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	<title>I Design Your Eyes &#187; previz</title>
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		<title>&#8220;Behind the Scenes of V!&#8221; &#8211; ZEUS Explained in 1 Min 44 Sec</title>
		<link>http://idesignyoureyes.com/2010/04/22/behind-the-scenes-of-v-zeus-explained-in-1-min-44-sec/</link>
		<comments>http://idesignyoureyes.com/2010/04/22/behind-the-scenes-of-v-zeus-explained-in-1-min-44-sec/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 21:22:33 +0000</pubDate>
		<dc:creator>Erik Even</dc:creator>
				<category><![CDATA[I Design Your Eyes]]></category>
		<category><![CDATA[ABC.com]]></category>
		<category><![CDATA[greenscreen]]></category>
		<category><![CDATA[Laura Vandervoort]]></category>
		<category><![CDATA[Morena Baccarin]]></category>
		<category><![CDATA[previsualization]]></category>
		<category><![CDATA[previz]]></category>
		<category><![CDATA[Scott Rosenbaum]]></category>
		<category><![CDATA[V (2009)]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[ZEUS pipeline]]></category>

		<guid isPermaLink="false">http://idesignyoureyes.com/?p=1088</guid>
		<description><![CDATA[<p style="text-align: center;"><a href="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/04/v_zeus_screencap_630x354.jpg"><img class="aligncenter size-full wp-image-1089" title="Tuesdays 10/9c on ABC" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/04/v_zeus_screencap_630x354.jpg" alt="v_zeus_screencap_630x354" width="630" height="354" /></a>Actors Morena Baccarin (<em>Firefly</em>) and Laura Vandervoort (<em>Smallville</em>) with an unidentified boom operator on the greenscreen stage.</p>
<p>The official <em>V</em> site on ABC.com has posted a <a href="http://abc.go.com/watch/clip/v/SH011580430000/228990/255803" target="_blank" onclick="pageTracker._trackPageview('/outgoing/abc.go.com/watch/clip/v/SH011580430000/228990/255803?referer=');">short (00:01:44) web video</a>, in which executive producer Scott Rosenbaum explains how the sci-fi drama uses Zoic Studio&#8217;s ZEUS system to pre-visualize sets on the greenscreen stage. Visit the site, or watch the video embedded below.</p>
<p><img style="visibility: hidden; width: 0px; height: 0px;" src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNzE5NzA*NjE3OTgmcHQ9MTI3MTk3MDkzOTE3OSZwPTczMDM3MSZkPUFCQ19TRlBfTG9ja2VfRW1iZWQmZz*yJm89/MDcyNGY3YmE5MTJkNGU2YWE3NmYwOTg*NDYzNjc2ODgmb2Y9MA==.gif" border="0" alt="" width="0" height="0" /><object id="ABCESNWID" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="426" height="260" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="quality" value="high" /><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="flashvars" value="configUrl=http://a.abc.com/service/sfp/embedplayerconfig/id/&#38;configId=406732&#38;playlistId=228990&#38;clipId=255803&#38;showId=SH011580430000&#38;gig_lt=1271970461798&#38;gig_pt=1271970939179&#38;gig_g=2" /><param name="allowfullscreen" value="true" /><param name="src" value="http://a.abc.com/media/_global/swf/embed/2.6.3/SFP_Walt.swf" /><param name="name" value="ABCESNWID" /><embed id="ABCESNWID" type="application/x-shockwave-flash" width="426" height="260" src="http://a.abc.com/media/_global/swf/embed/2.6.3/SFP_Walt.swf" name="ABCESNWID" allowfullscreen="true" flashvars="configUrl=http://a.abc.com/service/sfp/embedplayerconfig/id/&#38;configId=406732&#38;playlistId=228990&#38;clipId=255803&#38;showId=SH011580430000&#38;gig_lt=1271970461798&#38;gig_pt=1271970939179&#38;gig_g=2" allownetworking="all" allowscriptaccess="always" quality="high"></embed></object></p>
<p><strong>More info:</strong> <a href="http://abc.go.com/watch/clip/v/SH011580430000/228990/255803" target="_blank" onclick="pageTracker._trackPageview('/outgoing/abc.go.com/watch/clip/v/SH011580430000/228990/255803?referer=');">This video</a> on ABC.com; <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">&#8220;Zoic Studios’ ZEUS: A VFX Pipeline for the 21st  Century&#8221;</a> on IDYE; IDYE&#8217;s <a href="http://idesignyoureyes.com/tag/v-2009/" target="_self">coverage of V</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/04/v_zeus_screencap_630x354.jpg"><img class="aligncenter size-full wp-image-1089" title="Tuesdays 10/9c on ABC" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/04/v_zeus_screencap_630x354.jpg" alt="v_zeus_screencap_630x354" width="630" height="354" /></a>Actors Morena Baccarin (<em>Firefly</em>) and Laura Vandervoort (<em>Smallville</em>) with an unidentified boom operator on the greenscreen stage.</p>
<p>The official <em>V</em> site on ABC.com has posted a <a href="http://abc.go.com/watch/clip/v/SH011580430000/228990/255803" target="_blank" onclick="pageTracker._trackPageview('/outgoing/abc.go.com/watch/clip/v/SH011580430000/228990/255803?referer=');">short (00:01:44) web video</a>, in which executive producer Scott Rosenbaum explains how the sci-fi drama uses Zoic Studio&#8217;s ZEUS system to pre-visualize sets on the greenscreen stage. Visit the site, or watch the video embedded below.</p>
<p><img style="visibility: hidden; width: 0px; height: 0px;" src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNzE5NzA*NjE3OTgmcHQ9MTI3MTk3MDkzOTE3OSZwPTczMDM3MSZkPUFCQ19TRlBfTG9ja2VfRW1iZWQmZz*yJm89/MDcyNGY3YmE5MTJkNGU2YWE3NmYwOTg*NDYzNjc2ODgmb2Y9MA==.gif" border="0" alt="" width="0" height="0" /><object id="ABCESNWID" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="426" height="260" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="quality" value="high" /><param name="allowScriptAccess" value="always" /><param name="allowNetworking" value="all" /><param name="flashvars" value="configUrl=http://a.abc.com/service/sfp/embedplayerconfig/id/&amp;configId=406732&amp;playlistId=228990&amp;clipId=255803&amp;showId=SH011580430000&amp;gig_lt=1271970461798&amp;gig_pt=1271970939179&amp;gig_g=2" /><param name="allowfullscreen" value="true" /><param name="src" value="http://a.abc.com/media/_global/swf/embed/2.6.3/SFP_Walt.swf" /><param name="name" value="ABCESNWID" /><embed id="ABCESNWID" type="application/x-shockwave-flash" width="426" height="260" src="http://a.abc.com/media/_global/swf/embed/2.6.3/SFP_Walt.swf" name="ABCESNWID" allowfullscreen="true" flashvars="configUrl=http://a.abc.com/service/sfp/embedplayerconfig/id/&amp;configId=406732&amp;playlistId=228990&amp;clipId=255803&amp;showId=SH011580430000&amp;gig_lt=1271970461798&amp;gig_pt=1271970939179&amp;gig_g=2" allownetworking="all" allowscriptaccess="always" quality="high"></embed></object></p>
<p><strong>More info:</strong> <a href="http://abc.go.com/watch/clip/v/SH011580430000/228990/255803" target="_blank" onclick="pageTracker._trackPageview('/outgoing/abc.go.com/watch/clip/v/SH011580430000/228990/255803?referer=');">This video</a> on ABC.com; <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">&#8220;Zoic Studios’ ZEUS: A VFX Pipeline for the 21st  Century&#8221;</a> on IDYE; IDYE&#8217;s <a href="http://idesignyoureyes.com/tag/v-2009/" target="_self">coverage of V</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>From &#8216;2001&#8242; to &#8216;CSI&#8217;: Zoic Studios&#8217; Rik Shorten on Motion Control for VFX</title>
		<link>http://idesignyoureyes.com/2010/03/12/from-2001-to-csi-zoic-studios-rik-shorten-on-motion-control-for-vfx/</link>
		<comments>http://idesignyoureyes.com/2010/03/12/from-2001-to-csi-zoic-studios-rik-shorten-on-motion-control-for-vfx/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 21:15:25 +0000</pubDate>
		<dc:creator>Erik Even</dc:creator>
				<category><![CDATA[I Design Your Eyes]]></category>
		<category><![CDATA[broadcast television]]></category>
		<category><![CDATA[cinematography]]></category>
		<category><![CDATA[CSI: Crime Scene Investigation]]></category>
		<category><![CDATA[Kuper Controls]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[motion tracking]]></category>
		<category><![CDATA[previsualization]]></category>
		<category><![CDATA[previz]]></category>
		<category><![CDATA[Rik Shorten]]></category>
		<category><![CDATA[snorkel lens]]></category>
		<category><![CDATA[split-screen]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[visual effects]]></category>

		<guid isPermaLink="false">http://idesignyoureyes.com/?p=929</guid>
		<description><![CDATA[<p><img class="aligncenter size-full wp-image-932" title="motioncontrol_haze_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrol_haze_630x354.jpg" alt="motioncontrol_haze_630x354" width="630" height="354" /></p>
<p>In cinematography, motion control is the use of computerized automation to allow precise control of, and repetition of, camera movements. It is often used to facilitate visual effects photography.</p>
<p>I spoke with Rik Shorten, visual effects supervisor at Culver City, California’s Zoic Studios, about his use of motion control and how the technology has changed since it was introduced over three decades ago. Shorten produces motion-controlled effects for CBS’ visually-groundbreaking forensic drama, <em>CSI: Crime Scene Investigation</em>. He recently <a href="http://idesignyoureyes.com/2010/03/01/zoic-studios-wins-big-at-2010-ves-awards/" target="_self">took home a VES Award</a> for Outstanding Supporting Visual Effects in a Broadcast Program for his work on the <a href="http://idesignyoureyes.com/2009/11/06/zoic-stops-time-creates-historic-frozen-moment-sequence-for-cbs-csi-premiere/" target="_self">“frozen moment” sequence</a> in <em>CSI’s</em> tenth-season opener.</p>
<p>“I didn’t work on the original <em>2001: A Space Odyssey</em>,” Shorten says, “or back in the <em>Star Wars </em>days in the 70s when computer-controlled cameras were first developed. But fundamentally, the way the technology works hasn’t changed. The rig I use almost weekly on CSI is the original rig from [David Lynch’s 1984 science-fiction film] <em>Dune</em>. The <a href="http://www.kupercontrols.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.kupercontrols.com/?referer=');">Kuper controller</a>, the head that controls the rig, runs on MS-DOS. It’s a really old-school programming language that they used for these original systems, that hasn’t really changed because it hasn’t had to. It’s a coordinate-based system, XYZ, and we can write the moves we need. The way we do it today is the same way they would have programmed it 20 years ago. So from that perspective, the technology hasn’t increased.</p>
<h2 style="text-align: right;"><span style="color: #008aa0;">The way the  technology works hasn’t changed. The rig I use on <em>CSI </em>is the  original rig from 1984&#8217;s <em>Dune</em>&#8230;</span></h2>
<p>“What has changed is that the rigs have gotten smaller, lighter and quieter. They now have the ability to run silently &#8212; they used to be so loud that you couldn’t record dialogue with them. Today we have smaller rigs that can fit through doorways – they’re made out of carbon fiber pieces now, they’re not the behemoths they used to be &#8212; and you can have actors delivering dialogue in the same scene as a motion-control move.</p>
<p>“So how we use them hasn’t changed, but slowly but surely they’ve made progress. Some weeks I use the old rigs versus the new ones, because that’s all I need, and the moves are simple enough. We have a system that’s 30 years old that we use side-by-side with a system built three or four years ago. And we interchange them based on the needs of the shot.</p>
<p>“As far as <em>CSI</em>, there are two ways we use motion control. We do stand-alone in-camera shots with the motion-control rig, where we’re flying over a prosthetic, or we’re traveling around a prop, and we need to get a macro shot; we use them a lot for macro photography. We have a couple of different snorkel lenses we use on the systems; one’s an endoscopic lens, and one is a probe lens, and they were both designed for medical photography. They’re both barrel lenses, about 12” long. The endoscopic lens is a fixed lens, sort of a wide-angle lens; it’s a tiny skinny little lens you can stick through a donut hole. If you see any shots where the camera goes in-between something where it seems like it shouldn’t go, that’s the lens we use.</p>
<p>“The probe lens is a little bit bigger, but it has multiple lens sizes, so we can go as wide as a 9mm or 12mm lens, for super-wide shots; right up to your prime lenses, your 22s, 25s, 30s, whatever it is. We use that in the same way, for getting into tight spots, and for getting macro, because the close-focus on these lenses is only about six inches. That’s a lot tighter than a normal lens can get.</p>
<p>“We use these cameras to get that sort of fantastical camera move that a Steadicam or a dolly couldn’t do. So when it’s got to rotate on three axes and fly in, that’s when we’ll program something in motion control. It’s like a 3D rendered camera, but we’re actually shooting it in real life. It frees us up to do more aggressive, creative moves.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-933" title="Rik Shorten with Director of Photography David Drzewiecki (center); with unidentified crew member and actress." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrolcsi_630x354.jpg" alt="motioncontrolcsi_630x354" width="630" height="354" />Rik Shorten with Director of Photography David Drzewiecki (center); with unidentified crew member and actress.</p>
<p>“The other way we use motion control is for multiple passes &#8212; like in the old days where they did three or four passes of the starship <em>Enterprise </em>with different lighting setups, and combined them all later. We don’t do much of that these days, at least in television; I’m sure they still do it in features. We use it for multiple layering. We’ll do the same scene with different elements in three or four passes, all broken apart with the same repeatable move; then we’ll put them all back together so we can affect the different elements in different ways.</p>
<p>“We do ghost shots every week. We’ll have a production plate without a foreground actor in it, just a background. We’ll track that plate here at Zoic. The data is then converted to XYZ coordinate data &#8212; ASCII files that MS-DOS can read off old-school 3½“ floppies &#8212; so the Kuper controller on the motion control rig can mimic the camera move from the track plate that we shot in first unit. When I put that data in, and I have my background plate and my video setup, I run them together and they’ll run at the same time. The camera will mimic what the first unit camera did.</p>
<p>“Let’s say a guy is firing a gun in front of the greenscreen, and he’s supposed to be a ghost image superimposed into the scene. I’ll shoot him on greenscreen, with that tracked camera move; and then when I come back here to Zoic, I’ve got a motion control pass on the greenscreen, and I’ve got my first unit plate, and the two line up perfectly. That’s how we get all the stylized transition pieces, and all those layers that <em>CSI </em>uses to great effect, because we have the capacity to translate and then to reshoot at a later date using the motion control system.</p>
<h2 style="text-align: right;"><span style="color: #80aa00;">Recreating a scene on the greenscreen that was shot in the field is  always a challenge&#8230;</span></h2>
<p>“The first time I saw this used was in [1996’s] <em>Multiplicity </em>with Michael Keaton – that’s when  I saw this tech first exploding, having the same person in the same scene, over and over. There were a lot of production cheats used for years, with locked plates and simple split-screen; but this technology allows you to travel 360 degrees around somebody, and go into the scene and come back out of the scene; and people can cross and interact and do other things, that they could not do without this system. If you’re using live action elements for these high-concept shots, then motion control is the only way to do it.”</p>
<p>Shorten says that precision is an important issue, just as it was with traditional locked-plate shots. “Sometimes we don’t have the exact lens, we’re off by a few mils. Say they used a 50mm lens and I only have a 45mm, sometimes there’s a little eye matching that needs to happen. To say it’s plug-and-play is disingenuous. You need to understand the limitations of the system.</p>
<p>“Recreating a scene on the greenscreen that was shot in the field is always a challenge. You need to expect there’s going to be some compensation; you’re going to have to do a little eye matching, playing shots back and doing an A-over-B in our video assist, and then adjusting your frame rates and composition, adjusting the speed of the moves. A lot of times, even with the track data, we’ll have to make some on-the-fly compensations to get things to sit in there correctly.</p>
<p>“We do surveys on location, as far as distances to camera and understanding where the actors are supposed to be in the greenscreen instance.  How far away from the camera is the actor supposed to be in the scene, that’s where we start. When we transfer the data, we have a general idea that the camera’s six feet high, it’s five degrees tilted up, and 22 feet from our subject. But when you get it in the studio and do the A-over-B, you might realize that you need to be zero instead of five degrees, or you need to be four feet closer, or you need to change your lens a little bit. The elements have to line up visually, not just by the numbers, so they’re actually going to work when you look at the images together.”</p>
<p>Shorten says that some problems with matching can be fixed digitally. “There is a lot we can work with digitally. It’s not very often we will shoot something in motion control, come back here and have to throw it out completely. Usually it’s salvageable, even if we’re off for some reason.”</p>
<p>Shorten’s greatest challenge is in helping the television production community become comfortable with motion capture technology. “There is still a fear of using this technology, even though it’s been around for years, because it’s still considered to be the domain of feature films, and commercials and music videos that have more time and money than most productions believe they have.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-934" title="Rik Shorten on the stage" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrol_shorten_630x354.jpg" alt="motioncontrol_shorten_630x354" width="630" height="354" />Rik Shorten on the stage.</p>
<p>“There is an education process, that we’ve been quietly working on for a long time. ‘Motion control’ really is a four-letter word for a lot of production managers, who say ‘I don’t have the time, I don’t know the technology, I don’t know how to use it, I don’t know why I need it, and you’re going to kill my one-liner if I have to take five hours to set up a motion control shot. We just won’t do it.’ We run up against this all the time.</p>
<p>“And this is even on shows like <em>CSI</em>, which is comfortable with the technology. Every ninth day we have a motion control day, even if they are simple in-camera things. They understand it, but they will bounce shots. When I suggest taking my motion control off my second unit day, and putting it on set – as soon as I’m doing it with main unit actors, in the middle of the day when there’s 150 crew around, suddenly even shows that are comfortable with the technology get very nervous.</p>
<h2 style="text-align: right;"><span style="color: #aa0080;">Definitely there’s a lot of apprehension, but it’s such a great  technology&#8230;</span></h2>
<p>“The hope is that with these smaller and quieter rigs, with the idea that we can do pre-viz and set surveys so that when we show up on set we know exactly where our rig is going to go, we can get in and get set up very quickly, and start rolling video takes to show a director within a couple of hours. We can have our pre-viz and our moves written, if we do our surveying correctly, so that we’re not starting from scratch. We don’t need a week to do a motion control move.</p>
<p>“Definitely there’s a lot of apprehension, but it’s such a great technology. These shots can’t be accomplished any other way, without costing too much. If you don’t shoot it this way, if you try to back into it later, you need all kinds of digital fixes and compromises. You spend money somewhere. Getting it in-camera, and doing as much as you can physically &#8212; for a lot of set-ups motion control is head-and-shoulders above any other technique, from a financial standpoint and for the way it’s going to come out for your show.</p>
<p>“It’s about trying to build that trust and that faith with productions. We’re not suggesting motion control because we want to noodle around with computer-controlled cameras; it’s because it really is the best way to achieve your shot, and get the elements we need to make something really dynamic for your show.”</p>
<p><strong>More info:</strong> <a href="http://idesignyoureyes.com/2010/03/01/zoic-studios-wins-big-at-2010-ves-awards/" target="_self">Zoic Studios Wins Big at 2010 VES Awards</a>; <a href="http://idesignyoureyes.com/2009/11/06/zoic-stops-time-creates-historic-frozen-moment-sequence-for-cbs-csi-premiere/" target="_self">Zoic Stops Time, Creates Historic ‘Frozen Moment’ Sequence for CBS’ ‘CSI’ Premiere</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-932" title="motioncontrol_haze_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrol_haze_630x354.jpg" alt="motioncontrol_haze_630x354" width="630" height="354" /></p>
<p>In cinematography, motion control is the use of computerized automation to allow precise control of, and repetition of, camera movements. It is often used to facilitate visual effects photography.</p>
<p>I spoke with Rik Shorten, visual effects supervisor at Culver City, California’s Zoic Studios, about his use of motion control and how the technology has changed since it was introduced over three decades ago. Shorten produces motion-controlled effects for CBS’ visually-groundbreaking forensic drama, <em>CSI: Crime Scene Investigation</em>. He recently <a href="http://idesignyoureyes.com/2010/03/01/zoic-studios-wins-big-at-2010-ves-awards/" target="_self">took home a VES Award</a> for Outstanding Supporting Visual Effects in a Broadcast Program for his work on the <a href="http://idesignyoureyes.com/2009/11/06/zoic-stops-time-creates-historic-frozen-moment-sequence-for-cbs-csi-premiere/" target="_self">“frozen moment” sequence</a> in <em>CSI’s</em> tenth-season opener.</p>
<p>“I didn’t work on the original <em>2001: A Space Odyssey</em>,” Shorten says, “or back in the <em>Star Wars </em>days in the 70s when computer-controlled cameras were first developed. But fundamentally, the way the technology works hasn’t changed. The rig I use almost weekly on CSI is the original rig from [David Lynch’s 1984 science-fiction film] <em>Dune</em>. The <a href="http://www.kupercontrols.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.kupercontrols.com/?referer=');">Kuper controller</a>, the head that controls the rig, runs on MS-DOS. It’s a really old-school programming language that they used for these original systems, that hasn’t really changed because it hasn’t had to. It’s a coordinate-based system, XYZ, and we can write the moves we need. The way we do it today is the same way they would have programmed it 20 years ago. So from that perspective, the technology hasn’t increased.</p>
<h2 style="text-align: right;"><span style="color: #008aa0;">The way the  technology works hasn’t changed. The rig I use on <em>CSI </em>is the  original rig from 1984&#8217;s <em>Dune</em>&#8230;</span></h2>
<p>“What has changed is that the rigs have gotten smaller, lighter and quieter. They now have the ability to run silently &#8212; they used to be so loud that you couldn’t record dialogue with them. Today we have smaller rigs that can fit through doorways – they’re made out of carbon fiber pieces now, they’re not the behemoths they used to be &#8212; and you can have actors delivering dialogue in the same scene as a motion-control move.</p>
<p>“So how we use them hasn’t changed, but slowly but surely they’ve made progress. Some weeks I use the old rigs versus the new ones, because that’s all I need, and the moves are simple enough. We have a system that’s 30 years old that we use side-by-side with a system built three or four years ago. And we interchange them based on the needs of the shot.</p>
<p>“As far as <em>CSI</em>, there are two ways we use motion control. We do stand-alone in-camera shots with the motion-control rig, where we’re flying over a prosthetic, or we’re traveling around a prop, and we need to get a macro shot; we use them a lot for macro photography. We have a couple of different snorkel lenses we use on the systems; one’s an endoscopic lens, and one is a probe lens, and they were both designed for medical photography. They’re both barrel lenses, about 12” long. The endoscopic lens is a fixed lens, sort of a wide-angle lens; it’s a tiny skinny little lens you can stick through a donut hole. If you see any shots where the camera goes in-between something where it seems like it shouldn’t go, that’s the lens we use.</p>
<p>“The probe lens is a little bit bigger, but it has multiple lens sizes, so we can go as wide as a 9mm or 12mm lens, for super-wide shots; right up to your prime lenses, your 22s, 25s, 30s, whatever it is. We use that in the same way, for getting into tight spots, and for getting macro, because the close-focus on these lenses is only about six inches. That’s a lot tighter than a normal lens can get.</p>
<p>“We use these cameras to get that sort of fantastical camera move that a Steadicam or a dolly couldn’t do. So when it’s got to rotate on three axes and fly in, that’s when we’ll program something in motion control. It’s like a 3D rendered camera, but we’re actually shooting it in real life. It frees us up to do more aggressive, creative moves.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-933" title="Rik Shorten with Director of Photography David Drzewiecki (center); with unidentified crew member and actress." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrolcsi_630x354.jpg" alt="motioncontrolcsi_630x354" width="630" height="354" />Rik Shorten with Director of Photography David Drzewiecki (center); with unidentified crew member and actress.</p>
<p>“The other way we use motion control is for multiple passes &#8212; like in the old days where they did three or four passes of the starship <em>Enterprise </em>with different lighting setups, and combined them all later. We don’t do much of that these days, at least in television; I’m sure they still do it in features. We use it for multiple layering. We’ll do the same scene with different elements in three or four passes, all broken apart with the same repeatable move; then we’ll put them all back together so we can affect the different elements in different ways.</p>
<p>“We do ghost shots every week. We’ll have a production plate without a foreground actor in it, just a background. We’ll track that plate here at Zoic. The data is then converted to XYZ coordinate data &#8212; ASCII files that MS-DOS can read off old-school 3½“ floppies &#8212; so the Kuper controller on the motion control rig can mimic the camera move from the track plate that we shot in first unit. When I put that data in, and I have my background plate and my video setup, I run them together and they’ll run at the same time. The camera will mimic what the first unit camera did.</p>
<p>“Let’s say a guy is firing a gun in front of the greenscreen, and he’s supposed to be a ghost image superimposed into the scene. I’ll shoot him on greenscreen, with that tracked camera move; and then when I come back here to Zoic, I’ve got a motion control pass on the greenscreen, and I’ve got my first unit plate, and the two line up perfectly. That’s how we get all the stylized transition pieces, and all those layers that <em>CSI </em>uses to great effect, because we have the capacity to translate and then to reshoot at a later date using the motion control system.</p>
<h2 style="text-align: right;"><span style="color: #80aa00;">Recreating a scene on the greenscreen that was shot in the field is  always a challenge&#8230;</span></h2>
<p>“The first time I saw this used was in [1996’s] <em>Multiplicity </em>with Michael Keaton – that’s when  I saw this tech first exploding, having the same person in the same scene, over and over. There were a lot of production cheats used for years, with locked plates and simple split-screen; but this technology allows you to travel 360 degrees around somebody, and go into the scene and come back out of the scene; and people can cross and interact and do other things, that they could not do without this system. If you’re using live action elements for these high-concept shots, then motion control is the only way to do it.”</p>
<p>Shorten says that precision is an important issue, just as it was with traditional locked-plate shots. “Sometimes we don’t have the exact lens, we’re off by a few mils. Say they used a 50mm lens and I only have a 45mm, sometimes there’s a little eye matching that needs to happen. To say it’s plug-and-play is disingenuous. You need to understand the limitations of the system.</p>
<p>“Recreating a scene on the greenscreen that was shot in the field is always a challenge. You need to expect there’s going to be some compensation; you’re going to have to do a little eye matching, playing shots back and doing an A-over-B in our video assist, and then adjusting your frame rates and composition, adjusting the speed of the moves. A lot of times, even with the track data, we’ll have to make some on-the-fly compensations to get things to sit in there correctly.</p>
<p>“We do surveys on location, as far as distances to camera and understanding where the actors are supposed to be in the greenscreen instance.  How far away from the camera is the actor supposed to be in the scene, that’s where we start. When we transfer the data, we have a general idea that the camera’s six feet high, it’s five degrees tilted up, and 22 feet from our subject. But when you get it in the studio and do the A-over-B, you might realize that you need to be zero instead of five degrees, or you need to be four feet closer, or you need to change your lens a little bit. The elements have to line up visually, not just by the numbers, so they’re actually going to work when you look at the images together.”</p>
<p>Shorten says that some problems with matching can be fixed digitally. “There is a lot we can work with digitally. It’s not very often we will shoot something in motion control, come back here and have to throw it out completely. Usually it’s salvageable, even if we’re off for some reason.”</p>
<p>Shorten’s greatest challenge is in helping the television production community become comfortable with motion capture technology. “There is still a fear of using this technology, even though it’s been around for years, because it’s still considered to be the domain of feature films, and commercials and music videos that have more time and money than most productions believe they have.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-934" title="Rik Shorten on the stage" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/03/motioncontrol_shorten_630x354.jpg" alt="motioncontrol_shorten_630x354" width="630" height="354" />Rik Shorten on the stage.</p>
<p>“There is an education process, that we’ve been quietly working on for a long time. ‘Motion control’ really is a four-letter word for a lot of production managers, who say ‘I don’t have the time, I don’t know the technology, I don’t know how to use it, I don’t know why I need it, and you’re going to kill my one-liner if I have to take five hours to set up a motion control shot. We just won’t do it.’ We run up against this all the time.</p>
<p>“And this is even on shows like <em>CSI</em>, which is comfortable with the technology. Every ninth day we have a motion control day, even if they are simple in-camera things. They understand it, but they will bounce shots. When I suggest taking my motion control off my second unit day, and putting it on set – as soon as I’m doing it with main unit actors, in the middle of the day when there’s 150 crew around, suddenly even shows that are comfortable with the technology get very nervous.</p>
<h2 style="text-align: right;"><span style="color: #aa0080;">Definitely there’s a lot of apprehension, but it’s such a great  technology&#8230;</span></h2>
<p>“The hope is that with these smaller and quieter rigs, with the idea that we can do pre-viz and set surveys so that when we show up on set we know exactly where our rig is going to go, we can get in and get set up very quickly, and start rolling video takes to show a director within a couple of hours. We can have our pre-viz and our moves written, if we do our surveying correctly, so that we’re not starting from scratch. We don’t need a week to do a motion control move.</p>
<p>“Definitely there’s a lot of apprehension, but it’s such a great technology. These shots can’t be accomplished any other way, without costing too much. If you don’t shoot it this way, if you try to back into it later, you need all kinds of digital fixes and compromises. You spend money somewhere. Getting it in-camera, and doing as much as you can physically &#8212; for a lot of set-ups motion control is head-and-shoulders above any other technique, from a financial standpoint and for the way it’s going to come out for your show.</p>
<p>“It’s about trying to build that trust and that faith with productions. We’re not suggesting motion control because we want to noodle around with computer-controlled cameras; it’s because it really is the best way to achieve your shot, and get the elements we need to make something really dynamic for your show.”</p>
<p><strong>More info:</strong> <a href="http://idesignyoureyes.com/2010/03/01/zoic-studios-wins-big-at-2010-ves-awards/" target="_self">Zoic Studios Wins Big at 2010 VES Awards</a>; <a href="http://idesignyoureyes.com/2009/11/06/zoic-stops-time-creates-historic-frozen-moment-sequence-for-cbs-csi-premiere/" target="_self">Zoic Stops Time, Creates Historic ‘Frozen Moment’ Sequence for CBS’ ‘CSI’ Premiere</a>.</p>
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		<title>The End of Rendering: Zoic Studios&#8217; Aaron Sternlicht on Realtime Engines in VFX Production</title>
		<link>http://idesignyoureyes.com/2010/01/06/the-end-of-rendering-zoic-studios-aaron-sternlicht-on-realtime-engines-in-vfx-production/</link>
		<comments>http://idesignyoureyes.com/2010/01/06/the-end-of-rendering-zoic-studios-aaron-sternlicht-on-realtime-engines-in-vfx-production/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 17:36:48 +0000</pubDate>
		<dc:creator>Erik Even</dc:creator>
				<category><![CDATA[I Design Your Eyes]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[Aaron Sternlicht]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[digital compositing]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[game trailers]]></category>
		<category><![CDATA[greenscreen]]></category>
		<category><![CDATA[Killzone 2]]></category>
		<category><![CDATA[MachStudio Pro]]></category>
		<category><![CDATA[motion capture]]></category>
		<category><![CDATA[previsualization]]></category>
		<category><![CDATA[previz]]></category>
		<category><![CDATA[realtime engines]]></category>
		<category><![CDATA[render time]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[StudioGPU]]></category>
		<category><![CDATA[Unreal 3]]></category>
		<category><![CDATA[V (2009)]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[video game engines]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[ZEUS pipeline]]></category>

		<guid isPermaLink="false">http://idesignyoureyes.com/?p=598</guid>
		<description><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Killzone 2 Bullet Commercial Spot" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/01/killzone2bullet_630x354.jpg" alt="" width="630" height="354" />Zoic created this <a href="http://www.youtube.com/watch?v=Wk3SOI9l2kY" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.youtube.com/watch?v=Wk3SOI9l2kY&amp;referer=');"><em>Killzone 2 </em>commercial spot</a> entirely within the Killzone 2 engine.</p>
<p>The level of the technology available to produce computer graphics is approaching a new horizon, and video games are part of the equation.</p>
<p>Creators in 3D animation and visual effects are used to lengthy, hardware-intensive render times for the highest quality product. But increasingly, productions are turning to realtime rendering engines, inspired by the video games industry, to aid in on-set production and to create previz animations. Soon, even the final product will be rendered in realtime.</p>
<p>Aaron Sternlicht, Zoic Studios’ Executive Producer of Games, has been producing video game trailers, commercials, and cinematics since the turn of the millennium. He has charted the growth of realtime engines in 3D animation production, and is now part of Zoic’s effort to incorporate realtime into television VFX production, using the studio’s new ZEUS pipeline (read about ZEUS <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">here</a>).</p>
<p>Sternlicht explains how realtime engines are currently used at Zoic, and discusses the future of the technology.</p>
<p>“The majority of what we do for in-engine realtime rendering is for in-game cinematics and commercials. We can take a large amount of the heavy-lifting in CG production, and put it into a game engine. It allows for quick prototyping, and allows us to make rapid changes on-the-fly. We found that changing cameras, scenes, set-ups, even lighting can be a fraction of the workload that it is in traditional CG.</p>
<p>“Right now, you do give up some levels of quality, but when you’re doing something that’s stylized, cel-shaded, cartoonish, or that doesn’t need to be on a photo-realistic level, it’s a great tool and a cost effective one.</p>
<h2 style="text-align: right;"><span style="color: #008aa0;"><strong>We’re going to be able to radically alter the cost structures of producing CG.</strong></span></h2>
<p>“Where we’re heading though, from a production standpoint, is being able to create a seamless production workflow, where you build the virtual set ahead of time; go to your greenscreen and motion capture shoot; and have realtime rendering of your characters, with lighting, within the virtual environment, shot by a professional DP, right there on-set. You can then send shots straight from the set to Editorial, and figure out exactly what you need to focus on for additional production &#8212; which can create incredible efficiencies.</p>
<p>“In relation to ZEUS, right now with [ABC’s sci-fi series] <em>V</em>, we’re able to composite greenscreen actors in realtime onto CG back plates that are coming straight out of the camera source. We’re getting all the camera and tracking data and compositing real-time, right there. Now if you combine that with CG characters that can be realtime, in-engine rendered, you then can have live action actors on greenscreen and CG characters fully lit, interacting and rendered all in realtime.</p>
<p>“People have been talking about realtime VFX for the last 15 years, but now it’s something you’re seeing actually happening. With <em>V</em> we have a really good opportunity. We’re providing realtime solutions in ways that haven’t been done before.</p>
<p>“Now there’s been a threshold to producing full CG episodic television. There has been a lot of interest in finding a solution to generate stylized and high quality CG that can be produced inexpensively, or at least efficiently. A process that allows someone to kick out 22 minutes of scripted full CG footage within a few weeks of production is very difficult to do right now, within budgetary realities.</p>
<p>“But with in-engine realtime productions, we can get a majority of our footage while we’re actually shooting the performance capture. This is where it gets really exciting, opening an entire new production workflow, and where I see the future of full CG productions.”</p>
<p><strong>What game-based engines have Zoic used for realtime rendering?</strong></p>
<p>“We’ve done a several productions using the <em>Unreal 3 </em>engine. We’ve done productions with the <em>Killzone 2 </em>engine as well. We’re testing out different proprietary systems, including StudioGPU&#8217;s MachStudio Pro, which is being created specifically with this type of work in mind.</p>
<p>“If you’re doing a car spot, you can come in here and say &#8216;okay, I want to see the new Dodge driving through the salt flats.&#8217; We get your car model, transfer that to an engine, in an environment that’s lit and realtime rendered, within a day. We even hand you a camera, that a professional DP can actually shoot with on-site here, and you can produce final-quality footage within a couple of days. It’s pretty cool.&#8221;</p>
<p><strong>How has the rise of realtime engines in professional production been influenced by the rise of amateur Machinima?</strong></p>
<p>“I’ve been doing game trailers since 2000.  I’ve been working with studios to design toolsets for in-game capture since then as well. What happened was, you had a mixture of the very apt and adept gamers who could go in and break code, or would use say the <em>Unreal 2 </em>engine, to create their own content. Very cool, very exciting.</p>
<p>“Concurrently, you had companies like Electronic Arts, and Epic, and other game studios and publishers increasing the value of their product by creating tool sets to let you capture and produce quality game play &#8212; marketing cameras that are spline-based, where you can adjust lighting and cameras on-the-fly. This provided a foundation of toolsets and production flow that has evolved into today’s in-engine solutions.&#8221;</p>
<h2 style="text-align: right;"><span style="color: #80aa00;">It’s truly remarkable how the quality level is going up in realtime engines, and where it’s going to be in the future.</span></h2>
<p><strong>How has this affected traditional producers of high-end software?</strong></p>
<p>&#8220;It hasn’t really yet. There’s still a gap in quality. We can’t get the quality of a mental ray or RenderMan render out of a game engine right now.</p>
<p>&#8220;But the process is not just about realtime rendering, but also realtime workflow. For example, if we’re doing an <em>Unreal 3 </em>production, we may not be rendering in realtime. We’ll be using the engine to render, instead of 30 or 60 frames a second, we may render one frame every 25 seconds, because we’re using all the CPU power to render out that high-quality image. That said, the workflow is fully realtime, where we’re able to adjust lighting, shading, camera animation, tessellation, displacement maps &#8212; all realtime, in-engine, even though the final product may be rendering out at a non-realtime rate.</p>
<p>&#8220;Some of these engines, like Studio GPU, are rendering out passes. We actually get a frame-buffered pass system out of an engine, so we can do secondary composites.</p>
<p>“With the rise of GPU technology, it’s truly remarkable how the quality level is going up in realtime engines, and where it’s going to be in the future. Artists, rather than waiting on renders to figure out how their dynamic lighting is working, or how their subsurface scattering is working, will dial that in, in realtime, make adjustments, and never actually have to render to review. It’s really remarkable.&#8221;</p>
<p><strong>So how many years until the new kids in VFX production don’t even know what “render time” means?</strong></p>
<p>“I think we’re talking about the next five years. Obviously there will be issues of how far we can push this and push that; and we’re always going to come up with something that will add one more layer to the complexity of any given scene. That said, yes, we’re going to be able to radically alter the cost structures of producing CG, and very much allow it to be a much more artist-driven. I think in the next five years&#8230; It’s all going to change.”</p>
<p>Read <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">Zoic Studios’ ZEUS: A VFX Pipeline for the 21st Century</a>.</p>
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Killzone 2 Bullet Commercial Spot" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2010/01/killzone2bullet_630x354.jpg" alt="" width="630" height="354" />Zoic created this <a href="http://www.youtube.com/watch?v=Wk3SOI9l2kY" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.youtube.com/watch?v=Wk3SOI9l2kY&amp;referer=');"><em>Killzone 2 </em>commercial spot</a> entirely within the Killzone 2 engine.</p>
<p>The level of the technology available to produce computer graphics is approaching a new horizon, and video games are part of the equation.</p>
<p>Creators in 3D animation and visual effects are used to lengthy, hardware-intensive render times for the highest quality product. But increasingly, productions are turning to realtime rendering engines, inspired by the video games industry, to aid in on-set production and to create previz animations. Soon, even the final product will be rendered in realtime.</p>
<p>Aaron Sternlicht, Zoic Studios’ Executive Producer of Games, has been producing video game trailers, commercials, and cinematics since the turn of the millennium. He has charted the growth of realtime engines in 3D animation production, and is now part of Zoic’s effort to incorporate realtime into television VFX production, using the studio’s new ZEUS pipeline (read about ZEUS <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">here</a>).</p>
<p>Sternlicht explains how realtime engines are currently used at Zoic, and discusses the future of the technology.</p>
<p>“The majority of what we do for in-engine realtime rendering is for in-game cinematics and commercials. We can take a large amount of the heavy-lifting in CG production, and put it into a game engine. It allows for quick prototyping, and allows us to make rapid changes on-the-fly. We found that changing cameras, scenes, set-ups, even lighting can be a fraction of the workload that it is in traditional CG.</p>
<p>“Right now, you do give up some levels of quality, but when you’re doing something that’s stylized, cel-shaded, cartoonish, or that doesn’t need to be on a photo-realistic level, it’s a great tool and a cost effective one.</p>
<h2 style="text-align: right;"><span style="color: #008aa0;"><strong>We’re going to be able to radically alter the cost structures of producing CG.</strong></span></h2>
<p>“Where we’re heading though, from a production standpoint, is being able to create a seamless production workflow, where you build the virtual set ahead of time; go to your greenscreen and motion capture shoot; and have realtime rendering of your characters, with lighting, within the virtual environment, shot by a professional DP, right there on-set. You can then send shots straight from the set to Editorial, and figure out exactly what you need to focus on for additional production &#8212; which can create incredible efficiencies.</p>
<p>“In relation to ZEUS, right now with [ABC’s sci-fi series] <em>V</em>, we’re able to composite greenscreen actors in realtime onto CG back plates that are coming straight out of the camera source. We’re getting all the camera and tracking data and compositing real-time, right there. Now if you combine that with CG characters that can be realtime, in-engine rendered, you then can have live action actors on greenscreen and CG characters fully lit, interacting and rendered all in realtime.</p>
<p>“People have been talking about realtime VFX for the last 15 years, but now it’s something you’re seeing actually happening. With <em>V</em> we have a really good opportunity. We’re providing realtime solutions in ways that haven’t been done before.</p>
<p>“Now there’s been a threshold to producing full CG episodic television. There has been a lot of interest in finding a solution to generate stylized and high quality CG that can be produced inexpensively, or at least efficiently. A process that allows someone to kick out 22 minutes of scripted full CG footage within a few weeks of production is very difficult to do right now, within budgetary realities.</p>
<p>“But with in-engine realtime productions, we can get a majority of our footage while we’re actually shooting the performance capture. This is where it gets really exciting, opening an entire new production workflow, and where I see the future of full CG productions.”</p>
<p><strong>What game-based engines have Zoic used for realtime rendering?</strong></p>
<p>“We’ve done a several productions using the <em>Unreal 3 </em>engine. We’ve done productions with the <em>Killzone 2 </em>engine as well. We’re testing out different proprietary systems, including StudioGPU&#8217;s MachStudio Pro, which is being created specifically with this type of work in mind.</p>
<p>“If you’re doing a car spot, you can come in here and say &#8216;okay, I want to see the new Dodge driving through the salt flats.&#8217; We get your car model, transfer that to an engine, in an environment that’s lit and realtime rendered, within a day. We even hand you a camera, that a professional DP can actually shoot with on-site here, and you can produce final-quality footage within a couple of days. It’s pretty cool.&#8221;</p>
<p><strong>How has the rise of realtime engines in professional production been influenced by the rise of amateur Machinima?</strong></p>
<p>“I’ve been doing game trailers since 2000.  I’ve been working with studios to design toolsets for in-game capture since then as well. What happened was, you had a mixture of the very apt and adept gamers who could go in and break code, or would use say the <em>Unreal 2 </em>engine, to create their own content. Very cool, very exciting.</p>
<p>“Concurrently, you had companies like Electronic Arts, and Epic, and other game studios and publishers increasing the value of their product by creating tool sets to let you capture and produce quality game play &#8212; marketing cameras that are spline-based, where you can adjust lighting and cameras on-the-fly. This provided a foundation of toolsets and production flow that has evolved into today’s in-engine solutions.&#8221;</p>
<h2 style="text-align: right;"><span style="color: #80aa00;">It’s truly remarkable how the quality level is going up in realtime engines, and where it’s going to be in the future.</span></h2>
<p><strong>How has this affected traditional producers of high-end software?</strong></p>
<p>&#8220;It hasn’t really yet. There’s still a gap in quality. We can’t get the quality of a mental ray or RenderMan render out of a game engine right now.</p>
<p>&#8220;But the process is not just about realtime rendering, but also realtime workflow. For example, if we’re doing an <em>Unreal 3 </em>production, we may not be rendering in realtime. We’ll be using the engine to render, instead of 30 or 60 frames a second, we may render one frame every 25 seconds, because we’re using all the CPU power to render out that high-quality image. That said, the workflow is fully realtime, where we’re able to adjust lighting, shading, camera animation, tessellation, displacement maps &#8212; all realtime, in-engine, even though the final product may be rendering out at a non-realtime rate.</p>
<p>&#8220;Some of these engines, like Studio GPU, are rendering out passes. We actually get a frame-buffered pass system out of an engine, so we can do secondary composites.</p>
<p>“With the rise of GPU technology, it’s truly remarkable how the quality level is going up in realtime engines, and where it’s going to be in the future. Artists, rather than waiting on renders to figure out how their dynamic lighting is working, or how their subsurface scattering is working, will dial that in, in realtime, make adjustments, and never actually have to render to review. It’s really remarkable.&#8221;</p>
<p><strong>So how many years until the new kids in VFX production don’t even know what “render time” means?</strong></p>
<p>“I think we’re talking about the next five years. Obviously there will be issues of how far we can push this and push that; and we’re always going to come up with something that will add one more layer to the complexity of any given scene. That said, yes, we’re going to be able to radically alter the cost structures of producing CG, and very much allow it to be a much more artist-driven. I think in the next five years&#8230; It’s all going to change.”</p>
<p>Read <a href="http://idesignyoureyes.com/2010/01/07/zoic-studios-zeus-a-vfx-pipeline-for-the-21st-century/" target="_self">Zoic Studios’ ZEUS: A VFX Pipeline for the 21st Century</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://idesignyoureyes.com/2010/01/06/the-end-of-rendering-zoic-studios-aaron-sternlicht-on-realtime-engines-in-vfx-production/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Zoic Presents: The Creatures of &#8216;Fringe&#8217; – Part 2</title>
		<link>http://idesignyoureyes.com/2009/12/24/zoic-presents-the-creatures-of-fringe-%e2%80%93-part-2/</link>
		<comments>http://idesignyoureyes.com/2009/12/24/zoic-presents-the-creatures-of-fringe-%e2%80%93-part-2/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 20:03:20 +0000</pubDate>
		<dc:creator>Erik Even</dc:creator>
				<category><![CDATA[I Design Your Eyes]]></category>
		<category><![CDATA[CGI]]></category>
		<category><![CDATA[cloth simulation]]></category>
		<category><![CDATA[creatures]]></category>
		<category><![CDATA[digital compositing]]></category>
		<category><![CDATA[digital makeup]]></category>
		<category><![CDATA[flocking]]></category>
		<category><![CDATA[Fox Broadcasting Company]]></category>
		<category><![CDATA[Fringe]]></category>
		<category><![CDATA[greenscreen]]></category>
		<category><![CDATA[JJ Abrams]]></category>
		<category><![CDATA[Johnathan Banta]]></category>
		<category><![CDATA[maquettes]]></category>
		<category><![CDATA[match moving]]></category>
		<category><![CDATA[performance transfer system]]></category>
		<category><![CDATA[Pixologic ZBrush]]></category>
		<category><![CDATA[previz]]></category>
		<category><![CDATA[Ray Harryhausen]]></category>
		<category><![CDATA[VFX]]></category>

		<guid isPermaLink="false">http://idesignyoureyes.com/?p=559</guid>
		<description><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-560" title="The lionzard has seen better days. (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/lionzard_630x354.jpg" alt="lionzard_630x354" width="630" height="354" /></p>
<p>This is second part of a two-part interview with Zoic Studios senior compositor Johnathan R. Banta, about creatures designed for the Fox sci-fi drama <em>Fringe</em>. Be sure to read <a href="http://idesignyoureyes.com/2009/12/22/zoic-presents-the-creatures-of-fringe-%E2%80%93-part-1/" target="_self">part one</a>.</p>
<p><strong>The Lionzard (from episode 1:16, “Unleashed”)</strong></p>
<p>In this first-season episode, anarchists opposed to animal testing ransack a research laboratory, but get more than they bargain for when they unleash a ferocious transgenic creature. Later, Walter faces off against the creature in the sewers.</p>
<p>Banta says, “It was a lion-lizard combination, a chimera of a bunch of different creatures created in a lab. This also went through the ZBrush pipeline. There were no maquettes done for this particular one.</p>
<p>“This was a full-digital creature; luckily it did not interact too tightly with any of the actors. It was rigged up and had a muscle system that allowed for secondary dynamics. The textures and displacement maps were painted locally. There was some post lighting to add extra slime, with everything done inside the composite.</p>
<p>“It was actually very straightforward in its approach. The challenge of course was getting it to be lit properly and integrated in the shot. Compositing was a heavy challenge, as there was lot of haze on the set, a lot of lens flares – not direct flares, but gradients from different lights and so forth. We did our best to match the color space of the original photography.  I think it was very effective.</p>
<p>“Another challenge was the bits of slime; it had to have slobber coming off of it. So we actually shot some practical elements; we did some digital cloth elements, a combination of things.”</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-562" title="Need a hand? (c) Fox" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/monitorhand2_630x354.jpg" alt="monitorhand2_630x354" width="630" height="354" /></p>
<p><strong>The Hand (from episode 1:12, “The No-Brainer”)</strong></p>
<p>A seventeen-year-old is working at his computer and chatting on the phone, when a mysterious computer program executes. Strange images flash before his eyes, and the teen is drawn in, mesmerized. Something protrudes from the middle of the screen and impossibly takes the form of a hand. The unearthly appendage reaches forward without warning and grasps his face.</p>
<p>Banta explains: “This boy spends a little too much time on the computer, and a hand reaches out of the computer, grabs his face, and begins to jostle him around and melt his brain. Which is not unlike my experience as a youth.</p>
<p>“We made a series of maquettes and we photographed them, just different positions of the hand coming out; and we composited them into a couple of shots. At the same time the animation was being worked on in CG, so we could start previsualizing it and then composite it.</p>
<p>“A cloth simulation was used for the screen. The hand was coming out, and we would create several different morph targets based on that cloth simulation. There was a bone rig in there, so we could animate it grabbing the kid’s head. That’s some very effective work, especially when projecting the textures on. The side view of the hand coming out of the monitor is one of my favorite shots.</p>
<p>“What they had on set was a monitor made of plastic, and a greenscreen fabric with a slot in it [where the screen would be] – and they had some poor guy in a greenscreen suit shove his hand through and grab the kid on the head, and the kid wiggled around.</p>
<p>“So we had to paint back and remove the actor, whenever he was touching the kid; otherwise we would use a clean plate. But whenever he was touching the young actor, we would remove that hand and replace it.</p>
<p>“They were also flashing an interactive light on the young actor that was not accurate to what we were rendering. When the hand got close it would actually light up his face, because the hand was illuminated with television images.  So we came up with a way of match-moving his animation, and using that to relight his performance. We had to match his animation for the hand to interact with him, but we also used that match move to relight his performance.“</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-563" title="The teantacle parasite says &#34;hello.&#34; (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/tentacles2_630x354.jpg" alt="tentacles2_630x354" width="630" height="354" /></p>
<p><strong>The Tentacle Parasite (from episode 2:09, “Snakehead”)</strong></p>
<p>A wet, shivering man frantically combs the streets of Boston’s Chinatown. Gaining refuge, he suffers incredible stomach pains. His rescuer puts on heavy gloves and uses shears to cut his shirt away. The man&#8217;s abdomen is distended and wriggling as something crawls around inside him. A squid-like parasite crawls out of the man’s mouth, and rescuer retrieves it.</p>
<p>“Recently we just did yet another thing coming out of a poor guy’s mouth,” Banta says. “This time it wasn’t just nice little potato-shaped slug &#8212; it was long and tentacled, had sharp bits and just looked pretty nasty to have shoved down your throat.”</p>
<p>But there was an additional challenge on this effect. “You were seeing the creature moving underneath the actor’s skin; the actor’s shirt was off, and he was wiggling around on the ground as he probably would if this were happening, like a dead fish. He was shifting all over the place, his skin was moving all over the place, and we had to actually take full control of that.</p>
<p>“So we did match move. We went to our performance transfer system, which essentially takes tracking information from the original plate and assigns is to the match move. There are no specific camera set-ups; it’s just whatever they give us, and we grab every bit of information from the plate that we can, and use that to modify the 3D performances. These were then projected onto animation that we used to distend the belly and so forth, and up into the throat.</p>
<p>“The creature had 18 tentacles. Ray Harryhausen, when he did an octopus, decided to take two of the tentacles off, because he wouldn’t have to animate those, it would take less time.  We didn’t have that luxury. There was no way to procedurally animate these things, and it had to interact with the guy’s face. So we had the exact same challenge we had with the slug coming out of the mouth, that we had to take this actor and pull his face apart as well, and make his lips go wider. But this actor was moving a lot more, so the performance transfer and animation tracking was more challenging.</p>
<p>But I’m very pleased with the results. We used fabric simulations for the different bits of slime again.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-564" title="Razor butterflies. (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/razorbutterflies_630x354.jpg" alt="razorbutterflies_630x354" width="630" height="354" /></p>
<p><strong>Razor Butterflies  (from episode 1:09, “The Dreamscape”)</strong></p>
<p>A young executive arrives late to give a presentation. After he has finished and the boardroom empties, he collects his things, and spots a butterfly. It alights on his finger &#8212; and unexpectedly cuts him. The insect flutters by his neck &#8212; and cuts him again. After attacking a few more times, the creature disappears into an AC vent. The man peers into the vent just as a swarm of butterflies pours out. They surround him, cutting him all over his body &#8212; he runs in a mad panic, crashing through a plate glass window and falling to his death.</p>
<p>Banta says, “We tracked every camera in the scene and laid it out into one common environment, so we could reuse any lighting in any point in the scene. That gave us the ability to put the flock of razor-winged butterflies into the appropriate spot.</p>
<p>“A big challenge on its own was volume &#8212; controlling and dictating the flocking behavior, so the swarm would follow the actor, intersect with him in the appropriate parts and not intersect in others, and eventually chase him through the window where the would fall to his horrible demise.</p>
<p>“There was one close-up of a butterfly resting on his finger &#8212; it flew into frame and landed, it was brilliant – that was pretty straightforward in its execution. More often than not the hard part was controlling the sheer number of flocking butterflies, especially given our standard turnaround time.”</p>
<p>Banta is thrilled to be creating otherworldly monsters for JJ Abrams’ <em>Fringe</em>. “I like doing these creatures; I hope we get to do more!”</p>
<p><a href="http://idesignyoureyes.com/2009/12/22/zoic-presents-the-creatures-of-fringe-%E2%80%93-part-1/" target="_self">Read Part 1</a></p>
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-560" title="The lionzard has seen better days. (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/lionzard_630x354.jpg" alt="lionzard_630x354" width="630" height="354" /></p>
<p>This is second part of a two-part interview with Zoic Studios senior compositor Johnathan R. Banta, about creatures designed for the Fox sci-fi drama <em>Fringe</em>. Be sure to read <a href="http://idesignyoureyes.com/2009/12/22/zoic-presents-the-creatures-of-fringe-%E2%80%93-part-1/" target="_self">part one</a>.</p>
<p><strong>The Lionzard (from episode 1:16, “Unleashed”)</strong></p>
<p>In this first-season episode, anarchists opposed to animal testing ransack a research laboratory, but get more than they bargain for when they unleash a ferocious transgenic creature. Later, Walter faces off against the creature in the sewers.</p>
<p>Banta says, “It was a lion-lizard combination, a chimera of a bunch of different creatures created in a lab. This also went through the ZBrush pipeline. There were no maquettes done for this particular one.</p>
<p>“This was a full-digital creature; luckily it did not interact too tightly with any of the actors. It was rigged up and had a muscle system that allowed for secondary dynamics. The textures and displacement maps were painted locally. There was some post lighting to add extra slime, with everything done inside the composite.</p>
<p>“It was actually very straightforward in its approach. The challenge of course was getting it to be lit properly and integrated in the shot. Compositing was a heavy challenge, as there was lot of haze on the set, a lot of lens flares – not direct flares, but gradients from different lights and so forth. We did our best to match the color space of the original photography.  I think it was very effective.</p>
<p>“Another challenge was the bits of slime; it had to have slobber coming off of it. So we actually shot some practical elements; we did some digital cloth elements, a combination of things.”</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-562" title="Need a hand? (c) Fox" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/monitorhand2_630x354.jpg" alt="monitorhand2_630x354" width="630" height="354" /></p>
<p><strong>The Hand (from episode 1:12, “The No-Brainer”)</strong></p>
<p>A seventeen-year-old is working at his computer and chatting on the phone, when a mysterious computer program executes. Strange images flash before his eyes, and the teen is drawn in, mesmerized. Something protrudes from the middle of the screen and impossibly takes the form of a hand. The unearthly appendage reaches forward without warning and grasps his face.</p>
<p>Banta explains: “This boy spends a little too much time on the computer, and a hand reaches out of the computer, grabs his face, and begins to jostle him around and melt his brain. Which is not unlike my experience as a youth.</p>
<p>“We made a series of maquettes and we photographed them, just different positions of the hand coming out; and we composited them into a couple of shots. At the same time the animation was being worked on in CG, so we could start previsualizing it and then composite it.</p>
<p>“A cloth simulation was used for the screen. The hand was coming out, and we would create several different morph targets based on that cloth simulation. There was a bone rig in there, so we could animate it grabbing the kid’s head. That’s some very effective work, especially when projecting the textures on. The side view of the hand coming out of the monitor is one of my favorite shots.</p>
<p>“What they had on set was a monitor made of plastic, and a greenscreen fabric with a slot in it [where the screen would be] – and they had some poor guy in a greenscreen suit shove his hand through and grab the kid on the head, and the kid wiggled around.</p>
<p>“So we had to paint back and remove the actor, whenever he was touching the kid; otherwise we would use a clean plate. But whenever he was touching the young actor, we would remove that hand and replace it.</p>
<p>“They were also flashing an interactive light on the young actor that was not accurate to what we were rendering. When the hand got close it would actually light up his face, because the hand was illuminated with television images.  So we came up with a way of match-moving his animation, and using that to relight his performance. We had to match his animation for the hand to interact with him, but we also used that match move to relight his performance.“</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-563" title="The teantacle parasite says &quot;hello.&quot; (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/tentacles2_630x354.jpg" alt="tentacles2_630x354" width="630" height="354" /></p>
<p><strong>The Tentacle Parasite (from episode 2:09, “Snakehead”)</strong></p>
<p>A wet, shivering man frantically combs the streets of Boston’s Chinatown. Gaining refuge, he suffers incredible stomach pains. His rescuer puts on heavy gloves and uses shears to cut his shirt away. The man&#8217;s abdomen is distended and wriggling as something crawls around inside him. A squid-like parasite crawls out of the man’s mouth, and rescuer retrieves it.</p>
<p>“Recently we just did yet another thing coming out of a poor guy’s mouth,” Banta says. “This time it wasn’t just nice little potato-shaped slug &#8212; it was long and tentacled, had sharp bits and just looked pretty nasty to have shoved down your throat.”</p>
<p>But there was an additional challenge on this effect. “You were seeing the creature moving underneath the actor’s skin; the actor’s shirt was off, and he was wiggling around on the ground as he probably would if this were happening, like a dead fish. He was shifting all over the place, his skin was moving all over the place, and we had to actually take full control of that.</p>
<p>“So we did match move. We went to our performance transfer system, which essentially takes tracking information from the original plate and assigns is to the match move. There are no specific camera set-ups; it’s just whatever they give us, and we grab every bit of information from the plate that we can, and use that to modify the 3D performances. These were then projected onto animation that we used to distend the belly and so forth, and up into the throat.</p>
<p>“The creature had 18 tentacles. Ray Harryhausen, when he did an octopus, decided to take two of the tentacles off, because he wouldn’t have to animate those, it would take less time.  We didn’t have that luxury. There was no way to procedurally animate these things, and it had to interact with the guy’s face. So we had the exact same challenge we had with the slug coming out of the mouth, that we had to take this actor and pull his face apart as well, and make his lips go wider. But this actor was moving a lot more, so the performance transfer and animation tracking was more challenging.</p>
<p>But I’m very pleased with the results. We used fabric simulations for the different bits of slime again.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-564" title="Razor butterflies. (c) Fox." src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/razorbutterflies_630x354.jpg" alt="razorbutterflies_630x354" width="630" height="354" /></p>
<p><strong>Razor Butterflies  (from episode 1:09, “The Dreamscape”)</strong></p>
<p>A young executive arrives late to give a presentation. After he has finished and the boardroom empties, he collects his things, and spots a butterfly. It alights on his finger &#8212; and unexpectedly cuts him. The insect flutters by his neck &#8212; and cuts him again. After attacking a few more times, the creature disappears into an AC vent. The man peers into the vent just as a swarm of butterflies pours out. They surround him, cutting him all over his body &#8212; he runs in a mad panic, crashing through a plate glass window and falling to his death.</p>
<p>Banta says, “We tracked every camera in the scene and laid it out into one common environment, so we could reuse any lighting in any point in the scene. That gave us the ability to put the flock of razor-winged butterflies into the appropriate spot.</p>
<p>“A big challenge on its own was volume &#8212; controlling and dictating the flocking behavior, so the swarm would follow the actor, intersect with him in the appropriate parts and not intersect in others, and eventually chase him through the window where the would fall to his horrible demise.</p>
<p>“There was one close-up of a butterfly resting on his finger &#8212; it flew into frame and landed, it was brilliant – that was pretty straightforward in its execution. More often than not the hard part was controlling the sheer number of flocking butterflies, especially given our standard turnaround time.”</p>
<p>Banta is thrilled to be creating otherworldly monsters for JJ Abrams’ <em>Fringe</em>. “I like doing these creatures; I hope we get to do more!”</p>
<p><a href="http://idesignyoureyes.com/2009/12/22/zoic-presents-the-creatures-of-fringe-%E2%80%93-part-1/" target="_self">Read Part 1</a></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Ripomatics and Animatics: Storyboards for the 21st Century</title>
		<link>http://idesignyoureyes.com/2009/12/11/ripomatics-and-animatics-storyboards-for-the-21st-century/</link>
		<comments>http://idesignyoureyes.com/2009/12/11/ripomatics-and-animatics-storyboards-for-the-21st-century/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 01:01:00 +0000</pubDate>
		<dc:creator>Erik Even</dc:creator>
				<category><![CDATA[I Design Your Eyes]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[Aaron Sternlicht]]></category>
		<category><![CDATA[Adobe After Effects]]></category>
		<category><![CDATA[animatics]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Levi Ahmu]]></category>
		<category><![CDATA[previsualization]]></category>
		<category><![CDATA[previz]]></category>
		<category><![CDATA[ripomatics]]></category>
		<category><![CDATA[storyboards]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://idesignyoureyes.com/?p=453</guid>
		<description><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-457" title="falling2_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/falling2_630x354.jpg" alt="falling2_630x354" width="630" height="354" />A screenshot of a &#8220;test&#8221; animatic produced by Zoic.</p>
<p>In the beginning was the <strong>storyboard</strong>, a series of illustrations displayed in sequence to pre-visualize a screenplay or teleplay, and to map out such elements as camera moves, blocking and effects. The modern storyboard was pioneered by one of the entertainment industry’s greatest innovators, Walt Disney, specifically for traditional cel animation. But the technique soon moved into feature film production, and later television, commercials, interactive media and video games &#8212; even web site design.</p>
<p>The next evolution in previsualization also came from animation. An <strong>animatic </strong>is a series of storyboard illustrations arranged on film or video, incorporating timing, simple movement, and sometimes dialogue and music. By making editing and story decisions at the animatic stage, animators can avoid the wasteful process of animating scenes that would eventually have been edited down or cut entirely.</p>
<p>More recently, <strong>ripomatics </strong>have evolved to help filmmakers design and express the look and feel of a project before any shooting or animating takes place. Originally developed in the commercial production industry, ripomatics are like animatics, but assembled from elements of previous films, television shows, and commercials; plus still images and other preexisting assets. A ripomatic for a television commercial might be composed entirely of clips from other commercials for similar products, combined with new music and messaging. They are often used to pitch projects to clients.</p>
<p>Zoic Studios is pioneering the next phase in storyboard evolution, offering a new kind of animated storyboard that lives halfway between existing animatics or ripomatics and a full 3D animated previsualization.</p>
<p>Zoic Studios compositor Levi Ahmu says “ripomatics were originally designed to make a moving storyboard. And when I got here [to Zoic], I thought it would be cool if we could enhance it a little bit.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-458" title="bullet_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/bullet_630x354.jpg" alt="bullet_630x354" width="630" height="354" />A screenshot of an animatic created by Zoic for a commercial, for Guerrilla Games&#8217; <em>Killzone 2</em>,<br />
entitled &#8220;Bullet.&#8221;</p>
<p>“The problem with storyboards and making them move [is] the storyboard is very flat. By cutting up the storyboard into layers, you can give 3D motion to it, which is what you’re eventually going to be doing anyway. It gives artists and clients a better sense of what’s going to happen. It also helps you time things out better; you have actual motion in the storyboards, so you can get a more relative frame count of what the product will be.”</p>
<p>But even these animatics gave only what Ahmu calls a “vague representation” of the final product. “So what we ended up doing was creating these 3D environments in a 2D setting. We’re taking 2D cards and arranging them so they’ll represent a room or a street or any kind of environment; then having a virtual camera move through that environment. You can take the 2D actors from the storyboard and put them in this environment; and the advantage of doing it this way is you’ll be able to have a [virtual] camera, with lens properties and animation curves that are more easily equated to what the 3D artists will wind up having to do.</p>
<p>“It’s all being done in Adobe After Effects, which is not at all what the software makers were intending. But the cool thing about doing it in After Effects is that you can put in particles, stuff you would never get in traditional previz, that enhance the experience. “</p>
<p>Some more elaborate ripomatics prepared by Zoic have included 3D vehicle models composed from 2D drawings; rough motion capture; and dialogue, sound effects and music.</p>
<p>Zoic executive producer Aaron Sternlicht, head of the studio’s Games Division, has supervised Ahmu in the production of a number of advanced ripomatics for a variety of clients over the last several years.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-459" title="saboteur_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/saboteur_630x354.jpg" alt="saboteur_630x354" width="630" height="354" />A screenshot of a ripomatic created for Pandemic Studios&#8217; <em>The Saboteur</em>.</p>
<p>“It’s kind of like a 2½D ripomatic or animatic,” Sternlicht says. “We actually do all of our storyboards so that they’re laid out in layers, which actually allows us to get into production a lot more easily. We’re able to have an edit that is exciting, entertaining and really good to look at, for our clients to view within a few days, as opposed to having a rudimentary gray-shaded previz or just edited storyboards.</p>
<p>“The big reason we like working this way is that we’re able to have clients pretty much sign off on shot design, composition and pacing of camera work in 2D before we ever go to 3D. That allows us to be a lot more efficient once we go to 3D, and [to] give our artists a real clear path of what they’re supposed to be doing once we start building the scenes. So it’s a tremendous tool for us.</p>
<p>“Clients love it because they quickly get to see a massive leap from looking at storyboards to really understanding what the quality of the piece is going to be, the timing, and how exciting it might end up being. So we’re pretty psyched by the whole process.”</p>
<p>Ahmu agrees that clients are benefiting from the new technique. “As opposed to a traditional previz, which is all gray-shaded, and doesn’t have very much ambiance to it, a ripomatic the way we’ve been doing it can have stylized textures, rough animation, that will get the point across in such a way that it’s not like previz where it’s the first step. This is our goal, to have this motion, with these effects on top of it. You can get a rough idea of what the whole thing is supposed to be.”</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-460" title="falling1_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/falling1_630x354.jpg" alt="falling1_630x354" width="630" height="354" />Another screenshot of a &#8220;test&#8221; animatic produced by Zoic.</p>
<p>Sternlicht is quick to point out that advanced ripomatics not only better represent the final product, but also save both Zoic Studios and its clients time and money. Even a complex animatic composed of multiple, animated elements can be produced in only a few days. And because the client is able to sign off on so many elements of the final product while still in the 2D stage, Zoic saves time and effort, and can pass that savings along to the client.</p>
<p>Zoic has applied the technique to video game and commercial projects, and plans to offer advanced ripomatics to its feature film and television clients where appropriate.  “We have just had more opportunities for video games to implement it,” Sternlicht explains, “because we often are responsible for direction and creative.</p>
<p>“I think it’s already being used [in TV and feature work]. The technique we’re using is a little more advanced than what is commonly done. But we’re really pushing our ripomatics more towards motion comics, than necessarily your standard edited storyboard. So, full animation of characters, full animation of vehicles, full animation of camera, full animation of effects. It’s really kind of the whole package.</p>
<p>“It’s part of our service. It’s part of working with Zoic and being creative.”</p>
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-457" title="falling2_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/falling2_630x354.jpg" alt="falling2_630x354" width="630" height="354" />A screenshot of a &#8220;test&#8221; animatic produced by Zoic.</p>
<p>In the beginning was the <strong>storyboard</strong>, a series of illustrations displayed in sequence to pre-visualize a screenplay or teleplay, and to map out such elements as camera moves, blocking and effects. The modern storyboard was pioneered by one of the entertainment industry’s greatest innovators, Walt Disney, specifically for traditional cel animation. But the technique soon moved into feature film production, and later television, commercials, interactive media and video games &#8212; even web site design.</p>
<p>The next evolution in previsualization also came from animation. An <strong>animatic </strong>is a series of storyboard illustrations arranged on film or video, incorporating timing, simple movement, and sometimes dialogue and music. By making editing and story decisions at the animatic stage, animators can avoid the wasteful process of animating scenes that would eventually have been edited down or cut entirely.</p>
<p>More recently, <strong>ripomatics </strong>have evolved to help filmmakers design and express the look and feel of a project before any shooting or animating takes place. Originally developed in the commercial production industry, ripomatics are like animatics, but assembled from elements of previous films, television shows, and commercials; plus still images and other preexisting assets. A ripomatic for a television commercial might be composed entirely of clips from other commercials for similar products, combined with new music and messaging. They are often used to pitch projects to clients.</p>
<p>Zoic Studios is pioneering the next phase in storyboard evolution, offering a new kind of animated storyboard that lives halfway between existing animatics or ripomatics and a full 3D animated previsualization.</p>
<p>Zoic Studios compositor Levi Ahmu says “ripomatics were originally designed to make a moving storyboard. And when I got here [to Zoic], I thought it would be cool if we could enhance it a little bit.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-458" title="bullet_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/bullet_630x354.jpg" alt="bullet_630x354" width="630" height="354" />A screenshot of an animatic created by Zoic for a commercial, for Guerrilla Games&#8217; <em>Killzone 2</em>,<br />
entitled &#8220;Bullet.&#8221;</p>
<p>“The problem with storyboards and making them move [is] the storyboard is very flat. By cutting up the storyboard into layers, you can give 3D motion to it, which is what you’re eventually going to be doing anyway. It gives artists and clients a better sense of what’s going to happen. It also helps you time things out better; you have actual motion in the storyboards, so you can get a more relative frame count of what the product will be.”</p>
<p>But even these animatics gave only what Ahmu calls a “vague representation” of the final product. “So what we ended up doing was creating these 3D environments in a 2D setting. We’re taking 2D cards and arranging them so they’ll represent a room or a street or any kind of environment; then having a virtual camera move through that environment. You can take the 2D actors from the storyboard and put them in this environment; and the advantage of doing it this way is you’ll be able to have a [virtual] camera, with lens properties and animation curves that are more easily equated to what the 3D artists will wind up having to do.</p>
<p>“It’s all being done in Adobe After Effects, which is not at all what the software makers were intending. But the cool thing about doing it in After Effects is that you can put in particles, stuff you would never get in traditional previz, that enhance the experience. “</p>
<p>Some more elaborate ripomatics prepared by Zoic have included 3D vehicle models composed from 2D drawings; rough motion capture; and dialogue, sound effects and music.</p>
<p>Zoic executive producer Aaron Sternlicht, head of the studio’s Games Division, has supervised Ahmu in the production of a number of advanced ripomatics for a variety of clients over the last several years.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-459" title="saboteur_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/saboteur_630x354.jpg" alt="saboteur_630x354" width="630" height="354" />A screenshot of a ripomatic created for Pandemic Studios&#8217; <em>The Saboteur</em>.</p>
<p>“It’s kind of like a 2½D ripomatic or animatic,” Sternlicht says. “We actually do all of our storyboards so that they’re laid out in layers, which actually allows us to get into production a lot more easily. We’re able to have an edit that is exciting, entertaining and really good to look at, for our clients to view within a few days, as opposed to having a rudimentary gray-shaded previz or just edited storyboards.</p>
<p>“The big reason we like working this way is that we’re able to have clients pretty much sign off on shot design, composition and pacing of camera work in 2D before we ever go to 3D. That allows us to be a lot more efficient once we go to 3D, and [to] give our artists a real clear path of what they’re supposed to be doing once we start building the scenes. So it’s a tremendous tool for us.</p>
<p>“Clients love it because they quickly get to see a massive leap from looking at storyboards to really understanding what the quality of the piece is going to be, the timing, and how exciting it might end up being. So we’re pretty psyched by the whole process.”</p>
<p>Ahmu agrees that clients are benefiting from the new technique. “As opposed to a traditional previz, which is all gray-shaded, and doesn’t have very much ambiance to it, a ripomatic the way we’ve been doing it can have stylized textures, rough animation, that will get the point across in such a way that it’s not like previz where it’s the first step. This is our goal, to have this motion, with these effects on top of it. You can get a rough idea of what the whole thing is supposed to be.”</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-460" title="falling1_630x354" src="http://idesignyoureyes.com/wordpress/wp-content/uploads/2009/12/falling1_630x354.jpg" alt="falling1_630x354" width="630" height="354" />Another screenshot of a &#8220;test&#8221; animatic produced by Zoic.</p>
<p>Sternlicht is quick to point out that advanced ripomatics not only better represent the final product, but also save both Zoic Studios and its clients time and money. Even a complex animatic composed of multiple, animated elements can be produced in only a few days. And because the client is able to sign off on so many elements of the final product while still in the 2D stage, Zoic saves time and effort, and can pass that savings along to the client.</p>
<p>Zoic has applied the technique to video game and commercial projects, and plans to offer advanced ripomatics to its feature film and television clients where appropriate.  “We have just had more opportunities for video games to implement it,” Sternlicht explains, “because we often are responsible for direction and creative.</p>
<p>“I think it’s already being used [in TV and feature work]. The technique we’re using is a little more advanced than what is commonly done. But we’re really pushing our ripomatics more towards motion comics, than necessarily your standard edited storyboard. So, full animation of characters, full animation of vehicles, full animation of camera, full animation of effects. It’s really kind of the whole package.</p>
<p>“It’s part of our service. It’s part of working with Zoic and being creative.”</p>
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