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animatics<br />
ANIMATICS GIVE<br />
FILMMAKERS<br />
CREATIVE AND<br />
TECHNICAL<br />
CONTROL<br />
characters don’t have to be as fully<br />
developed as full CG. Frankel explains:<br />
“There’s no point in getting bogged<br />
down with <strong>com</strong>plex character animations<br />
that might take days to create. With<br />
Softimage|XSI we created a library of poses.<br />
Characters would sort of skate along, look<br />
left and right, gesture this way and that.”<br />
Extensive planning bore fruit. With the<br />
shots modelled as animatics it was possible<br />
to decide how the physical set was to be constructed<br />
to allow the director’s dynamic shots.<br />
In the end, they built a set like a skyscraper – a<br />
steel box cantilevered so any wall could be moved out.<br />
Director’s cut<br />
Back then that was unusual. Now it’s almost normal. When<br />
Martin Scorsese was directing The Aviator he had immediate<br />
feedback and control and could view different shots, with<br />
different lenses from a “virtual camera” in realtime on a laptop.<br />
When he found a sequence he liked, he pulled it back up and<br />
replayed it on the actual set. The development there was the<br />
use of motion capture software. Using Kaydara MOCAP<br />
resulted in realtime movement through a 3D set. Kaydara’s<br />
roots in game-engine technology helped.<br />
Animatics are not the sole preserve of the director.<br />
For actors working on bluescreen it is often the only visual<br />
reference they have. Jude Law and Gwyneth Paltrow, stars of<br />
20<strong>04</strong>’s Sky Captain and the World of Tomorrow, spent a month<br />
Aviation, guaranteed<br />
Oliver Hotz was pre-viz supervisor on The<br />
Aviator. Responsible for four major VFX<br />
sequences he and a colleague created 25<br />
minutes of previsualization. “We previsualized<br />
every shot, not just the visual effects shots,”<br />
he says. “That helped all of us, including the<br />
director and editor, get a better feel for the<br />
flow of the sequence. When we moved into<br />
the production phase, the pre-viz was also used<br />
as a bidding template for soliciting quotes from<br />
the model shops and special effects houses.”<br />
In production the pre-viz was crucial.<br />
Complicated shots were planned using<br />
animatics, then programmed into motion<br />
control cameras.<br />
“One of the inherent problems of<br />
shooting motion control is it’s usually very<br />
time consuming,” says Hotz. “We had to<br />
find a quicker way.<br />
“I split up the pre-viz animation into two<br />
parts. One was used to drive the motion-base,<br />
which had the full-scale cockpit on it. The other<br />
one drove the motion control camera used for<br />
the actual filming.<br />
“This process turned out to be so<br />
effective that even on location we could<br />
make adjustments or even frame new shots<br />
within minutes. All we had to do was write<br />
out new control files for the two systems<br />
and we were good to go. If the director on<br />
set wanted to try a different angle or setup,<br />
46 d<br />
Above & right: Machinima<br />
is little known outside the<br />
gaming world, but uses games<br />
consoles to allow users to<br />
create their own animatics.<br />
Spielberg is said to be a fan.<br />
Below right: Antics Pre-Viz<br />
is one desktop solution that<br />
allows real-time editing of<br />
animatic storyboards.<br />
we could quickly ac<strong>com</strong>modate that.<br />
Hotz says Maya was the tool of choice,<br />
since it offered the flexibility he needed. “Even<br />
before we went on set, we could check a mockup<br />
of the motion base and the motion control<br />
camera, and preview what they would do, all<br />
within Maya,” he says. “We had all of the realworld<br />
physical limitations of the platforms built<br />
in so we could easily see if the motion-base or<br />
the motion control camera was reaching its<br />
limits, and adjust accordingly.”<br />
www.oliverhotz.<strong>com</strong><br />
acting against a<br />
bluescreen. The entire<br />
movie was previsualized<br />
shot by shot before<br />
shooting began in<br />
London. For Law and<br />
Paltrow playing on an<br />
empty set, the only way<br />
to work was to look at<br />
the animatics of<br />
themselves on screen and then navigate the grids and<br />
markers on the floor which had been plotted there by<br />
the animatic previz.<br />
The future<br />
A natural extension of that, and one which has been toyed<br />
with in Hollywood, is making full length 3D pre-viz films before<br />
green-lighting them. An idea studio accountants would surely<br />
love, but actors deplore.<br />
But as animatics get easier to make, that can’t be far off.<br />
No longer the preserve of a Hollywood elite, off-the-shelf<br />
previz applications are here, creating a perfect pitch-tool<br />
for the advertising and design industry. Antics Pre-Viz and<br />
Realviz StoryViz do similar things, though there’s a big<br />
difference in price – Pre-Viz costs £750, while StoryViz<br />
costs $3,600 (around £1,900).<br />
The software is designed to be user-friendly, building<br />
on game-engine roots, and lets users create animations in<br />
real time. The walking motion of off-the-peg characters is<br />
streets ahead of the “skating” characters developed for use<br />
in Panic Room.<br />
“What sets Antics apart is that it is not another variation<br />
on traditional keyframe animation,” says Antic’s Mark Burton.<br />
“Instead, like a videogame, it harnesses the robust processors<br />
and graphics cards of PCs to offer real-time interactivity.”<br />
Released on March 1 this year, Antics has already been<br />
road-tested on a Hollywood production, says Burton. Its main<br />
selling point, he says, is its ease of use: “It has intelligence<br />
built in. With a simple click, you can direct a character<br />
towards a chair and it ‘knows’ to sit down.”<br />
Users can pick drag-&-drop environments and characters<br />
from a library of content, while characters can be instructed<br />
to move and pick up objects, just like in gaming. “Pick up the<br />
TV and go downstairs” is all you have to type for the animatic<br />
character to do just that, according to the developers<br />
Alternatively, you might like to try: “pick up light sabre, chop<br />
Darth Maul in half”. That’s what George Lucas would do.