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Digit 2005-04 - Clevernotions.com

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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.

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