for final color correction. At the same time,<br />

the final clean-up and re-conform from last-minute<br />

edits gets sent through audio post one last time.<br />

“Then the scramble is on for those guys to make<br />

sure all of the proper dialog and ADR work is in place,”<br />

says Frank. “Sound design for shots that are coming in<br />

until that 9 AM hour on Wednesday morning are also<br />

attended to, and then a mix begins.”<br />

The mix comes together just as the color graded<br />

picture comes back at 1 PM Pacific, when Frank pulls<br />

the plug on any additional work. “If I’m lucky, I’m out<br />

the door by 2 PM, sometimes 2:30, to our uplink facility<br />

to start fibering the episode to New York. On average<br />

the show arrives on the east coast between 6:30 and 7<br />

PM [Eastern], and it’s on the air at 10 PM.<br />

“We had a couple of shows in this last run where<br />

I was getting the show there as close as 8:30 for a 10<br />

o’clock broadcast.”<br />

It’s difficult enough to keep track of all this as it’s<br />

being described that it raises the obvious question:<br />

8 September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 9


how does Frank track all of this as it’s actually happening?<br />

He walks the floor to stay in touch with his key<br />

people, but “to be honest with you,” he says, “I probably<br />

do 80% of it by memory.”<br />

“GOOD TIMES WITH WEAPONS”<br />

Part of Technology Supervisor J.J. Franzen’s job is keep<br />

looking for technologies to enable ever-increasing<br />

production values in the fixed six-day cycle.<br />

“We have a very fast blade-based network switch<br />

in place now, replacing a bunch of standard switches,”<br />

J.J. says. “We also have a BlueArc Titan, a very robust,<br />

very specific, hardware-accelerated file serving system.<br />

All it does is serve files as bloody fast as possible.”<br />

“Fast” means 2GB/sec., over 8 4Gb fibre ports and 2<br />

10GbE clustering ports.<br />

Those files come from a LOT of storage: 26 TB of<br />

production storage, 33 TB of nearline storage, and 15<br />

TB of Avid Unity shared storage.<br />

They’ve recently upped the number of processors<br />

on the render farm from 120 to 320, housed in<br />

forty 8-core OS-X Apple Xserves. “Our work stations<br />

are Apple-based so we can farm out rendering, compositing,<br />

effects, compression. Basically anything that<br />

artists can do, they can now do on the farm.”<br />

The original “<strong>South</strong> <strong>Park</strong>” infrastructure was SGI<br />

IRIX. Even after transitioning to Windows on the desk-<br />

10<br />

top, the render farm ran under Linux. That’s obviously<br />

changed with wall-to-wall Macs.<br />

“There are pluses and minuses for having a homogeneous<br />

computing environment — doing everything<br />

anywhere is definitely one of the pluses. Since I’m an<br />

old IRIX/Unix head, the fact that Macs now bring that<br />

level of functionality to me while also bringing one of<br />

the best end-user experiences for my artists made the<br />

switch a win-win scenario.”<br />

Increased processing power has “helped us up our<br />

game,” J.J. says, including deeper textures on characters,<br />

fluid and particle effects — some of which are also<br />

added with Apple Motion — and more sophisticated<br />

scene lighting. “It helps the overall look of the show<br />

and also helps Trey. He is definitely thinking more cinematically<br />

now than he used to in the past, because he<br />

knows what he can pull off.”<br />

One of J.J.’s next tasks is to find a new renderer<br />

for Maya. Current candidates include Renderman and<br />

Mental Ray. “Some of the renderers out there do an<br />

amazing job with photo realism, the kind of thing that<br />

makes you say ‘wow.’ But the thing is, we don’t want<br />

photo realism. We want something that’ll look exactly<br />

the same as we’ve already got, but give us flexibilities<br />

to go further.”<br />

And faster. Although Comedy Central won’t be HD<br />

until January 2009, “<strong>South</strong> <strong>Park</strong>” episodes are already<br />

being produced in HD. An even bigger task is going<br />

back to re-render the first 174 episodes!<br />

“We’ve always been digital pack rats, so we still<br />

have all the Maya (and before season 5, Alias PowerAnimator)<br />

scene files we used to create the show,”<br />

says J.J. “Since HD has become a real possibility, we’ve<br />

started re-rendering all those old episodes at full<br />

1080p, which also means re-framing all the shots from<br />

standard 4:3 to full 16:9.<br />

“It’s very labor intensive, but it also means that<br />

we’ll be the only animated show from the pre-HD<br />

world that will have its entire catalog of episodes in<br />

full native 1080p. It’s pretty sweet.”<br />

“FOLLOW THAT EGG!”<br />

New ideas from Matt and Trey are constantly coming<br />

in, and the process of tightening and refining each<br />

scene goes on until the very last minute. “Basically every<br />

time Trey walks away from the Avid, we have another<br />

version of the show,” says J.J.<br />

Depending on the nature of those changes, they<br />

can ripple back through the entire pipeline: voices<br />

need to be re-recorded for new animation plus lipsync,<br />

the new footage added back into the edit, and<br />

most critically because they get the new scenes last,<br />

new audio post.<br />

With production deadlines so extremely tight, the<br />

audio post team doesn’t have the luxury of waiting<br />

until an entire episode is complete before beginning<br />

their work. The disaster to avoid is having them work<br />

like demons to finish scenes that have substantially<br />

changed, or worse, are no longer in the show at all.<br />

The additional challenge is, once a scene has been<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong>


changed, getting it into audio post as quickly as possible.<br />

Shared storage would seem to be the easiest alternative<br />

— but it’s simply not an option: the Avid Media<br />

Composer and Digidesign Pro Tools systems they use<br />

don’t work together on Avid Unity storage.<br />

David describes the process this led to. “First, I<br />

asked our lead editor, Keef Bartkus, if he could stop<br />

what he was doing to allow me to have a few minutes<br />

to update the current sequence. After copying the se-<br />

quence, I’d throw down a dummy track for audio to<br />

reference new edits.<br />

“Then I would initiate the conform, basically consolidating<br />

media into an OMF and then copying the<br />

media (upwards of 8 or 9 GB) onto as many as 3 external<br />

FireWire drives.”<br />

With five to ten new cuts of an episode on Tuesday<br />

night alone, the copying process was sucking down 8<br />

to 12 hours when the team could<br />

least afford it.<br />

They’ve recently turned to<br />

StorageDNA 360, a software bridge<br />

for data distribution and synchronization<br />

across multiple storage<br />

systems. All the video media is constantly<br />

being pulled across from<br />

the Unity to local hard drives for<br />

the Pro Tools stations. When a cut<br />

is completed on the picture side,<br />

the media is on the drives for audio<br />

post, fully synced and ready to go in<br />

closer to 2 minutes than the previous<br />

30-45 minutes for each cut.<br />

J.J. says this means that “Matt<br />

and Trey can throw out a random<br />

idea and we can say ‘Sure, we’ll give<br />

it a shot,’ because we feel relatively<br />

confident that we can turn anything<br />

around in a certain amount of<br />

12<br />

time.”<br />

While distributing to local drives, the StorageDNA<br />

360 is also passing everything to a nearline archive,<br />

freeing up space on the primary storage that would<br />

have been tied up by mirroring. They’re also automatically<br />

preserving every version of the episode remotely.<br />

“It gives us a disaster recovery scenario if the Unity<br />

were to die, allowing the editors to get back to work<br />

with a minimum of downtime,”<br />

says J.J. “With the timeframes<br />

we work under, every safety net<br />

counts.”<br />

“IMAGINATIONLAND”<br />

The idea for the Emmy Awardwinning<br />

“Imaginationland”<br />

came from the summer before it<br />

aired. “They called in the whole<br />

crew for about 6 weeks and we<br />

just worked on random stuff<br />

that the lads had come up with,<br />

basically developing concepts<br />

for episodes in advance of the<br />

run,” says J.J. “‘Imaginationland’<br />

was one of those concepts.<br />

The shortest version of the<br />

concept is that a battle between<br />

all of the good and evil characters<br />

ever imagined spills over<br />

into the “real” world. Featured players run from Aslan<br />

to Zeus, and include Charlie Brown, both a Predator<br />

and an Alien, Al Gore, Gandalf, Luke Skywalker, the<br />

Blue Meanies, Michael Bay and Strawberry Shortcake.<br />

And that’s a really, really short summary.<br />

“The number of elements that we had to design<br />

from scratch to produce these episodes was enormous,”<br />

says Frank. “I think we approached about 120<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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hours a week, each of those three weeks, in order to<br />

get that show put on the air.”<br />

An uncensored director’s cut of “Imaginationland,”<br />

along with previously unseen footage is available<br />

on DVD, and uncensored versions of the individual<br />

episodes are available at <strong>South</strong><strong>Park</strong>Studios.com. You’ll<br />

quickly see why the story was spread across three episodes,<br />

why it won an Emmy, and, frankly, why the episodes<br />

were originally aired with bleeps aplenty.<br />

“YOU KNOW, I LEARNED SOMETHING TODAY”<br />

There’s plenty in every<br />

episode to be offended<br />

by beyond the language.<br />

“<strong>South</strong> <strong>Park</strong>” takes<br />

aim at every religion,<br />

and atheists to boot.<br />

No politician or political<br />

view is exempt. The internet,<br />

rain forests, video<br />

games, AARP, aliens<br />

from outer space, racism,<br />

tolerance and head<br />

lice all get their turns in<br />

the cross-hairs too, as<br />

do Hollywood celebrities<br />

of every sort.<br />

Not that “<strong>South</strong><br />

<strong>Park</strong>” is so easily categorized<br />

as anti-everything.<br />

Touching moments sneak up on you, such as<br />

the obvious sympathy for Britney Spears’ exploitation<br />

in “Britney’s New Look” from Season 12, which also<br />

observes that the distinction between the world of<br />

tabloids and “real” news is barely worth talking about<br />

anymore.<br />

14<br />

Actually, theirs is satire at its very best: outrageousness<br />

that doesn’t quite mask its humanity and<br />

its emotional commitment to these issues, demanding<br />

the same of its audience. Which is exactly why nobody<br />

gets off the hook.<br />

“That’s sort of the genius of Trey and Matt,” says<br />

David. “It’s just really smart, smart, smart humor, and<br />

it’s a win-win situation for wherever you stand politically.<br />

I think that’s the beauty of the show, and I think<br />

that’s why it’s been around so<br />

long.”<br />

It’s clear speaking to everyone<br />

involved that they’re proud to<br />

be part of a show that ultimately<br />

means something. Not that they<br />

have much time to enjoy it.<br />

“It’s gratifying on a Wednesday<br />

night, when emails and text<br />

messages and phone calls start<br />

pouring in. ‘Oh my goodness, can’t<br />

believe you got away with it, how<br />

do you guys do it, amazing,’” says<br />

Frank.<br />

“They start flooding in after a<br />

33 hour day that begins on Tuesday<br />

morning, so it’s gratifying for<br />

a minute and half, and then we<br />

move on to the next episode just<br />

like that.”<br />

(Frank’s “moving on” includes<br />

supervising syndication, international<br />

versioning, the HD transition<br />

— including the back library — and the exceptionally<br />

extensive <strong>South</strong> <strong>Park</strong> Studios website.)<br />

How can anybody<br />

keep up such an intense<br />

production cycle? The answer<br />

is, they can’t.<br />

Each season is broken<br />

up into two 7-episode<br />

parts, with the second<br />

half of the twelfth<br />

season just begun as you<br />

read this. With a month or<br />

so of work on either side,<br />

that’s just under half the<br />

year off.<br />

Still, as David says,<br />

the team enjoys the show<br />

so much that they’re excited<br />

to get to work on the<br />

next episode as quickly<br />

as possible. “I think if you<br />

sat everybody down,”<br />

says Frank, “they’d all say that we’re lucky to be a part<br />

of such a wonderful production that has had not only<br />

success, but longevity, which is such a rarity in this industry.”<br />

It’s crazy, but it’s clearly working.<br />

n<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong>


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Artbeats adds new royalty-free<br />

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View the Artbeats RED demo at artbeats.com/red.<br />

16 September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 17


18<br />

Avid: $3.68 trillion in box office<br />

Avid Video, Audio, Networking and 3D Animation<br />

Customers Deliver Highest-Grossing Summer<br />

Blockbuster Movies for 2008<br />

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created by customers of Avid Technology using systems from at least<br />

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these films deployed workflows consisting of multiple Avid systems<br />

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To create The Dark Knight, the latest film in the Batman franchise, the<br />

team used an Avid editing and Avid Unity shared-storage workflow.<br />

For composer Hans Zimmer, creating the score for The Dark Knight<br />

involved a degree of complexity exceeding any of his previous<br />

projects. With literally stacks of proprietary sample playback<br />

machines delivering hundreds of outputs, the demands of multitrack<br />

recording could only be entrusted to Pro Tools|HD®.<br />

For the live-action, CG-heavy feature, The Incredible Hulk, four editors worked with six companies employed<br />

to handle 667 visual effects shots, 400 of which included CG characters. In addition, the creature design of<br />

Hulk and his nemesis, the Abomination, were both created using SOFTIMAGE|XSI software; and the sound<br />

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To handle the complex project of editing the film, nine Avid Media Composer Adrenaline systems<br />

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at the forefront of stereoscopic 3D, used SOFTIMAGE|XSI. In all, a team of 80 people at Hybride spent more<br />

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For more details on Avid’s place in the summer’s blockbusters, please visit the News & Press Releases forum<br />

at <strong>Creative</strong>Cow.net to find out more about Avid’s blockbuster Summer.<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong>


M etadata<br />

through the eye of the lens<br />

Pictures and sound are data. Information about them<br />

is metadata — the data about the data.<br />

Metadata can begin with information as simple<br />

as reel name, clip name, date, duration. However, with<br />

new cameras skipping video and film as we’ve known<br />

them and recording straight to digital files, the potential<br />

complexity of the metadata skyrockets.<br />

This is why metadata collection is moving closer<br />

and closer to the beginning of image capture, to lenses,<br />

cameras, even cranes.<br />

Dave Stump is the chair of the Camera subcommittee<br />

of the American Society of Cinematographers,<br />

and co-chair of the Metadata<br />

subcommittee. His message to<br />

Hollywood is how critical it is<br />

that camera issues and metadata<br />

issues be addressed at the<br />

same time.<br />

<strong>Creative</strong> Cow’s Gary Adcock<br />

assists Dave on these two committees,<br />

and told us about a presentation<br />

that he and Dave gave<br />

during NAB 2008 to illustrate<br />

metadata. Dave held up a photograph<br />

of his grandfather, and<br />

asked if anyone in the audience<br />

could figure out who it is. After<br />

some guessing, someone in the<br />

audience suggested looking at<br />

the back of the photo to see if a<br />

name was written there.<br />

Dave Stump, ASC,<br />

is leading the charge<br />

to collect and protect<br />

metadata through<br />

the entire production pipeline,<br />

from the set through post.<br />

Here’s why it matters...<br />

Dave said, “Ah, you mean check the metadata.”<br />

As his “day job” Dave has served as the visual effects<br />

director of photography and VFX supervisor for<br />

dozens of films, as diverse as “X-men” and “X2,” “Batman<br />

Forever,” “Stand by Me,” “Free Willy,” and 2008’s<br />

James Bond film, “Quantum of Solace.”<br />

Regardless of a film’s scale or genre, Dave’s task is<br />

the same, enabling the realistic combination of camera<br />

footage with CGI. Until very recently, much of that<br />

work was done by hand, guided by informed guesswork,<br />

hoping to match camera position, lens length,<br />

focus and more— typically all of them in motion at<br />

once over the course of a shot.<br />

In 2000, Dave was part of<br />

a team that received a Technical<br />

Achievement Award from<br />

the Academy of Motion Picture<br />

Arts and Sciences, for hand-development<br />

of advanced camera<br />

data capture systems, which he<br />

describes below. We’ve come a<br />

long way since then, in no small<br />

measure thanks to the concerted<br />

efforts of Dave and his colleagues.<br />

As he tells it, his first goal<br />

in that ongoing effort was simply<br />

to explain what metadata is,<br />

and why it matters.<br />

— Tim Wilson<br />

Dave Stump: Privately, the secondary goal was to<br />

shame the proprietary sense of everyone in the manufacturing<br />

community who builds our tools. Because<br />

everyone who builds a machine, every one who builds<br />

a computer-driven device, everybody who uses metadata,<br />

builds their own metadata scheme, and no two<br />

of them talk to each other.<br />

You know the saying, “Standards are great. That’s<br />

why we have so many of them.” If no two standards<br />

can talk to each other, there’s no uniformity to the<br />

metadata. It becomes meaningless.<br />

Gary Adcock: It’s<br />

not only that they<br />

can’t talk to each<br />

other. Even when<br />

they do create and<br />

handle metadata,<br />

they don’t store it<br />

in the same place.<br />

The ASC is trying<br />

to maintain the integrity<br />

of the workflow.<br />

Dave: That’s right.<br />

Whether we are<br />

shooting on film or<br />

digital cameras, the<br />

pictures inevitably end up as files, data. You send part<br />

of that data out to a visual effects house, some goes<br />

out for edit, and so on. Most of the systems used in this<br />

will bring in a DPX file or Cineon file. But the data in it<br />

that would have told you when and where it was created<br />

and who it belongs to, or what the original camera<br />

settings were — or even how quickly the camera<br />

was panning from left to right in degrees or frames<br />

— frequently all of that information is discarded the<br />

moment it’s ingested into a new machine. Thrown in<br />

the thrash.<br />

“What do I need that for? I’m just here to do some<br />

compositing.” There’s no reason why we can’t all agree<br />

on the value of the data like that, and agree to do no<br />

harm to it.<br />

Naming is vastly more important than you would<br />

intuitively think it is, because that’s how you find<br />

things. Names are the first thing you look for in databases.<br />

So for starters, we can agree to preserve the<br />

naming convention of a particular movie or particular<br />

studio or a particular post house or particular vendor.<br />

But the kind of metadata that we expect to put<br />

on our pictures goes vastly vastly deeper than that.<br />

Have you read the menu structure of a Sony F900 or a<br />

Panavison Genesis? The menu tree of the Genesis is, I<br />

don’t know — Gary what would say? Probably 100 different<br />

criteria.<br />

Gary: Minimum. I think its closer to 200. With the Sony<br />

F23, it’s something like 262 items.<br />

Dave: So yeah, 262 menu entries. The F23 is almost the<br />

same back end menu structure as the Genesis, so call<br />

it 260 fields of metadata that ought to be included in<br />

every picture the camera makes. Just for that camera<br />

alone.<br />

The problem is that so few of the people who are<br />

part of this process have sat down and agreed on how<br />

the data ought to come out. Most of them want to build<br />

the machines where the data comes out themselves,<br />

and fit them into another proprietary box which you<br />

have to buy from them.<br />

So the monetary interest in being the only solution<br />

for metadata prevents the universalization of<br />

standards. And, excuse me, that’s what standards<br />

mean! Something that’s open source and universal.<br />

When you say “our standard,” it’s no longer a standard.<br />

ON-SET METADATA<br />

Dave: What we are discovering now is the truth in<br />

what I proposed years ago, that you can make cameras<br />

that are smart enough to know what lens you are putting<br />

on. You plug a lens into the camera and little contacts<br />

in the back go here it is, Panavision lens, 15mm,<br />

Serial number 119 and here is its mustache curve, here<br />

is the distortion map for this lens, it is focused at 7 ft.,<br />

stopped at f8, and so on.<br />

20 <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 21


Tim: I was struck by your earlier example of following<br />

the degrees of the angles that the camera moves<br />

through during a shot.<br />

Dave: Yes, on a frame-by-frame basis. Because the<br />

visual effects people then have to take whatever pictures<br />

you’ve created at 24 or 29 or 120 frames per second,<br />

put them into a tracker, Boujou or PFTrack or who<br />

knows what, and solve for movements including dolly<br />

and tilt, focus, zoom, boom, swing, track and everything<br />

else that goes into a shot. It’s a horribly complicated<br />

equation to figure out after shooting.<br />

Yet in the grand scheme of things, that’s a minuscule<br />

amount of data to collect while shooting. You only<br />

have to remember to ask, “O’Connor, the next time<br />

you build a pan head, we want it with a plug for a data<br />

recorder.”<br />

Or “Panavision, do you have a GPS set that you<br />

can build into the base plate?”<br />

GPS apparently takes very little real estate because<br />

it’s there in my iPhone sitting on my desk.<br />

[Laughter]<br />

Gary: I look at it from the post side. Cooke Optics has<br />

this little box, the “/i dataLink.” It records focus, zoom<br />

and all that from the lens, and then everything from<br />

the camera too. It records all that to this little SD card.<br />

Now you have the actual data. Instead of having<br />

to recreate it, you can do motion matching and everything<br />

in VFX long before the footage itself actually<br />

gets there. There’s not somebody waiting for the footage,<br />

and then starting to do all this work manually for<br />

weeks and weeks on end.<br />

22<br />

Dave: Exactly. This is the classic mistake that studio<br />

bean counters make. “We need to get the budget<br />

down, so let’s beat this guy up for more of his wages.”<br />

Instead, for a shot that used to be a Boujou problem,<br />

you create a sync frame, like the bloop on the<br />

slate. Now comes the rest of the data: here’s the center<br />

shutter open pulse, here’s the pan, tilt, focus, zoom, fstop,<br />

dolly, boom — synchronized with every frame of<br />

the film that you shot.<br />

The artist who would have spent six weeks tracking<br />

this out by hand, and reverse engineering camera<br />

position and focal length anecdotally or from someone’s<br />

handwritten notes, can now simply take the<br />

metadata file, plug it in and start doing the work. The<br />

real work.<br />

This is the way that I love to frame the discussion,<br />

as an invitation to the producers and the studios<br />

who want to save money. You know, we can all stand<br />

around and haggle over 50 cents an hour for every employee<br />

on the staff and you can feel like you’ve saved<br />

some money.<br />

Or we can automate those people’s work, get it<br />

done in a week’s less time or a month’s less time, and<br />

then save some real money.<br />

Everyone asks, well, who’s going to pay for developing<br />

all of this new automated metadata collection?<br />

I say, we already pay for it anyway. How often do you<br />

buy computers and cameras and lenses? We renew and<br />

replenish this stuff on a daily basis. At least ask manufacturers<br />

for what you want in the updates, rather than<br />

just taking what you’re handed.<br />

METAPAPER<br />

Dave: One of the obstructions to automating<br />

the motion picture workplace is<br />

that we don’t have a tradition of metadata<br />

on set. We have a tradition of what I call<br />

“metapaper.”<br />

For example, script supervisors for the<br />

most part take a paper copy of the script,<br />

and note vast quantities of metadata in<br />

real time just by watching the movie being<br />

filmed: script changes, which actors are in<br />

each shot, and so on.<br />

And they notate that using lines and<br />

squiggles and arrows and notes all over<br />

the typed script, with hand written notes<br />

to elaborate. They accumulate vast quantities<br />

of paper that people have to keep in<br />

notebooks.<br />

The first assistant and the second assistant, all<br />

the cameramen, the loader — these people keep vast<br />

amounts of paper notes too. If you want to know what<br />

lens they were shooting with, or if you want to know<br />

what filters were on the camera or what settings they<br />

shot with, you have to dig out that notebook and find<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008


the page that you want, and hopefully it’s in the right<br />

place.<br />

Once you don’t have to have those notebooks<br />

stacked in shelves, it becomes a downhill rush to automate<br />

all metadata coming to the editors. It’s a small<br />

step from there to attach the metadata to the picture<br />

files themselves, and to preserve that information as<br />

it passes from machine to machine in post.<br />

FROM BATMAN TO ARTICULATE DEMANDS<br />

Dave: The Tim Burton Batman movies were where I<br />

first used my hand-created data capture system. In<br />

the earliest days of live action motion control and<br />

data capture, we had a shot that started in a macro<br />

closeup, then boomed up to 60 feet in the sky. The<br />

question everyone asked was, how in the world are<br />

we ever going to focus this thing?<br />

We ended up attaching an encoder to the crane<br />

24<br />

QUANTUM OF SOLACE<br />

In one sequence, James Bond and Camille (Daniel Craig<br />

and Olga Kurylenko) are tossed from an airplane with only one<br />

parachute between them. To create the illusion, the actors and<br />

their doubles were trained to free fall inside an ex-military vertical<br />

wind tunnel, six stories tall with a wind machine blowing at 150<br />

MPH. “We took out all the windows and and some of the walls and<br />

painted it white to suit our purposes,” says Dave, “and we strung<br />

lights everywhere — in the bottom, all around the walls.<br />

“We put in 8 Dalsa Origin 4K cameras and 7 Sony F900Rs, all<br />

of them locked in place. We also had an Arriflex 435, which was<br />

mounted on a Steadicam and flown in freefall alongside the<br />

actors.<br />

“The heart of the challenge was to synchronize all of those<br />

cameras, so that running with 90 degree shutters, they all have the<br />

same effective center shutter opening interval. And it had to be<br />

very, very precise.<br />

“The reason that we worked with<br />

so many digital cameras is because we<br />

could use the the images as data from<br />

those pictures to create a data cloud,<br />

to recreate the bodies of the actors in<br />

any given position. We knew the focal<br />

length and the characteristics of every<br />

lens, so we solved for every pixel from<br />

every camera, for its position in space<br />

throughout the entire synchronized<br />

shot.<br />

“And what you end up with is a 3D<br />

model of those people, in that space, for<br />

the entire length of that shot. A double<br />

negative was taken of that data and<br />

solved for the position of the actors,<br />

who were then regenerated as CGI<br />

characters and inserted into real aerial<br />

photographic backgrounds from the<br />

film’s locations.<br />

“It’s pretty astounding.”<br />

arm to give us a numerical value for the position of the<br />

camera at any given azimuth. We then wrote a lookup<br />

table as an “if/then” equation. If the arm has boomed<br />

up 6 feet, then the focus should be set at 6 feet. If the<br />

arm has boomed up 12 feet, then the focus should be<br />

set at 12 feet.<br />

I’m oversimplifying, but it’s easy to put a motor on<br />

a focuser. Once you write that lookup table, and you<br />

swing the arm, and the arm data drives the focuser,<br />

there’s no mistake to be made. You have the numbers.<br />

It’s just an equation.<br />

It turns out that you can record anything that you<br />

can measure. So for “Batman Forever” I built a little kit,<br />

and Panavision, to their credit, built me three encoded<br />

PanaHeads that had differential encoders on primary<br />

axles, recording pan and tilt, and converting that to<br />

degrees, and saving that data.<br />

Then I put a little puck wheel on a dolly. As it rolls,<br />

it can measure tracking distance usually within greater<br />

precision than16ths of an inch. For<br />

swinging the arm of a crane, the same<br />

thing: you put an azimuth encoder<br />

to the chain of a Titan crane or you<br />

put inclinometer encoders on the<br />

side of the arm. When you read how<br />

many degrees of tilt the arm is going<br />

through, you know exactly what<br />

height the crane is at.<br />

So we were able to record all<br />

these axes of movement, unobtrusively.<br />

There was a little extra wiring<br />

on the dolly that we ran through a<br />

nice little cable harness, on down to<br />

an RS 422 line connected to a computer<br />

sitting off to the side.<br />

Tim: How did we get from your hand-<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008<br />

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crafted systems to something more universal?<br />

Dave: I had a meeting with some of the fellows from<br />

the Fraunhofer Institute in Europe. They saw that I was<br />

building and developing my own hardware and encoding<br />

systems, and then strapping it all onto dollies<br />

and cranes and arms.<br />

They said, “We get that you like to tinker and build<br />

this stuff yourself, but your greater value to the community<br />

is in making articulate demands of the rest of<br />

the hardware community, so that they get other people<br />

to build it for you.”<br />

That was very liberating to me, very freeing, just<br />

realizing that the community can make demands of<br />

manufacturers.<br />

And now, Panavision have a data port out of every<br />

Technocrane they own. You can walk up and plug<br />

a data capture system into the base of a Technocrane<br />

and record every move for every frame. I wrote the<br />

connector standard for them, so I know. [Laughs]<br />

More than that, it’s just a big conduit, a data passthrough<br />

for anything attached to the Technocrane, including<br />

any camera and lens data that can be collected<br />

off those machines.<br />

Tim: Can you also collect metadata from non-Panavision<br />

cameras and their lenses on the crane?<br />

Dave: Yes! If the camera and lens and head send out<br />

data, it will pass through the crane. So you can put an<br />

Arriflex camera on that crane and record all the data.<br />

Tim: Now you’re talking!<br />

26<br />

[Laughter]<br />

Dave: You know, Arri have taken a somewhat a proprietary<br />

approach to packaging their data. But they’re<br />

starting to see the logic of open source. And Cooke,<br />

they’ve completely embraced the concept of the lens<br />

as an open source data device.<br />

Panavision actually got involved very early on<br />

with putting encoders in their lenses. The guys at Fujinon<br />

also developed a system to output data from their<br />

lenses for George Lucas to use on the first digital Star<br />

Wars movie.<br />

So there have been baby steps, but the Cooke<br />

/i Lenses are the first committed, open source invitation<br />

to everyone to embrace gathering metadata from<br />

lenses. If you look on the Cooke Optical website, you<br />

can download a PDF file. “Here is the standard, here<br />

are the connectors, here is how it’s wired, here’s how<br />

the data comes out. Do with it what you will. It’s open<br />

source.”<br />

They completely have the right idea. It’s up to us<br />

in the community to demand that the rest of imaging<br />

chain deliver data recorded to the images themselves<br />

as they’re gathered on set, in ways that everybody else<br />

can use.<br />

UBIQUITY<br />

Dave: Once we have metadata everywhere, everyone<br />

will look around in shock and awe and ask each other,<br />

“How did we ever make movies without this stuff?<br />

On-set metadata collection will become as ubiquitous<br />

as the walkie-talkie. You know, how did we<br />

make movies before we had walkie-talkies? Well, we<br />

shouted and stood on the side of the mountain and<br />

sent semaphore to the guy on the next hill. We sent<br />

smoke signals! Fire a gun — that means “GO!”<br />

And now, you look at all the walkie-talkies on a<br />

set and don’t even think to ask anymore how we ever<br />

made movies without them!<br />

Well, when on-set metadata becomes useful<br />

and ubiquitous, we’ll be saying the same thing about<br />

it then. Instead of waiting for all the pieces of paper<br />

from the script supervisor and everyone else on the set<br />

to arrive in an envelope at the production office each<br />

night, we can have digital metadata, collected automatically<br />

on-set, delivered even as we’re shooting.<br />

The amount of information in today’s physical<br />

metadata — script notes, camera movements, camera<br />

settings — is trivial, insignificant in size compared to<br />

the actual picture or sound data we’re already collecting.<br />

But getting it attached to the picture and sound<br />

data is NOT trivial. And it won’t happen unless you ask<br />

for it.<br />

The question is being asked. The answers are being<br />

provided. It just takes time for the herd to move<br />

in that direction. So, every chance that I get, I speak<br />

to the herd, and I speak to the possibility of what we<br />

could be doing.<br />

The tools of metadata can and will enable authorship<br />

of images, control of look management, efficiency<br />

in visual effects and editorial, and make better movies<br />

while saving the producers and studios money!<br />

n<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008<br />

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Cows Around the World<br />

The “W” in <strong>COW</strong> stands for “world,”<br />

and we really mean it.<br />

Here are reports from Cows in Russia, India,<br />

the Netherlands and Canada about what<br />

they do, and what they’re working on.<br />

George Bazhenov<br />

Ekaterinaburg, Russia<br />

iPro, a distributor of Apple, opened a training center in<br />

Moscow this spring with outlets in St. Petersburg and<br />

Ekaterinaburg, my home city. I recently gave two FCP<br />

courses — a five-day course in a local university and a<br />

three-day course in the iPro training facility here.<br />

The three-day FCP course is madness, although<br />

my students absorbed quite a lot, and even passed the<br />

certification exam. They were a sight to look at after 90<br />

minutes of questioning in English! Microsoft is more<br />

generous with non-native English speakers and doubles<br />

the certification exam time for them, I am told.<br />

I am certified to teach FCP and Motion but editors<br />

and their employers are not prepared to buy training<br />

right now. Also, custom duties and fees on hi-tech<br />

goods in Russia are so high that customers in Far Eastern<br />

cities, such as Khabarovsk and Vladivostok, sometimes<br />

prefer to go to <strong>South</strong> Korea, Japan and China<br />

and shop for Apple products there.<br />

Meanwhile, I do sales presentations with Apple<br />

Final Cut Studio, Aperture, and using Wacom tablets.<br />

I even went abroad with Final Cut Studio and Aperture<br />

recently — to Baku, the capital of Azerbaijan. But my<br />

most recent destination was Khabarovsk (seen here,<br />

right), with Tomsk and Magnitogorsk before it.<br />

On a more creative front, I am finishing a DVD project<br />

with footage from a literary festival that took place<br />

in Ekaterinaburg. Young writers and poets competed<br />

among themselves and took part in writing workshops<br />

for three days. Six miniDV cassettes were used to tape<br />

some of these activities. My task was to edit the material<br />

and output a 90-second<br />

ad, a seven-minute narrative<br />

and a 90-minute documentary.<br />

The project is almost<br />

finished, and this week I<br />

plan to burn 80 DVDs that<br />

will eventually be mailed<br />

to every participant. The<br />

most distant of them lives<br />

near Lake Baikal, 2800 kilometers<br />

east (approximately<br />

1400 miles) in Siberia, near<br />

the Mongolian border —<br />

but I have made it very clear<br />

to the client that mailing<br />

will not be part of my job.<br />

And of course, our<br />

wedding season has just ended. Due to climatic conditions,<br />

it is short and intense. Every bride wants to get<br />

wed and not wet (and definitely not frozen on the way<br />

to the limo). DV shooters are in high demand, and I join<br />

their ranks with my Canon XM2.<br />

Guess what I use as a backup and B-roll cam? A<br />

Flip! It is excellent in semi-dark conditions and beats<br />

the XM2 when I shoot dances. Brides don’t like dancing<br />

before on-camera lights.<br />

With all that, my reading focus has shifted from<br />

Final Cut Studio to Business & Marketing and Event<br />

Videography at the <strong>COW</strong>.<br />

Subrato Sangupta<br />

Mumbai, India<br />

I have had over 18 years of experience in cinematography,<br />

coupled with nearly 12 years as a Director of<br />

Photography in Bollywood. To me, the best cinematography<br />

is the kind that takes you into another world,<br />

and makes you quickly forget that you are watching a<br />

movie. Seamless and realistic.<br />

(That’s me, at right.)<br />

My favorite lighting style is to shoot with naturallooking,<br />

motivated light sources. I enjoy working with<br />

large soft sources and then “paint” in the shadow<br />

areas. I work very<br />

hard to make certain<br />

that whatever<br />

story is being told<br />

is enhanced and<br />

c o m m u n i c a t e d<br />

with the light and<br />

images.<br />

Most recently,<br />

I have finished the<br />

research for a documentary<br />

on child<br />

prostitution and<br />

sex tourism in Goa<br />

that I hope to pro-<br />

duce. There are few, if any, local prostitutes in the red<br />

light districts of India’s major cities. The majority have<br />

either migrated or been trafficked to those cities.<br />

The daughters of migrant prostitute women are<br />

generally expected to enter into prostitution as soon<br />

as they reach puberty — and even before that, they<br />

are expected to work all night performing in bars.<br />

Prostitution involving boys tends to be less formal, but<br />

is still quite common.<br />

Locations like Goa can combine large numbers of<br />

vulnerable children, and an under-resourced police<br />

28 September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 29


force inexperienced in dealing with child sexual offenses,<br />

plus a high degree of respect for western men,<br />

to create an environment safe only for pedophiles. It<br />

is a very sensitive subject, and I am now looking for<br />

international funding for it.<br />

I have my own production company in Mumbai,<br />

shooting HD with the Panasonic HVX202. I have a team<br />

that works with me, as well as equipment for multicam<br />

shoots (events).<br />

Should a foreign producer choose to work in India,<br />

I offer location scouting and help with local financing<br />

along with my DP services. After producers apply for<br />

permits at the Indian Embassy in their home nation,<br />

I can help them obtain the approvals in India. If the<br />

application is for a documentary or a television show,<br />

we obtain permission from the Ministry of External Affairs.<br />

If it’s a feature film, then from Ministry of Information<br />

and Broadcasting. There is a permit fee of $200<br />

for feature films, but none for documentaries. After<br />

clearance, we then apply for actual location permits,<br />

Jan-Willem Breure<br />

The Hague,<br />

Netherlands<br />

Even though I have<br />

a Dutch name, I am<br />

of Rwandan origin,<br />

and grew up in Kenya<br />

and Namibia.<br />

Since I was young<br />

I have always been<br />

looking for new<br />

ways to communicate.<br />

I have basically<br />

done everything one<br />

can do with his hands:<br />

creating drawings,<br />

paintings and animation.<br />

I also have a passion for music. I am currently<br />

signed by two record labels, River Praise Records<br />

and Bigbadboy Records. I create my own beats and<br />

also write lyrics both for myself and for other artists.<br />

(I sometimes rap in Dutch, but prefer to use English.)<br />

I’ve done a lot with hip-hop: performances including<br />

at the Xnoizz Flevo Festival in August, video clips and<br />

television interviews.<br />

My other interests include video production and<br />

editing, of course. I use the Panasonic HVX200 to shoot<br />

both DV and HD, and work in a combination of AE, Premiere,<br />

FCP, Photoshop and Cinema 4D.<br />

I recently finished a video for myself as a rapper,<br />

Mission JW. It’s not a clip with just “yo, yo, yo” and<br />

“bling, bling, bling.” The mixes are deep, and a serious<br />

message that is also treated with humor. The central<br />

theme is the prejudices against immigrants, even<br />

from agencies which vary depending on location.<br />

In case of aerial photography in India, one needs<br />

to apply at least three months before the shoot, as this<br />

is the most time-consuming permit process. If the DP<br />

is a foreign national, permission will take 90 days, but<br />

if the DP is Indian it will take only 50 days. There are<br />

two ministries involved in this permission: the Ministry<br />

of Civil Aviation and the Ministry of Defense.<br />

I have been able to do all of this for many productions<br />

from all over the world. Some of my most recent<br />

projects include: working as a fixer for a travel documentary<br />

and cookery series, “Rhodes Across India” for<br />

UKTV Food; DP and Line Producer on a documentary<br />

about Kalaripayattu (a martial art originating in the<br />

Indian state of Keral) by Dutch filmmaker Herma De<br />

Walle; and second unit camera for an episode of the<br />

documentary series “Shipbreakers” for National Geographic.<br />

I am truly blessed to find that I can make a living<br />

doing what I love to do.<br />

those who were born and grew up here.<br />

At present I am working on a video for the artist<br />

“Levi.” It is going to be an abstract clip, combining 2D<br />

and 3D with special effects to create a fantasy world.<br />

After that, I will work on a commercial for SME TV,<br />

the first afro-oriented broadcasting network in the<br />

Netherlands. The commercial will be flashy, yet still<br />

displaying African roots. I will create the video and the<br />

music that goes along with it as well.<br />

I will also be traveling to Poland, where I will shoot<br />

video clips with the R&B/hip-hop group “Sweetsani.”<br />

The group consists of two singers and one rapper<br />

(me). We’re planning to release our album next year in<br />

Europe.<br />

I’m working on many other things: writing and<br />

producing, designing a clothing line, and drawing and<br />

painting as much as I can.<br />

I want to be challenged. For that reason, I constantly<br />

push back my boundary lines. Because in the<br />

end, there is no boundary line to art.<br />

Pete O’Connell<br />

Montreal, Canada<br />

When I finished doing compositing<br />

for “Mr. Magorium’s<br />

Magic Emporium” at BarXeven<br />

last winter, I did VFX and<br />

graphics for an independent<br />

documentary about oil, and<br />

then went to Argentina with<br />

my wife. She’s from there, and<br />

we were able to take some<br />

extra time on this trip before<br />

I started in May with Mr. X. They’re a<br />

major Canadian effects house, with<br />

around 70 or 80 people in Toronto,<br />

and 10 or 15 here in Montreal.<br />

My first job with Mr. X was<br />

on “Death Race,” starring Jason<br />

Statham, which came out late this<br />

summer. There are a whole bunch of<br />

green screen shots with him racing<br />

in the car, looking intense, looking<br />

over his shoulder at other racers and<br />

so on. It switches from one shot to<br />

the other, between the green screen<br />

shots and some live shots taken<br />

around some abandoned buildings<br />

in Montreal.<br />

This was also my first compositing<br />

job using Nuke. It’s a node-based<br />

compositor originally developed for<br />

in-house use by Digital Domain, and<br />

won a Technical Achievement Academy Award in<br />

2001. It’s developed now by The Foundry. Mr. X and<br />

Weta Digital are among the high profile houses using<br />

it.<br />

I’m using it on a movie called “Whiteout” at the<br />

moment. It’s a murder mystery set in Antarctica starring<br />

Kate Beckinsale that will be released in April 2009.<br />

We’re adding snow and doing some 3D work.<br />

One of the big deals with Nuke is that you can<br />

hand-create EXRs with ease. EXR is a format designed<br />

by Industrial Light and Magic and used on all the films<br />

they work on. It’s a super-high resolution format, with<br />

a dynamic range of over 30 stops. It also stores all<br />

kinds of information in a single file — a shadow pass,<br />

specular pass, ambient occlusions, and so on. You can<br />

mix and match them, and tweak them to get the shading<br />

just right to integrate with the real world.<br />

EXRs are also efficient. Instead of having a huge<br />

tree with two or three hundred nodes, I can have just<br />

one node with all the separate passes still accessible in<br />

it. Because all of this information is collapsed into one<br />

file, you have to keep a bit more of it in your head.<br />

You also have to be bit of a mathematician, think<br />

about the numbers a lot. For example, there are 1024<br />

possible channels in an EXR — RGBA are just the first<br />

four. And each of them is displayed as a black and<br />

white image. So you have to get used to thinking<br />

30 September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008<br />

about making adjustments to your scene by adjusting<br />

those black and white images to affect, say, how much<br />

color correction you’re applying to a scene, or how<br />

transparent layers are relative to each other.<br />

Which is the essence of compositing in a lot of<br />

ways. Transparency, right? Visualizing transparency as<br />

a black and white issue.<br />

n<br />

So what are YOU working on? The world wants to know!<br />

When you have a minute, drop us a line:<br />

magazine@creativecow.net.<br />

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31


One team. Three shows. Every week.<br />

How can one team triple its post-production workload without going insane, while keeping all<br />

three clients happy? Here are some lessons learned from a decade of workflow innovation.<br />

DigitalFilm Tree was born from the idea of combining<br />

some key then-emerging technologies to<br />

create budget-conscious film editing workflows, using<br />

basic desktop computers, and basing it all on tools like<br />

QuickTime and Final Cut Pro 1.0.<br />

Some of our first breakthrough features were “Full<br />

Frontal” and “Rules of Attraction,” helmed by visionary<br />

and maverick directors who explicitly wanted to<br />

explore new workflows for independent production.<br />

Our first major challenge was designing workflows<br />

that could be relied upon for traditional, largescale<br />

feature film production.<br />

Working closely with editor Walter Murch, we<br />

were able to do this for Anthony Minghella’s “Cold<br />

Mountain,” which established once and for all that Final<br />

Cut Pro could be a viable part of mainstream Hollywood<br />

filmmaking.<br />

The software itself is easy enough to use. Our challenge<br />

was providing the in-house expertise to resolve<br />

specifically film-related issues. These included cut list<br />

and negative cutting problems that could be traced<br />

Zed Saeed<br />

Hollywood, California USA<br />

back to improper telecine, or a less-than-thorough<br />

creation of the initial Cinema Tools database.<br />

We saw many of these same issues on our first<br />

major HD project, “Sky Captain and the World of Tomorrow,”<br />

which was shot on HDCAM at 24p, using the<br />

Sony F-900 camera.<br />

The biggest obstacle wasn’t managing all the effects<br />

and compositing, which is what you might think.<br />

It was that none of the tools of the time — Final Cut<br />

Pro, Cinema Tools, AJA Kona, the SANs we worked with<br />

— were qualified to work with HD.<br />

The producers of Sky Captain were determined to<br />

live on the bleeding edge, and these solutions simply<br />

weren’t more than half-baked at the time. Fortunately,<br />

we were able to work closely with all the manufacturers<br />

involved, who were every bit as anxious as we were<br />

to pull it off...which we did.<br />

Our recent work on “The Forbidden Kingdom,”<br />

starring Jet Li and Jackie Chan, added many additional<br />

layers of complexity. We coordinated with the prodution<br />

team during the shoot deep in mainland China,<br />

Zed Saeed is the Senior Post Production Consultant with DigitalFilm Tree in<br />

Los Angeles and New York. “Each year, some miracle technologies appear.<br />

Few of these last,” he says. “Part of my job is to bet on the right horse.”<br />

Cinematographer Peter Pau with Jet Li (left) and Jackie Chan (right) on<br />

location deep in mainland China for “The Forbidden Kingdom.”<br />

where our responsibilities included making tape backups<br />

of the Panavision Genesis RAW files, and placing<br />

them physically in a safe to satisfy the insurance bond.<br />

We also coordinated a post team spread across China,<br />

the US, Korea and Australia.<br />

[Editor’s note: Zed wrote a full article for <strong>Creative</strong>Cow.<br />

net covering every aspect of this remarkable production.<br />

You can find it at http://library.creativecow.net/forbidden_<br />

kingdom.php]<br />

All of this put us in the right place, at the right<br />

time, to work with Final Cut Pro in the world of episodic<br />

production: all of the challenges of film production,<br />

now applied to the creation of two dozen “short films,”<br />

non-stop.<br />

Episodic work brings so much more pressure that<br />

it’s no wonder that the same studios who signed off on<br />

Final Cut Pro-produced movies weren’t ready to use it<br />

on their TV shows.<br />

The pressure on us: the same team of nine that<br />

used to post one episode of a single show each week<br />

now becoming responsible for posting three different<br />

network TV series, every week, at the same time.<br />

SCRUBS<br />

We helped the medical comedy “Scrubs” become the<br />

first major TV series to be onlined in Final Cut Pro,<br />

starting in their second season. By the next season, we<br />

took on the role of consultants and created, designed<br />

and implemented an on-site Xsan system and network<br />

for two editors and two assistant editors.<br />

Even though “Scrubs” originates on super 16mm,<br />

the final air master is delivered on Digital Betacam. At<br />

the same time, the studio requires film cut lists in case<br />

of a future film negative cut, which means that we had<br />

to build that into the workflow as well.<br />

We offline QuickTime files<br />

from the dailies we process.<br />

These are sent to the Scrubs editorial<br />

for a creative edit. The Final<br />

Cut Pro project files are then<br />

emailed back to us for online<br />

and finishing.<br />

Our work has expanded to<br />

all post services, including visual<br />

effects. It is no small honor that<br />

Jon Michel won the 2005 Emmy<br />

for Outstanding Multi-camera<br />

Editing for his work on Scrubs<br />

Along with a move from<br />

NBC to ABC, “Scrubs” will also<br />

be moving from film to HD. The<br />

HD transition has the reputation<br />

for being difficult, but<br />

compared to film, it’s a breeze.<br />

One of the things you can’t<br />

see as a viewer is that we’re<br />

carefully preparing the Cinema<br />

Tools databases and linking<br />

them to the QT files as<br />

we go, totally conformed to<br />

match back for film integrity. That is, we have to<br />

confirm every single clip against the edge code, so<br />

that when going back to the sources for later cuts,<br />

producers can actually find the clips they need.<br />

Now, with HD, the only thing we have to<br />

Zach Braff, “Scrubs”<br />

worry about is timecode. We capture video, we output<br />

video, end of story<br />

THE GREAT FLOOD<br />

Every post house has its challenges, but nothing prepared<br />

us for what we call “The Great Flood of 2005.”<br />

We came in one morning to find over 6 inches of water<br />

across the entire facility. Let me tell you, walking from<br />

32 <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 33


one room to another is a sloooow process when wading<br />

through 6 inches of water!<br />

We did dailies in the parking lot and continued to<br />

online and deliver work to the clients, never missing a<br />

day or a deadline for the next 2 weeks, until we found<br />

a temporary space upstairs to move into.<br />

We found and purchased a 10,000 sq. ft. facility<br />

in 2007. We dubbed it “DFT 2.0,” because we now had<br />

the opportunity to build for the future we’d seen was<br />

coming: a data-centric environment, with the highest<br />

bandwidth possible. We built it around a facility-wide<br />

dual-fibre network.<br />

Bandwidth wasn’t enough. We created a multiplatform<br />

shared environment to use our Mac, Windows,<br />

Linux and IRIX platforms at the same time, sharing<br />

files with no conversions or duplications.<br />

We now had the network and workflow in place<br />

to go from posting a single TV show every week<br />

(“Scrubs”), to two a week, (“Everybody Hates Chris”)<br />

to three a week, (“Weeds”) with the same number of<br />

people and just a few more Macs.<br />

EVERYBODY HATES CHRIS<br />

Produced by CBS Paramount and airing in the US on<br />

the CW network, “Everybody Hates Chris” is based on<br />

the life of comedian Chris Rock, who also narrates.<br />

The speed with which “Everybody Hates Chris”<br />

is created surpasses anything we have seen or experienced<br />

before. The major concern has been that the<br />

show’s child stars grow and change so quickly. As a result,<br />

Everybody Hates Chris is shot and posted almost<br />

twice as fast as any other TV show we’re familiar with.<br />

One of the biggest changes we made to our workflow<br />

was the addition of Apple’s Color to create the final<br />

color correction. Even in cases where Final Cut Pro<br />

is used for editing, final color work is often done in da<br />

Vinci, Lustre or other very expensive color correction<br />

suites. We believe that “Chris” is the first major network<br />

show using Color.<br />

34<br />

Patrick Woodard, DFT’s lead colorist, did some<br />

tests for “Everybody Hates Chris” producers, director<br />

and director of photography. Everyone agreed that<br />

the results held up very well.<br />

The production team for “Chris” had several reasons<br />

for taking the leap to Color. The first, obvious one<br />

was the savings: traditional color grading suites can<br />

cost upwards of $500/hr.<br />

Another reason was that “Everybody Hates Chris”<br />

is shot digitally, first with the Genesis Viper camera<br />

and now with the Sony F23. The production felt that<br />

they would benefit from a complete digital workflow<br />

and all the flexibility of the digital process.<br />

Flexibility was part of the third reason: speed.<br />

Keeping everything tied into the Final Cut Studio sped<br />

things up significantly.<br />

Of course, one drawback of Color is that its output<br />

is not in real time. Fortunately, Patrick has been able to<br />

harness network and distributed rendering in Mac OS<br />

X to take care of the rendering.<br />

WEEDS<br />

We never planned on posting 3 TV shows at the same<br />

time! Yet because of shifted production cycles after<br />

the recent writer’s strike and an odd series of convergences,<br />

that’s exactly what we’re doing.<br />

The shared-file system environment and workflow<br />

efficiencies we’ve developed allow the same 9 people<br />

that had previously been turning out one episode of<br />

TV each week now able to do three, while still keeping<br />

relatively sane hours.<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

The fourth season of “Weeds,” coming to a close<br />

as I write this, was our first with them. They didn’t contact<br />

us for our FCP experience. Their editorial has been<br />

based around Avid systems, and it’s working for them.<br />

Rather, they came to us for our workflow expertise.<br />

Their goal was to find new ways of working more economically<br />

without sacrificing quality.<br />

The production shoots on two Sony F23 cameras,<br />

currently at the top of the Sony CineAlta line. (At this<br />

writing, the F35 has yet to ship.) The show is recorded<br />

in 4:2:2 to the Sony SRW-1, which is an HDCAM SR<br />

format portable deck, typically filling 4-8 fifty minute<br />

tapes per day.<br />

The HDCAM SR camera masters are delivered to<br />

us every night, where we create the DVCAM dailies<br />

that go to the Weeds cutting room.<br />

(After considerations of various formats, we decided<br />

that DVCAM was the most efficient for editing.<br />

DVCAM decks are more affordable and the DVCAM format<br />

in general is more reliable and efficient than mini<br />

DV.)<br />

In addition, digital “viewing” dailies are created<br />

and uploaded to a secure, encrypted web-based viewing<br />

system for “Weeds” producers, and for Showtime<br />

and Lionsgate execs.<br />

Weeds typically has two main editors and two assistant<br />

editors, all using Avid Media Composer. When<br />

picture is locked, an assistant editor provides us with<br />

AAF files, 24 frame & 30 frame EDL’s, an Avid Bin, and<br />

QuickTime reference files.<br />

The show is assembled from the HDCAM SR tapes,<br />

captured at 4:2:2 via HD-SDI to the Apple uncompressed<br />

codec. We then conform, scene by scene, in<br />

FCP.<br />

(Just as there was none for Weeds switching from<br />

Avid, there were no efficiencies to be gained by having<br />

us switch from FCP.)<br />

Each week, the Weeds team completes two onlines<br />

— one each for two episodes. The first is the<br />

Promo Online, used for the “Next time on ‘Weeds’...”<br />

announcements. These involve general online assembly,<br />

without final color, VFX, or titles.<br />

Second is the Final online, which includes all of<br />

the above.<br />

The first step toward onlining is identifying the<br />

shots that need VFX or other treatment. These are<br />

treated first, then graded using Color.<br />

While he is also working on “Everybody Hates<br />

Chris,” lead colorist Patrick Woodard breaks each episode<br />

of “Weeds” into 4 7-minute “reels.”<br />

Since the output from Color needs rendering, this<br />

allows Patrick to color one reel, send it off for rendering,<br />

and start work on the next, keeping episodes from<br />

both shows moving forward at the same time.<br />

A WEEK OF “WEEDS”<br />

Below is a typical week for “Weeds.” The episodes are<br />

numbered so that “4008” is Season 4, episode 8. The<br />

“JT” referenced on Wednesday is post-production supervisor<br />

Jonathan Talbert.<br />

Monday<br />

4008: QC & Deliver<br />

4009: Title ; 4009: Finish Color<br />

4011: Promo Assembly Lock<br />

Tuesday<br />

4009: Picture Review 10am<br />

4009: Changes & laydown by 6pm for Sound<br />

4010: Final Assembly Lock<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 35


Wednesday<br />

4010: JT Spot Color & VFX Notes<br />

4011: Promo Assembly Deliverables by 4pm for<br />

DHL delivery<br />

Thursday<br />

4009: Sweetened Master returns in evening<br />

4010: Assembly Dubs by 8am for Spotting<br />

4010: VFX<br />

Friday<br />

4009: DVD sent for closed captioning by 8am<br />

4010: Color; 4010 Title<br />

So, as we arrive at the end of this particular week,<br />

we’ve sent the final version of Episode 9 out for closed<br />

captioning, and are coming to the end of Episode 10.<br />

Episode 11’s Promo Online is also nearing completion<br />

on a pace that will allow it to be shown as “Next<br />

time on Weeds” as soon as Episode 10 finishes airing.<br />

And that’s just for “Weeds.” Don’t forget that the<br />

same team of nine of us is also posting and finishing<br />

full episodes of “Scrubs” and “Everybody Hates Chris<br />

simultaneously, every week.<br />

DELIVERABLES, DELIVERABLES, DELIVERABLES!<br />

When a TV show is finished, it is rare for the producers<br />

to walk away with just one tape. Far more often, there<br />

is a (very) long list of items that are to be extracted<br />

from the master, and sent to various locations, executives<br />

and broadcast facilities.<br />

We have had to create a complex deliverables<br />

matrix and handbook for each of the three shows we<br />

work on every week. It goes all the way down to the<br />

precise machine room patches needed to accomplish<br />

the task.<br />

“Weeds” has two lists of deliverables. One is<br />

the set of tapes and disks of various formats that are<br />

passed between members of the team during the post<br />

process. The other is the set for final delivery.<br />

Here is an illustration of the deliverables for week<br />

one of “Weeds” this season.<br />

Note that in addition to tape or disk format, there<br />

are numerous requirements for audio channels, timecode<br />

placements and VITC that have to be attended to<br />

for each item, for each of the two lists of deliverables.<br />

Needless to say, each of the networks for whom<br />

we produce shows have different lists.”<br />

QUALITY CONTROL<br />

We have an extensive quality control check Monday<br />

mornings before the network begins working with the<br />

episodes we deliver.<br />

The HDCAM-SR of the final master for Weeds that<br />

we deliver to Lionsgate also goes through an additional<br />

third-party QC check. We were proud that in just our<br />

second week with “Weeds,” we got the message from<br />

post supervisor Jonathan Talbert that the episode<br />

sailed through that third-party quality check without<br />

a single request for changes.<br />

The only way we have been able to pull it off<br />

was organization, and clear communication between<br />

WORKFLOW HARDWARE<br />

None of our edit bays has a computer in it – only a keyboard, mouse, computer screen and a KVM box. The<br />

computers all live in the machine room.<br />

This “Keyboard, Video and Mouse” system, tied together through our ethernet networks, allows us to view<br />

and control any computer from any screen and keyboard, anywhere in the facility. An operator can start a<br />

capture on one Mac, then with the tap of a key switch to another Mac to check on a rendering, then switch to a<br />

third to check dailies or color correction.<br />

Similarly, our waveform/vectorscope sits in the machine room, and anyone from any bay can access it<br />

at any time. True, software such as Final Cut<br />

Pro and Color have their own waveform and<br />

vectorscope for monitoring brightness, color<br />

values and other values, but they are nowhere<br />

near as sensitive, reliable or accurate as<br />

hardware models.<br />

Among the critical features of our<br />

Tektronix WFM7120 is a detailed error log.<br />

Based on values we can program (“legal”values<br />

can often vary a little bit from broadcast facility<br />

to another), this unit generates a very detailed<br />

error log for any program put through it.<br />

Having a description of the error, and<br />

the timecode where it occurs, completely<br />

eliminates the days of sitting there on a stool<br />

to watch a show on scopes and hope to catch<br />

every error.<br />

36<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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teams. Even though the teams were using different<br />

gear, each with their own workflows, we<br />

were able to develop a single joint workflow<br />

that served us all.<br />

Did I mention that we’re doing this for<br />

three network shows each week?<br />

38<br />

n<br />

<strong>Creative</strong> <strong>COW</strong> wishes to thank all of<br />

our contributors that gave of their time<br />

to make this issue a great one. Each of<br />

you is remarkable as you are all very busy<br />

people and yet each one of you has been<br />

willing to share your time to bring your<br />

experiences and expertise to our readers.<br />

Thank you, we appreciate greatly your<br />

willingness to open up your stories to the<br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> readership.<br />

Right:<br />

DigitalFilm Tree’s workflow chart of Weeds<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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Pre-production can keep your project on the rails as you balance storytelling<br />

and project design, while staring down the barrel of brutal deadlines<br />

The <strong>South</strong> Dakota Advertising Federation gave us<br />

a unique opportunity: producing nearly two hours<br />

of animations for use throughout this year’s ADDY<br />

awards program, our regional portion of the world’s<br />

largest advertising competition.<br />

Besides the videos setting up each of the award<br />

presentations, we also created a short visual effects<br />

film for the show open, chronicling a few-second slice<br />

of time where two cowboys catch each other cheating<br />

while playing poker.<br />

As long as we kept to the evening’s western<br />

theme, the SDAF gave us complete creative freedom<br />

— but due to scheduling conflicts, we had less than a<br />

week between principal photography and delivery of<br />

the final edit.<br />

SADDLING UP<br />

To complicate things further, the shoot location was<br />

five hours away from our facility on the other side of<br />

the state. We would not have an opportunity to go<br />

Carl Larsen<br />

St. Cloud, Minnesota USA<br />

back and re-shoot if we overlooked something important<br />

on location.<br />

Therefore, we did as much preproduction as possible.<br />

We had to have a clear understanding of what we<br />

needed to shoot, and maximize our limited time with<br />

the actors on location.<br />

A static storyboard using rough pencil sketches<br />

was a good start, but it didn’t give us any information<br />

about camera moves, or the timing of our shots.<br />

To help with that, we created a motion storyboard, or<br />

“animatic.”<br />

It’s a simple process. We placed the storyboard<br />

frames on a timeline to work with shot lengths. Then<br />

we broke the frames into layers so that we could move<br />

them to reflect changing camera positions.<br />

This was especially helpful as it allowed us to play<br />

with the timing of the shots, simulate camera moves,<br />

and begin working on some of the more complicated<br />

visual effects even before principal photography began.<br />

“I’m a <strong>Creative</strong> Cow reader — maybe even a junkie,” says Carl. “I pass this<br />

story along as encouragement that great productions can have very humble<br />

beginnings.” Carl recently began his own production company, Telescope<br />

Media Group, and wishes Vision Video “the absolute best in all of<br />

their future projects.”<br />

From top: storyboard with final shot; example of shallow depth of field<br />

We also did several camera tracking tests and<br />

mock shoots in our studio, which proved to be invaluable.<br />

Because we planned to shoot everything overcranked<br />

at 60fps, it was all the more essential to have a<br />

strong understanding of how the edit was going to fit<br />

together before the shoot began.<br />

Thanks to our extensive pre-planning, we knew<br />

the length of each shot, the camera’s perspective and<br />

movement, and even had a music score in place before<br />

we ever rolled camera in Deadwood.<br />

HITTING THE TRAIL<br />

As we went into the project, our goal was to create a<br />

realistic effects film with high production values that<br />

drew attention to the story, and not the effects themselves.<br />

The production involved 2 days of shooting, 5 actors,<br />

2 locations, 14 visual effects shots, and a very limited<br />

budget, using a team of just the 3 of us at Video<br />

Vision: Cody Redmer (previz, editor, lead compositor,<br />

camera/DP, sound design); Dan Bruns (previz, crewing,<br />

location scouting, assistant camera); and me (VFX supervisor,<br />

assistant compositor).<br />

We shot with a Panasonic<br />

HVX-200 in 720p HD mode at<br />

23.976 fps, using a Cinemek<br />

Guerilla-35 depth of field converter<br />

and Nikon f1.8 primes.<br />

The “G35” is an HD 35mm<br />

adapter still under development<br />

as I write this. Its most attractive<br />

feature is that it has a<br />

static imaging plane and does<br />

not require power. As a result,<br />

it’s a simple, lightweight, and<br />

compact unit that is very friendly<br />

to off-speed shooting.<br />

Since ours was a beta model,<br />

one of the biggest challenges<br />

was that it lost a significant<br />

amount of light — I estimate<br />

about 4 stops. (The newest production<br />

versions are said to lose<br />

only 1.4 stops.)<br />

Nevertheless, it afforded<br />

us the ability to mount 35mm<br />

Nikon lenses on our camera.<br />

This provided the beautifully<br />

shallow depth of field and extreme<br />

focus pulls seen throughout<br />

the film.<br />

We also used various camera<br />

support systems, including<br />

a home-made dolly system, and<br />

a 10 foot Advanta-jib with pan<br />

and tilt.<br />

Editing was done in Final<br />

Cut Pro, visual effects were handled<br />

in After Effects, and music<br />

was scored in Reason.<br />

Here are a couple of examples of the way we put<br />

the pieces together to tell our story.<br />

THE RAIN SHOT<br />

The only shot which we had essentially completed before<br />

principal photography turned out to be one of the<br />

most impressive. It appears at the middle of the film,<br />

just after a muzzle flash leaves the audience wondering<br />

which cowboy has just fired his gun.<br />

The camera starts far above a saloon in a heavy<br />

40 September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

<strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong> — September / October 2008 41


ainfall, races to the ground, and goes through the<br />

roof to reveal the cowboys holding drawn guns around<br />

a poker table. The shot ends with the camera moving<br />

from a vertical orientation above the scene to a horizontal<br />

perspective of the cowboys.<br />

What sells the shot is the way we were able to<br />

combine the CG elements and the live-action footage<br />

into one fluid and believable movement.<br />

Everything that appears before the camera finishes<br />

moving through the roof of the saloon, was created<br />

entirely in After Effects using a combination of 2D and<br />

3D compositions.<br />

Once the virtual camera moves through the roof,<br />

we switch to a 100% live-action shot of the cowboys<br />

captured in camera on the HVX with the Advanta-jib.<br />

The CG components of the shot were approached<br />

in two parts, with separate After Effects comps and<br />

cameras that were later meshed into one single move.<br />

The camera goes from high above the desert to the<br />

roof of the saloon in the first segment, then through<br />

the various layers of the roof to reveal the cowboys<br />

within the building in the second.<br />

We began by creating a 2D terrain map for the<br />

environment using Google Earth images. These were<br />

then parented together and scaled exponentially to<br />

simulate the effect of a camera rushing toward the<br />

ground.<br />

We also wanted to give the impression that there<br />

was a downpour of rain interacting with the camera as<br />

it flew into the roof of the saloon. For this, we created<br />

a rain system with Trapcode Particular using custom<br />

particles. This allowed us to have the raindrops fall<br />

42<br />

past the camera while the background was scaling<br />

slowly, but then to speed past them before reaching<br />

the roof of the building.<br />

Additional clouds were added to make the shot<br />

feel more organic. Finally, a number of adjustment layers<br />

and selective grading masks were applied to the<br />

composition to perform a day-for-night conversion<br />

and to add additional depth of field rendering to the<br />

scene.<br />

In the second CG segment of the rain shot, we<br />

made a 3D multi-plane composition to simulate the<br />

movement of the camera through the various layers of<br />

the roof. A number of photographed wood particles<br />

were arranged in 3D space to give a more realistic impression<br />

of the camera passing through the roof.<br />

As a final step, the live action plate of the gunfighters<br />

was brought into the scene as a 2D element, then<br />

scaled and time remapped to match the movement of<br />

AE’s virtual camera and the live-action footage.<br />

THE WINDOW SHOT<br />

Whenever possible, we made a conscious decision to<br />

integrate live-action elements into the composites to<br />

deliver a more nuanced and convincing end result. The<br />

“window shot” proved to be a great application of this<br />

technique.<br />

In this shot, the camera pulls back from the gunfighters<br />

in the saloon, moves through a window, and<br />

dollies back roughly forty feet to reveal the sheriff<br />

pointing his rifle at the dueling cowboys.<br />

Instead of taking a series of still images and pulling<br />

a virtual camera through the scene, we recorded<br />

two live action shots: we physically moved the camera<br />

and combined them into one seamless motion.<br />

In the end, this shot required significant stabilization,<br />

tracking, roto, rig removal, and time remapping<br />

to get everything to match together. However, working<br />

this way gave a more realistic sense of perspective<br />

as the camera moved through the scene. There was no<br />

other way to achieve the realism required for this shot<br />

using still photography and a virtual camera alone.<br />

SOUND: THE OTHER HALF OF THE PICTURE<br />

Sound design played a critical role in adding production<br />

value to the film.<br />

The music was composed before shooting — even<br />

before the rough edit of the animatic was completed.<br />

This way, the music set the pace of the shots, and contributed<br />

much more to the overall mood of the piece.<br />

Once the animatic was replaced with the footage<br />

from the shoot, the music was recomposed to accommodate<br />

for small shifts in the timing of the edit.<br />

Since all the footage we shot had no associated<br />

sound, dozens of effects were added in FCP to highlight<br />

each subtle movement within the piece. When<br />

everything was finally synchronized in the edit, there<br />

were over twenty tracks of audio dedicated to sound<br />

effects alone.<br />

At one point, we could not find an appropriate<br />

sound effect for the cocking of the cowboy’s revolver.<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

So, we decided to try recording<br />

something ourselves in the studio.<br />

I would normally not recommend<br />

bringing a couple of handguns to<br />

work, but in this particular case,<br />

that’s exactly what we did.<br />

The final sound used in<br />

the edit was a combination of a<br />

.38 Magnum and a .22 revolver<br />

cocking simultaneously. A small<br />

amount of reverb was applied<br />

to the recording to make it mesh<br />

more realistically with the action<br />

of the footage.<br />

FIXING IT IN “PRE”<br />

With less than a week of post production,<br />

we were very pleased<br />

with the results of the film.<br />

It was especially satisfying<br />

to see that the film looked it was<br />

produced by more than just the<br />

three of us.<br />

As with any project there<br />

were some small surprises along<br />

the way, but our emphasis on preproduction<br />

helped us determine<br />

the difficulties we would face<br />

early in the planning process. Had<br />

we taken the all-too-common approach<br />

of shooting first, then attempting<br />

to “fix it in post” later,<br />

the project would have failed.<br />

Start to finish, it was also a<br />

reminder for us that complex visual<br />

effects are amazing, but it is<br />

critical that they are used in a way<br />

that enhances your story, not just<br />

for the sake of using the latest<br />

plug-in.<br />

Careful attention to production<br />

details also means that you<br />

don’t have to be a big company<br />

to do exceptional work. In the end<br />

your clients will thank you, and so<br />

will your audience.<br />

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ADS Group recording ........... 39<br />

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Artbeats ..................................... 11<br />

Avid ............................................. 47<br />

Blackmagic Design .................. 7<br />

Brooklyn Independent ......... 45<br />

CalDigit ....................................... 19<br />

Digital Juice .............................. 23<br />

Dulce Systems ......................... 44<br />

DVPA ........................................... 44<br />

Elsevier / Focal Press ............. 31<br />

Fibrenetix .................................. 29<br />

G-Technology .......................... 25<br />

HD Soundtools ........................ 45<br />

HP Computers ........................... 5<br />

MAM-A ....................................... 45<br />

Matrox ........................................ 37<br />

NEO Sounds .............................. 45<br />

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Roland / Edirol ......................... 39<br />

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Sony ............................................... 2<br />

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44 <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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T H E B A C K F O R T Y<br />

Learning More Than We Ever Wanted To Know...<br />

YOU LEARN PLENTY WHEN YOU SUPPORT OVER 975,000 UNIQUE VISITORS A MONTH<br />

Bandwidth. Now that is a<br />

word that we have used a<br />

lot over the last year or so. We use<br />

lots of it to supply <strong>Creative</strong> <strong>COW</strong> to<br />

its ever growing body of users —<br />

but we could use a lot more of the<br />

personal variety, as well.<br />

My apologies for the fact that<br />

this magazine is a little late, but<br />

among my other duties, I have<br />

been grooming Tim Wilson to take<br />

over the magazine. He has done<br />

such a great job with it that Kathlyn<br />

and I have talked it over and<br />

have asked him to head the magazine<br />

completely in 2009. He was delighted<br />

at the offer and so, starting<br />

with the next magazine, our November/December<br />

issue, Tim and a<br />

new team of designers and editors<br />

will take over the magazine.<br />

We know that Tim will do a<br />

great job as he has done remarkable<br />

work on the magazine since<br />

joining us over two years ago. He<br />

loves this magazine as I do. When<br />

he first joined the team, I told him<br />

what I’d like this magazine to become:<br />

“picture Pink Floyd’s ‘Dark<br />

Side of the Moon’ in print as a magazine,<br />

Tim; with issues themed like<br />

the great concept albums from the<br />

70s,” I told him. He got it instantly<br />

and we have been running with the<br />

idea ever since.<br />

The trouble is, we’ve been<br />

running into the problems that occur<br />

when one of the two chief guys<br />

making a magazine is also the Director<br />

of Business Development of<br />

46<br />

a huge website that is constantly<br />

having to deal with seemingly endless<br />

growth.<br />

2008 was incredible. We started<br />

the year with about 300,000<br />

unique users a month and a third<br />

the number of servers that we<br />

have today. We spent 2008 building<br />

servers and racing to keep up<br />

with the incredible growth of the<br />

<strong>COW</strong>. Why? Very shortly we should<br />

break over a million unique visitors<br />

a month, likely by mid-November.<br />

Yes, this month. We are<br />

getting over 976,000 unique visitors<br />

a month right now and we<br />

have grown over 150,000 visitors a<br />

month since just last August 27th.<br />

That’s two months. We have been<br />

going nuts trying to keep up with it<br />

all and add new features, as well.<br />

In all of this, I told Tim that<br />

while I hate to walk away from the<br />

magazine — as I love doing this —<br />

it’s time to do what I do best and<br />

let Tim wear the hat that he wears<br />

so well.<br />

So, beginning with the next issue,<br />

Tim becomes the magazine’s<br />

Editor-in-Chief and Associate Publisher.<br />

Kathlyn and I will remain as<br />

publishers — which is just a fancy<br />

way of saying that we’ll write the<br />

checks for Tim. Well, Kathlyn will<br />

anyway.<br />

Me, I am going to focus on the<br />

kinds of business development<br />

duties that I have been doing all<br />

along, but now I get to do it without<br />

the distraction of deadlines re-<br />

Ron Lindeboom<br />

Paso Robles, California USA<br />

quired by the magazine. And Tim<br />

gets to work with people that are<br />

always available. Tim smiles.<br />

The <strong>COW</strong> has been experiencing<br />

an incredible degree of growth<br />

and I have been working closely<br />

with Abraham just to keep up with<br />

it all. In August of 2007, we served<br />

250,000+ unique users a month,<br />

according to Google Analytics. In<br />

September of 2008 we began passing<br />

the 900,000 monthly unique<br />

visitors marker. By the end of October,<br />

we were passing the 975,000<br />

monthly visitors marker. Wow.<br />

We started doing this back 13<br />

years ago on a $39 a month web<br />

account. Today, it costs many hundreds<br />

of times more than that to<br />

do what we do. (Now you know<br />

the reason for all the banners. Sorry.<br />

But please note that without<br />

the great sponsors you see in the<br />

<strong>COW</strong>, only a broken address would<br />

greet visitors. So thank you, sponsors.<br />

And thank you most sincerely<br />

for believing in and supporting<br />

this magazine. Both Tim and I have<br />

loved making it and now I will love<br />

watching what Tim does with it.)<br />

It has been an honor to have<br />

been a part of a magazine that has<br />

been so graciously accepted and<br />

supported by the industry. I have<br />

learned a lot making it over the last<br />

couple of years. And the thing I have<br />

learned most is: some talents must<br />

be used sparingly so you can focus<br />

on your greater strengths.<br />

n<br />

September / October 2008 — <strong>Creative</strong> <strong>COW</strong> <strong>Magazine</strong><br />

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Take a closer look at Avid.com/NewThinking<strong>COW</strong>.<br />

© 2008 Avid Technology, Inc. All rights reserved. Avid is a registered trademark of Avid Technology, Inc. or its subsidiaries in the United States and/or other countries.


introducing two new<br />

legendary fi lmmakers.<br />

Whether it’s a romantic comedy or high-speed action scene, Panasonic’s<br />

new VariCam 3700 and VariCam 2700 P2 HD camcorders provide the<br />

fi lm-like operation, fast-/slow-motion in-camera effects and subtle tone<br />

control of the legendary VariCam – but now with the speed, fl exibility<br />

and reliability of P2’s solid-state fi le-based workfl ow. Each of these<br />

premium cinematography cameras allows a creative professional to<br />

capture pristine-quality images using three of the fi nest, full native<br />

resolution 2/3" CCDs and master-quality 10-bit, 4:2:2 AVC-Intra 100<br />

compression. And, for ultimate quality without color sub-sampling,<br />

VariCam 3700 offers dual-link RGB 4:4:4 output with log response<br />

capability. With sophisticated in-camera controls, such as Film Rec<br />

and Dynamic Range Stretch, true 24.00p frame rate recording,<br />

when it counts<br />

and lens performance optimization using Chromatic Aberration Compensation,<br />

you get the extraordinary control and versatility you expect only from a<br />

VariCam. And, the reliability of these solid-state master-quality cameras is<br />

backed by an industry-leading fi ve-year limited warranty.<br />

The new VariCam 3700 and VariCam 2700. The legend continues.<br />

Learn more about the new P2 HD VariCams at<br />

www. panasonic.com/p2hd.<br />

Unmatched recording capacity<br />

with our new 64GB P2 card<br />

© 2008 Panasonic Broadcast

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