Tracking nightmares: behind Blur’s half-digested Billy shots in Deep Rising – from 20 years ago

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Illustration by Aidan Roberts.

“We said, sure, we can do it! And we did it, although it was very, very painful.” David Stinnett, Blur Studio

While it may not have made a splash at the box office when it was released 20 years ago, Stephen Somers’ Deep Rising certainly contained some considerable ‘out-there’ CG creature work. Most of that was tackled by Dream Quest Images and ILM, but one particularly gruesome sequence in the 1998 film – the ‘half-digested Billy’ scene – was realised by Blur Studio.

Blur had only been formed a few years earlier in 1995, but already had established itself as a creative CG, animation and VFX house. It took on the tough Billy shots, in which actor Clint Curtis emerges partially digested yet still alive from a creature before collapsing, and helped generate one of the film’s classic moments.

On Deep Rising’s 20th anniversary, Blur co-founder and CG supervisor on those shots, David Stinnett, recalled for vfxblog the challenges involved, from coming on board late in production, having to hand-track every single frame, and creating the CG with a tool that many people didn’t think was up to the challenge.

vfxblog: This was still relatively early in Blur’s history – had you done much feature film effects at that point?

David Stinnett: We had done visual effects for a friend’s film, which was a feature, but it was a very small low budget one. We did a number of shots for that, that was before Deep Rising. And before then, we did some shots for the Outer Limits TV show. Deep Rising was the first big film.

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vfxblog: Some of the major creature work was done at Dream Quest and ILM. Do you remember how the Billy shots ended up coming to Blur?

David Stinnett: That’s an interesting story. I think that the shots were farmed out from the get-go to a smaller studio. I do not know the name of that studio or the people involved. But, apparently they bid on it, and they said, yeah, we can do it, no problem. And then they spent forever on it, and then finally they said they had to give up because they just could not get the shot done because of the tricky, tricky tracking involved. Especially back then.

So – it was maybe not the cleverest thing to say – but we said, sure, we can do it! And we did it, although it was very, very painful. To go back a little bit, I had started out doing make-up effects, I did that a number of years before we started Blur. Later, a friend of mine who I had worked with previously was the make-up supervisor on set, and he had seen my name on the film once it came out. And he gave me a call and said, yeah, how’d you guys do the shots? He said the supervisor for that smaller studio was on set, and my friend the make-up supervisor had asked him, do you need tracking markers or anything on this guy? And they had said, no, no problem. We can do it. And that was a huge mistake. And that was probably why they couldn’t do it, because he was glossed up so much that you just had specular highlights dancing all over the place. Add to that the fact that he was shaking and twitching, so there was motion blur changing direction frame to frame, so there was no way to get a clean auto track on it.

vfxblog: How were the plates filmed for the shot? How much make-up and prosthetics was the actor wearing? These days I guess the approach is now called digital make-up.

David Stinnett: The side of his face that we replaced was just clean. He certainly had make-up effects on other parts, but we didn’t replace existing make-up [Rob Bottin was the film’s special make-up effects designer and creator]. It was shot as a digital shot from the get-go. It was basically ‘face replacement’, was how we termed it. We didn’t really call it digital make-up, although technically that’s what it was. But it was just kind of a cool challenge.

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vfxblog: So, back then, what was your first approach in terms of matchmoving, roto, and just sort of jumping into the scene? What tools and techniques were available to you back then?

David Stinnett: Well, we started out as a PC shop from day one. I actually remember the first few jobs that we bid on. They would come over and realise we were on PCs and they would turn around and walk away, not believing that we could do it. But, our software at the time was 3D Studio Max version 2 for the PC which we used to model the CG [note: there were some maquettes of a head, arm and leg made by production that were digitized and intended to serve the basis of the CG models]. We attempted to do the tracking in After Effects, which had just come out for the PC. And then we were also using Digital Fusion, which had just come out too, for compositing.

vfxblog: What do you remember were some of the major challenges for tracking?

David Stinnett: The major challenge in the tracking was the tracking [laughs].

vfxblog: So, basically all of it was a challenge…

David Stinnett: Yeah, all of it. Every frame was a challenge. We had three people working on those shots. We had myself who was supervising, and then we also had Tim Montijo and Greg Tsadilas. One of the guys did start tracking that in After Effects – I guess After Effects had some sort of rudimentary tracking solution back then. I believe he spent three weeks trying to get it to work in After Effects, and then he had to, in shame, say, I’m sorry, I can’t do it. At which point we said, well, we have to finish this.

So, we wound up hand-tracking every single frame in 3D Studio Max, by pulling in the background plates as backgrounds. The way he’s pouncing around, he’s got so many blurred frames and highlights changing – that was the tricky part as far as tracking goes. I think even with tracking markers it would’ve been a nightmare.

And then taking the 3D skull make-up and basically hand lining that as best we could with the rotations in position. And then we also had to do some serious warping per frame just to make it work. And it took three of us about seven weeks to track those three shots.

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vfxblog: What about clean plates?

David Stinnett: I’m almost positive we had clean plates. We had a camera move, which wasn’t automated, as far as I can recall. I’m trying to remember exactly how we did it. I keep trying to think how I would do it now, but that’s not necessarily how we did it back then! I’m sure we just pushed the clean plate through the holes where it needed to be.

vfxblog: I was about to ask you about the hand, in particular, because we see through that. Was that hand modified or was it CG?

David Stinnett: It’s a completely CG hand.

vfxblog: Oh really, I had no idea. I think what’s fascinating about that is it could easily be taken to be a make-up effect, but you’ve married it so well with whatever it was done on set. Do you remember the challenges for actually doing that in terms of rendering and just getting the lighting and lookdev correct?

David Stinnett: Back then, there was no real HDRIs, or anything like that. At least not that we were aware of, so it was all just eyeballing. But since his actual face was so slimed up, that was a good reference as far as where the highlights needed to be. So, it’s fairly easy to match that way. And his face was kind of torn up, so there wasn’t a whole lot of blending, as far as skin into his skin. It was just kind of melted away.

We just basically the chopped out concave bits of his face. And it was modelled in 3D Studio and rigged and textured. It was all pretty simple as far as that goes. It was just the integration that was a nightmare.

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vfxblog; Is there anything else, while you’re looking at that shot, that you remember from working on the show?

David Stinnett: The shots were log space Cineon files, and we weren’t experienced with that at the time. So, that actually was a challenge until we figured out what was up with that. I remember trying to correct the raw files to make them look proper just by colour corrections and stuff. And that was obviously a mistake! Luckily, we figured out what was going on fairly early on.

You know, none of us had any visual effects training. It was all learned by doing. So, we started out, like I said, doing some of the smaller shots with Max. And the very first effect shots we did were for the Outer Limits show. And actually we did some shots for the space Hellraiser film (Hellraiser: Bloodline). And we did the compositing for those in the little compositing module that 3D Studio Max had. With the Hellraiser show, it was the DOS version of 3D Studio. I’m amazed we could do that. But, there was no roto or anything on that.

It was kind of a ‘make it up as you go’ thing. It was like, okay, it’s logical that we can do this. Oh, cool, we have a roto. And oh, cool, we can blur it. So, it was all kind of on the fly and make it work any way you can. And it was a lot of work. Looking at it today, I can see a lot wrong with it, but I’m still very happy with the way it turned out.

DeepRising_head
Illustration by Aidan Roberts.

vfxblog: It feels like, for Deep Rising, you really pulled off a significant shot that many people remember well.

David Stinnett: Thanks – one thing I do remember – I don’t remember where I saw this, it was some thread somewhere online – and it was a discussion of the shots. And they had heard they were done in 3D Studio. And they refused to believe it. They said, there’s no possible way 3D Studio could’ve done that. And sure, it’s not the software, it’s the people. If you have enough time, I mean, it was capable enough. It couldn’t do it automatically. But you could force it to do pretty much whatever you want.

vfxblog: Having worked in make-up effects previously, did you consider this shot a particularly tough thing to do?

David Stinnett: Yeah, I mean, I don’t recall seeing anything like this in CG. It would be make-up, but it was so hard to take volume away. And I think when he turned his head, people were shocked that it looked that way. Because at the time there wasn’t a whole lot of convincing CG make-up. Digi-doubles were just starting to make their way out then, and not very convincingly. But, looking at these, I’m still happy with these shots. I think it’s just the shock of seeing it and you don’t think necessarily oh, how was that done? It’s just like, oh my God! And you’re caught up in the moment.

PriyaToonz set to enter animation market with new quiz-based IP ‘Kaun Banega Champion’

Indian animation has been riding a high with kids’ broadcasters and OTT platforms taking a shining to domestically-created animated series. And 2017 saw oodles of domestic IPs getting greenlit on various platforms. Hoping to hitch a ride on that gravy train is Delhi-based five year old animation studio PriyaToonz with its new education-based IP Kaun Banega Champion.

Kaun Banega Champion is a 3D animated quiz show played by various interesting cartoon characters, created with the aim to enhance the knowledge level, integrity and other basic facts in a fun-filled manner. Among the characters feature: Ginni, Honey, Cheeku, Debu, Pari and Duggu. The target audience for Kaun Banega Champion is four to 14 years.

Six of the animated quizzers participate in the contest with three quiz masters – Chulbule Sir, Bulbule Sir, Machhi Mukhi – probing them with sharp questions over five levels. Each episode contains a story combined with the journey of the participants to become a quizzing champion. At each level, one participant is dropped, thus the winner from the fifth level becomes the champion of this game.

One perk of the show is the element of localisation. The various levels of the championship include local games like “Rassa Kassi” (Tug of War) and “Posham Pa,” making it more relatable for kids.

Every participant of the show has a few unique characteristics through which the makers will demonstrate how to adjust with these behaviour traits. For example: the problems faced by a sensitive and emotional contestant and how these can be overcome.

“This makes our product good for moral learning for the kids,” says PriyaToonz CEO Indumitra Bhardwaj. “Every level of the show is designed to help kids do their best in today’s competitive times.”

It was year 2015, when the team at PriyaToonz found that most domestic animation is comedy and very little based on storytelling. While the team was conceptualising for an animated show, storytelling emerged as the best choice over slapstick comedy. “Over a period of time, the need was felt for animation not only based on knowledge as well as entertainment but also that helps children face life’s challenges with a positive mindset,” explains PriyaToonz brand manager Mini Sharma.

“For a story to capture the attention of kids, a good number of artists must have creativity and experience,” continues Bhardwaj. Keeping in view the constraints and competition, it was decided to try something new. “Then came the idea of a quiz show by animated characters based on the success of quiz-based live action shows. Overall it was teamwork and continuous improvements that lead to final outcome.”

The choice of questions, creativity in terms of on-screen presentation and blending it with story will be the key factor for the popularity of Kaun Banega Champion.

The first season of Kaun Banega Champion will have 13 episodes of 15 minutes each and the format may be revised after every one or two seasons to maintain a fresh look.

Kaun Banega Champion is one part of the bigger project called Machhli Public School which will come into light at a later stage to meet our long term objective of developing a 3D animation ecosystem suitable for Indian content creators and content acquirers,” highlights Bhardwaj.

He elaborates: “During this (creative) process, it was found that India does not have an ecosystem where different constituents of animation development help each other make quality animation. On one side there are good and experienced animators, various artists looking for creative work; on the other side studios aren’t able to hire talent as revenue streams are limited and India has very little scope for a theatrical release of an animated feature. So, we decided to make it mission 2022 to develop a 3D animation ecosystem in India and nurture the rich culture of storytelling.”

The script for Kaun Banega Champion is written by Poonam and Swati Bohra with the animation team led by Ajay Kumar. Indumitra Bhardwaj is serving as the director of the show.

The animated IP production company initially plans to make the show available to broadcasters on exclusive license, with the long term objective of developing a 3D animation ecosystem. “The animation bank thus created will be used to attract private equity to meet long-term funding needs,” Bhardwaj shares. Four episodes of the show are ready with few under post-production and rest under production.

The intention of the show has always been to cater to the edutainment needs of children. In spite of the changes in concept, characters, ideas during its development, the heart of the show has always remained in the same place. And that is what makes it most unique!

The post PriyaToonz set to enter animation market with new quiz-based IP ‘Kaun Banega Champion’ appeared first on AnimationXpress.

MEAI and SEPC associate to bring B2B event enTTech in Mumbai

MEAI (Media & Entertainment Association of India) has partnered with SEPC (Services Export Promotion Council) to bring enTTech, a B2B event, from 5 to 7 March, 2018 in Mumbai.

SEPC director general Sangeeta Godbole IRS stated, “SEPC has been mandated by department of commerce to organise a three day technology-in-entertainment-services-market that will see 150 invited delegates looking to outsource and co-produce with Indian organisations. The sectors covered under enTTech are advertising, animation, augmented and virtual reality, gaming, new media, broadcasting, location services, VFX, music and subtitling, legal and financial services for entertainment technology companies.”

MEAI secretary Ankur Bhasin commented, “Having just seen the success of IMEC (Indian Media & Entertainment Conclave), it is heartening to see the increasing focus on the Indian M&E industry. We are excited with this association with SEPC for what may possibly be the largest M&E market that India has ever seen.”

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Syenagiri sews an assortment of fascinating stories in ‘Bangalore: A Graphic Novel’

Where Ramya Ramakrishnan, a budding artist, lounges at a coffee shop in the suburban Bangalore fantasising about the possibilities of a travel through time, a certain Appupen plods twenty years ahead of the present to a dystopic setting of the Garden City. And not far away, Prashant Miranda is busy reminiscing the days gone by in the heart of Karnataka, a ‘meditation on memory.’

These and many more heart-warming tales are at the foreground of Syenagiri’s latest venture Bangalore: A Graphic Novel. A second under the ‘Every City is a Story’ initiative, the book has been put together by nineteen different artists penning their own version of the city in the backdrop of assorted stories. One of them, Jai Undurti, opens up on the inspiration behind the book.

Syenagiri co-founder Jai Undurti with the novel on Hyderabad

“After completing Hyderabad, it was a natural choice to go to Bangalore. The city has a rich history and culture, but at the same time is quite different from Hyderabad so it gave us new challenges.”

He further added, “To give the background, we believe that a city is an ‘act of the imagination’. So the stories are not passively strung together in a collection but talk to each other – this conversation is the thread that ties the volume together. Bangalore as a city, after is all, is a place where the sum is greater than the parts.”

Undurti co-founded Syenagiri with Praveen Vempdapu and began the initiative of spinning comic stories of the Indian cities after working with artist Harsho Mohan Chattoraj. The latest byproduct of the same features nine fictional stories set in the Karnataka capital, copper-bottomed by elements of realism that provide a take-off point to each.

He also divulges how the ensemble of writers came together and the process behind it – “Bangalore also has a huge talent pool of authors and artists and we wanted to showcase the stories they wanted or needed to tell about their city. It is for this reason Bangalore: A Graphic Novel is an anthology. We wanted a mix of established artists as well as help those just breaking into the field.”

“We ran a contest for people to submit a pitch, reached out to artists and writers like Appupen and Prashant whose work we were already familiar with.”

Apparently, it took over a year for it to come together as one and the complexities of co-ordination amongst themselves wasn’t the only thing challenging. “We didn’t want a glorified version of a Wikipedia article, merely giving facts and figures. That is not the strength of the medium. At the same time, we didn’t want an overly abstract representation. Finding the middle ground and finding the voices was a challenge. There were logistical issues of course, but thanks to Skype and WeTransfer, these were surmountable,” explains Undurti.

The writers aside, Abhishek Malsuni is at the credits for an alluring cover while Neeraj Menon breathes life into it with intense shades of colours.

Undurti is absolutely avowed with the response when he says, “The response has been heartening. Bangalore has a very learned audience as far as comics are concerned and they have reacted positively to this, overall!”

So with Hyderabad and Bangalore documented, Syenagiri now has its sights set on the emerald land of Goa, targeting a 2019 release. “We plan to cover Goa as well as a global anthology, looking at Indian connections in cities all over the world,” he concludes.

 

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All the quirks of India’s first hybrid animation webseries ‘Objectify’

We have seen animals and birds talk in animated films. We have also seen objects integrated into live-action for effect. We have seen objects talking too. But imagine a world of objects, where they are having their own issues and feuds with each other.

In a first of its kind for India, Curious Men Films have created a hybrid animation web series Objectify, that takes us into the world of objects and the challenges they face in their daily lives. In the first episode of Objectify, objects have filed a case against Mobile Phone, accusing it for taking away their jobs. The second episode narrates the story of a tea cup that is going through a break-up with his girlfriend, a glass. Similar episodes are to follow.

So how did such an idea occur to the makers? “The idea came out of desperation to be honest,” smiles Curious Men Films’ Aniruddha Khanwilkar. “Desperation to create something unique yet relatable for the Indian audiences. So Ritesh and I along with our other team members Avijit, Harpreet and Ganesh were looking – praying – for an idea that we could execute according to the resources available to us.” And that’s how the series was born.

“Executing the idea was the biggest challenge. Since the series involves both live-action and animation, the first two things we needed were references and a solid plan of action,” says series co-creator Ritesh Varma. After the scripts, the team locked a structure and a set pattern for each episode. It sketched out characters and their assets along with rough storyboards, simultaneously acting out just to see that everything is falling into place in terms of scripts. “Our animation team conducted endless research and tests to make this work and finally came up with proper set of controller and rigs in Adobe After Effects, that made the animation much easier.”

Like any great animation film, this team of 12 curious men too spent most of their time in pre-production. They first created interesting and believable characters. Then came storyboard, a vital element for shooting the episodes with ease. “Art direction was a major aspect in episode one. Since it is a courtroom drama, we wanted to create something that would give us that feeling. But as our objects were small in size, it was a big challenge to create miniatures. We used objects like pencils, Jenga blocks, shoe boxes, files etc. to create the set design.”

Adobe Illustrator and Adobe Photoshop was used for illustrating the artwork, while animation was done in Adobe After Effects with the help of a few third-party plug-ins.

Producing the music and sound design was one challenging task which the team’s music director Vaibhav executed successfully. “As most of the animations have cartoonish music, we wanted to create something that was totally different. We wanted 90’s Bollywood courtroom music (for first episode),” explains Varma. No pre-made sound effects were used. All the tracks and sounds were recorded in the studio itself.

Everything from pre-production to the final release takes the cost for each episode from 1.5 to two lakhs, depending on the length too. Khanwilkar mentions, “Our creative producer Harpreet Singh has managed the budget, supporting us in a big way by bringing in a fresh perspective.” The team is also grateful to title sponsor Bullstop without whose backing according to them, Objectify wouldn’t have happened.

Primary motive of Objectify is to “provide healthy entertainment to the viewers,” shares Khanwilkar. “The secondary objective is to break the stereotype in India that animated stories are limited to just kids.”

And on a parting note he says, “Love, laugh and let go of any stress you have in life because life is like an ice cream: enjoy it before it melts!”

A quirky poster of Objectify

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SPARK Connect to bring Indian AVGC veterans under one roof

The AVGC industry of the country has been quite active in the past year. Numerous collaborations, IPs, ventures and much more were announced over the course of 2017, which is being dubbed as a good year for the industry worldwide.

Having found its mojo, the indigenous industry seems to be out of the limbo, or is it?

We at AnimationXpress are trying to converge the ecosystem to get anecdotes from industry experts from all verticals of the AVGC sector on what the success stories and short comings of 2017 were and how it will help in shaping up the paradigm in 2018. The initiative is titled SPARK Connect: Rewind and Forecast, and will be taking place on 9 February, 2018, at the Whistling Woods International Institute, Film City, Mumbai.

Animation, VFX, gaming, comics, AR/VR, global content distribution are the areas we would be touching upon with panel discussions, key notes and networking sessions.

Senior management personnel in animation, VFX, gaming, comics, AR/VR/MR, publishing, broadcast, content creation, content distribution, hardware and software development, AVGC associations and education institutions will be a part of this initiative that endeavours to bring the entire ecosystem under one roof and discuss its collective growth.

AnimationXpress founder and editor in chief Anil Wanvari expressed, “Since we’ve been in the forefront of reporting the happenings of the AVGC industry, keeping the Indian market at priority, we thought this would be a great opportunity to bring the industry together to share and discuss ideas.”

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Isaiah Rashad With Anderson .Paak and Free Nationals performing 4r da Squaw and Free Lunch.


TDE artists Isaiah Rashad performed with Anderson .Paak and Free nationals in Los Angeles on 12-3-17. It was even better in person

EDEN | float


Directed by Zhang + Knight Executive Producer – Luke Tierney Producer – Dasha Deriagina PA – Eugene Goyan Cinematographer – Ruben Woodin Dechamps 1st AD – Dima Hasanov Editor – Ellie Johnson at Speade Colourist – Daniel de Vue at Glassworks VFX – Ling Ling Wardrobe – Dasha Lagenberg Art Director – Danil Dubrovsky Hair/Makeup – Dasha Taivas A FRIEND production Produced by 23/32 Films Actress – Sofi Pashkual Actress – Natalie Mordovtseva

Middle of Somewhere


Austin Smith, Blake Paul, and Jake Blauvelt travel to a well known and rarely visited backcountry freestyle snowboard playground in BC where Jake Blauvelt started his filming career. Full of pillow lines and shoots, Jake, Austin, and Blake will define the next generation of backcountry freestyle.

James Blake – If The Car Beside You Moves Ahead (Official video)


If the car beside you moves ahead
As much as it feels as though you’re dead
You’re not going backwards.

Listen here: http://jamesblake.lnk.to/carbesideYT

Video directed by Alexander Brown.
Song written and produced by James Blake, co produced by Dominic Maker
Audio mixed by Nathan Boddy & James Blake, and mastered by Matt Colton.

http://www.jamesblakemusic.com