“Yoga Se Hi Hoga” says Nicktoons Motu Patlu, Shiva and Rudra on International Yoga Day

India’s leading kids’ entertainment franchise Nickelodeon has always believed in entertaining and engaging kids while inspiring positive behavioural change through all their initiatives. Bringing to life this objective, every child’s favourite Nicktoons Motu Patlu, Shiva and Rudra from Nickelodeon have set out to spread the message of physical and mental wellbeing on International Yoga day with a fun and spirited campaign called “Yoga Se Hi Hoga”.

As part of this fun and exciting initiative Motu Patlu will be seen spreading the message of healthy lifestyle at the biggest Yoga event in the country in Ranchi, performing Yoga Aasans with the honourable prime minister Narendra Modi.

While Motu Patlu are busy practicing “Happy -Asanas”, Nicktoons Shiva and Rudra were seen indulging in some morning yoga at Marine Drive in Mumbai’s biggest yoga event – Yoga by the Bay.

While the event in Ranchi saw 1000s of people along with key dignitaries practice Yoga, the Mumbai saw many other renowned celebrities from fitness industry like – Mickey Mehta. Spread the message of a healthy lifestyle along with our super cool and inspiring Nicktoons– super kid Shiva and magictoon Rudra.

Nicktoons have been actively year on year advocating a healthy mind and body amongst children through initiatives like Yoga. We are sure that this International Yoga Day Motu Patlu, Shiva and Rudra together will inspire kids to towards a more healthy, enriched and empowered life.

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Bengaluru GAFX conference 2019’s day one amps up the AVGC quotient

Bengaluru GAFX conference 2019 opened with an enormous amount of promise and enthusiasm at the Lalit Ashok Hotel. Kicking off the event with a customary lamplighting ceremony, ABAI management team addressed a huge crowd comprising of AVGC industry’s top professionals, students and enthusiasts that had thronged the Kalinga 1 auditorium.

Lamp Lighting Ceremony


Between interesting sessions simultaneously transpiring at the two big halls, outdoor creative exhibitions, educational workshops and art contests on full swing, India’s largest AVGC summit lived up to its famed epithet.

Outdoor Contests

Spanning across the entire campus of the hotel, GAFX 2019 treated attendees to a wide range of offerings and knowledge to absorb within themselves. Whilst the contests and exhibition outside showcased the artistic prowess of the participants, the sessions inside marked a starry convergence of professionals and veterans from all over the world.


LinkedIn head of operations Kiriti Rambhatla dived into the world of comics and beyond, outlining the history of its readership and subscription to the state of its current patterns of consumption.“We’ve had an established system of storytelling through printed work that goes back even before the British left. Chandamama to Amar Chitra Katha and then you have Chacha Chowdhury with his sidekick Sabu from Jupiter and Raj Comics. There was a huge readership back in the day,” he informed.

Comics and Beyond

After a short tea break, there was more in store as Trojan was a Unicorn Brand Ambassador PC Vikram presented a screening of some of the best content from the festival.

The event saw an elaborate session of Indian IP: A Pictorial Journey & Future Pathways which was moderated by FICCI & MCCIA chairman Ashish S. Kulkarni. Toonz Animation India senior creative designer showcased their original IPs that made waves across the world starting from The Adventures of Tenali Rama  to The Return of Hanuman and many more. Graphiti Multimedia director and COO Munjal Shroff shared his journey from creating Khullja Sim Sim’s beloved character Genie to J Bole Toh Jadoo and now the Netflix’s animated show Krish Trish and Baltiboy.

360 Mentor session

Well-planned show-flow allowed for smooth yet passionate exchange of ideas amongst the speakers, feeding in the aspirants in the crowds with all aspects of production in the AVGC sector.

A session held for benefiting the students saw a discussion on how budding aspirants and students can be given scholarships and requisite resources including provisions for internships after they complete their graduation. Reflecting on the concerns and challenges that students often face, ABAI president Biren Ghose indicated that there are good things in store for the students in terms of grants, scholarships and internships which are likely to be revealed over the course of the event.

Co-production session

It was further followed by a chat featuring foreign speakers who shared their insights into the world of brokering deals and pitching stories. During the discussion centered on how Indian artists can explore co-production globally, creative specialist and content creator Sheila De Courcy advised,  “Co-production in Ireland is that there are very good tax breaks there, average percentage of money that they pay, they can spend it on sound or audio mixing. In order for anyone to co-produce with Irish studios, the content needs to have some Irishness about it. So if a story from India has some Irish character or Irish location”

Building upon the suggestions as to how Indian content creators can go about partnering with other countries, Branscome International LLC president Catherine Branscome added,  “One of the short practical answers is that some countries have treaties between them. For example, If you’re going to work with Canada, you could be working on a project while staying in India and getting funding out of Canada and they count you as if you’re a Canadian. This is true in other countries too. Like Germany, Brazil, France and others that are co-pro countries with India. So there are several but the countries that has the most treaties is actually Canada. If I were from India, I would look at the countries I need to focus on because ultimately you want to collaborate creatively but you always have to keep a little bit of a business hat on and those countries have funding mechanisms. There is a lack of government funding in India. The most likely resource in India I think is the number of world-class awesome studios here. You can get them interested who can actually partner with you. That would be a great incentive to pitch you IP”

Kung Fu Dhamaka

The event concluded with a GAFX exclusive: The Making of Chota Bheem Kung Fu Dhamaka followed by the world festival premier of the same feature.

Speaking about Bengaluru GAFX 2019, co-chair of Bengaluru GAFX 2019 and secretary, ABAI, B.S. Srinivas shared, “The turnout on the day one, GAFX 2019 has been massive as animation, visual effects, gaming, comics, enthusiasts along with professionals, industry veterans, academia, technology partners, animation, VFX, games studios and production houses have been taking part with great interest. This defines the future of the city and the state as a leader in the AVGC sector. It was an unprecedented turnout with close to 3000 people comprising of students as well as professionals who thronged the premises of the mega event.”

While the monsoon breeze invigorated the spirits outdoors, it was the insightful showers of knowledge inside the session-halls that enthusiasts made the most out of. The footfall is only expected to rise as the excitement piles up for more fun-filled sessions for the second day at GAFX 2019. We shall keep you updated. Stay tuned!

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Dandelooo’s ‘Billy The Cowboy Hamster’ in development with France TV

Boutique French animation production and distribution company Dandelooo has announced that latest pre-school project Billy The Cowboy Hamster (78 x 7’) is now in development with France TV.

Based on the eponym series of six books by Dutch author and illustrator Catharina Valckx, published by l’école des Loisirs, with over one million books sold in France and in numerous countries such as Germany, Italy, Poland, Spain, China and Japan, Billy The Cowboy Hamster follows three friends, Billy, Jean-Claude the worm and Little Rain the stone marten as they embark on thrill-seeking adventures.

Directed by the talented Swiss illustrator Antoine Rota (Kaeeloo), Billy The Cowboy Hamster will be produced at Dandelooo’s own animation studio Ooolala in la Cartoucherie, Valence (France). Targeted at four to seven-year-olds, delivery of the series is set for 2021.

 Dandelooo joint founders Jean Baptiste Wéry and Emmanuèle Petry commented, “We have found this wonderful unique character in our own greenhouse series: The Treehouse Stories and are eager to bring him alive on screen, along with his best friends Little Rain the stone marten and Jean-Claude the worm. This special series filled with affection, kindness and tenderness will immerse kids with its fun, quirky and absurd humour”.

Growing up in the Wild West and raised on the exciting stories told by his father, Billy with his cowboy outfit has a burning desire to hit the trail! And since every new day presents him with an opportunity to go on an adventure worthy of the greatest cowboys, he is determined not to miss out… He takes with him his faithful friend Jean- Claude the worm, and his accomplice Little Rain the stone marten, and off they go!

But just like life, the Wild West is unpredictable and Billy is faced with unforeseen situations, some as prickly as cactuses. By overcoming them and finding solutions of his own, Billy reveals his big heart and unfailing ingenuity. He proves that if he is not yet the legendary cowboy he dreams of being, he is still a child who is growing up. A great little hamster in the making, who knows how to spread joy and friendship around him. And in Billy’s cozy Wild West world, that’s the stuff of real heroes.

 

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EA unveils the first look of ‘NHL 20’ for hockey fans

Electronic Arts ( EA) has unveiled the first look at EA Sports NHL 20 to hockey fans during the 2019 NHL Awards presented by Bridgestone in Las Vegas. Three-time All-Star and a former first overall pick of the Toronto Maple Leafs, Auston Matthews, was revealed as the NHL 20 cover athlete while taking the stage at this evening’s NHL Awards.

“Growing up I always admired all the players who got to be on the cover of the game. This is a very cool honour and I am proud to represent my organisation. I’m also really competitive, so now I can’t wait to fire up NHL 20 in the locker room and play against my teammates,” said Toronto Maple Leafs’ Auston Matthews.

The cutting-edge real player motion (RPM) Tech continues to evolve the way that gamers showcase their mastery. This year’s gameplay introduces Signature Shots that replicate the most recognisable shot styles of the biggest NHL stars, including PK Subban’s booming slapshot wind-up, Auston Matthews’ half toe-drag wrist shot, and Alex Ovechkin’s seamless one-timer. Hundreds of new shot animations allow for more dangerous attacks, and RPM Tech-powered overhauls to passing and puck pick-ups create a faster and more fluid game that can be executed at full speed to replicate real NHL action. New goaltender A.I. includes a full offensive threat analysis, allowing netminders to read and react to the development and threat level of each zone entry.

NHL 20 also introduces an all-new competitive way to play ONES and THREES called Eliminator, creating a winner-take-all competition inspired by battle royale. ONES Eliminator pits 81 players against each other in a survival tournament bracket en route to crowning the ultimate winner. Players can also squad up with friends in THREES Eliminator in an attempt to win back-to-back rounds against increasingly competitive opponents.

Continuing to deliver a fresh feel to the franchise, a revamped broadcast package delivers new play-by-play and colour commentary to NHL 20paired with overhauled scoreboards, overlays and motion graphics, all built to put players in the centre of the game’s biggest moments. New to NHL 20Play Of The Game brings memorable plays to life through highlights designed to put top moments on a pedestal for both your teammates and opponents.

Fan-favourite game modes Hockey Ultimate Team and NHL ONES return with exciting new options and updates, including the ability to play ONES via local multiplayer with class-based NHL stars, creating the opportunity to challenge friends to a 1v1v1 battle at any moment. Hockey Ultimate Team introduces a new way to play in Squad Battles, the highly acclaimed mode from EA SPORTS FIFA that allows players to compete and earn big rewards in offline battles. New opponents are refreshed every day, including weekly Featured Squads assembled by NHL players, hot musical artists, hockey influencers, and superstar athletes from other major sports. Squad Battles introduces a brand new way to take on the best teams assembled by the biggest names in sports and entertainment. Hockey Ultimate Team also welcomes a new roster of playable hockey Icons, bringing the total number of collectable and playable Icons to over 400.

After its introduction last year, the World of CHEL continues to evolve with CHEL Challenges, weekly in-game events across all of fan favourite modes that unlock unique customisation rewards, character XP and more are introduced in NHL 20. World of CHEL now offers over 2,000 unique customisation items to craft your look and your playstyle – from gear and equipment to lifestyle apparel from hockey’s biggest brands. Additionally, four new outdoor locations bring the game to never-before-seen ponds in the remote wilderness and city landmarks inspired by iconic locations.

NHL 20 is available on 13September 2019 for Xbox One and PlayStation 4. Be among the first to experience the new modes and innovations, unlocking the full game three days early on September 10, 2019 when you pre-order the NHL 20 Deluxe Edition or NHL 20 Ultimate Edition. EA Access members can experience the game first during the Play First Trial starting on 5 September 2019 and receive a 10 per cent discount when purchasing the full game.

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‘Avengers: Endgame’ coming back on big screens with additional footage!

Avengers fans rejoice!

Marvel is rereleasing Avengers: Endgame possibly to beat the massive box office record set by Avatar. Avengers: Endgame will now have some additional footage and most expectedly few deleted scenes.

Though the film has lost most of its momentum almost two months after its initial release, this is sure to give another major boost to ticket sales of the film.

As ComicBook.com reports, while attending the Spider-Man: Far From Home press junket in London, Marvel Studios president Kevin Feige confirmed that Endgame is heading back to the big screen for a theatrical re-release with extra scenes that didn’t make it to the official theatrical cut.

Feige said, “We are doing that. I don’t know if it’s been announced, and I don’t know how much…Yeah, we’re doing it next weekend.”

So, Avengers: Endgame is coming back next weekend given the hype about the film is huge, and even before Spider-Man: Far From Home. This might help Endgame take over the immense box office hurdle in the form of James Cameron’s Avatar which holds the all-time global box office record with $2.788 billion.

Avengers: Endgame is very close to that number, with a current total of $2.743 billion. It seems that the Infinity Saga might be able to topple Cameron’s sci-fi epic.

So, Avengers fans, re-assemble!

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The General Assembly of Animation in Europe elects its board for the next two years

The General Assembly of Animation in Europe, the federation of European Animation Producer
Associations, elected its board for the next two years during its annual meeting in Annecy last
week.

From left to right: Mar Sáez Pedrero, Philippe Alessandri, Tom van Waveren, Dirk Beinhold, Annemie Degryse, Moe Honan

The following candidates, who bring together an extensive range of TV, movie, production and
distribution experience were elected to the board, which works on a voluntary basis: Philippe
Alessandri (France) will continue serving as chairman, Annemie Degryse (Belgium) will serve as
treasurer and Moe Honan (Ireland), Dirk Beinhold (Germany) and Tom van Waveren
(Netherlands) will serve as vice chairs. Mar Sáez Pedrero (Spain) was subsequently asked to
continue as general secretary.

Animation in Europe supports the interests of independent producers, studios and distributors
of animated films and TV series established in Europe and has 18 member organisations from 15
different European countries. A non-profit organisation, Animation in Europe promotes
collaboration, innovation and creativity, facilitating access to financing while fostering global
reach and the development and retention of European talent. In 2017, Animation in Europe
contributed to the Animation Action Plan issued by Europe Creative and has been working with
its members on further development and implementation of its principles in future European
policy beyond 2021.

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“MPC I choose you”: How they breathed life to our beloved Pokémon


Directed by Rob Letterman with a budget of $150, Pokémon: Detective Pikachu has crossed box office worldwide total of $421.8 million.  MPC Film was the lead VFX studio for the VFX of the urban fantasy mystery film.

In an interaction with Animation Xpress Pokémon: Detective Pikachu VFX supervisors Pete Dionne  expressed  that he officially joined the team on Pokémon: Detective Pikachu after few months into pre-production, and this  film was on his radar from the very beginning because of his past relationship with overall VFX supervisor Erik Nordby, and VFX producer Greg Baxter. “We all worked together on director Rob Letterman’s previous CGI creature-heavy film, Goosebumps, so it was great to be able to build upon our shared experiences of the last show to raise the bar even higher on this one,” he added.

He revealed that MPC has completed 850 shots for the said movie which includes around 40 characters and worked upon by as many as 600 people throughout the studio itself. The primary software used for the movie was Maya, Houdini, RenderMan, Katana, and Nuke, and all artists have custom toolsets within their MPC pipeline according to him.

The story begins when ace detective Harry Goodman goes mysteriously missing; prompting his 21-year-old son Tim to find out what happened. Aiding in the investigation is Harry’s former Pokémon partner, Detective Pikachu: a hilariously wise-cracking, adorable super-sleuth who is a puzzlement even to himself. Finding that they are uniquely equipped to communicate with one another, Tim and Pikachu join forces on a thrilling adventure to unravel the tangled mystery. Chasing clues together through the neon-lit streets of Ryme City–a sprawling, modern metropolis where humans and Pokémon live side by side in a hyper-realistic live-action world–they encounter a diverse cast of Pokémon characters and uncover a shocking plot that could destroy this peaceful co-existence and threaten the whole Pokémon universe.


Highlighting the team’s effort for the movie he expressed that when the first trailer was released the entire team was nervous leading up to it since the film was radically different from what was expected by the fans. However the trailer had received an overwhelmingly positive response, and the excitement and anticipation rush has fuelled them to push the film across the finish line. To know more read the exclusive excerpt:

Pikachu is one of the most loved Pokemon for a mass of people? How did you approach it when you were first narrated about it?

We began the project with a tremendous amount of respect towards the original source material for the Pokémon designs, but also the challenges that we faced in transforming them into living breathing creatures in a photorealistic world. These adorable Pokémon characters all had the potential to turn grotesque very quickly with the slightest design misstep, so we dedicated a lot of time, budget, and energy to get it right.

For Pikachu, we started by gathering clips from around 30 relevant films of which had speaking non-human characters in it. We categorized each film into a few stylistic groups: on one end we had ultra-realistic characters like those in The Jungle Book and Babe, and on the other end of the spectrum we had films which embraced the cartoonish style of the characters, like the live-action Garfield and Alvin and the Chipmunks films. Across this range of styles we could really see examples of films succeeding and failing to create appealing and engaging characters. But what was more illuminating was tracking performance qualities across this spectrum, like limitations in a character’s physical performance, facial performance, comedic performance, emotional expression and engagement, and so forth. Every successful film had found its own balance of limitations and compromises, and that realisation helped us identify and prioritize our three most important goals for Pikachu. Our first goal was to create a character whose physical qualities felt like it could be a living breathing animal while staying as true to the original 2D designs as possible. Our second goal was to create a physically plausible facial muscle system that could achieve a nuanced and varied emotional performance required from a leading character, but without ever feeling cartoonish. Our third goal was to develop a style of animation which gave us a wide range of physical and dramatic performance but embracing the physical limitations of an upright quadruped animal. Having these parameters established early on for Pikachu really brought a lot of focus to our year-long design process.

How did you design all the Pokemon characters for the upcoming movie? Share us what VFX techniques you used for the movie?

On set, we had multiple Pikachu puppets and stuffies available to support the performance of the actors, as well as for integration reference for our lighters and compositors back at the studio. Typically, we would shoot with a practical puppeteered Pikachu in the shot for the first few takes of a scene, as the cast and crew develop a feel for the performance, action, and composition. Once everyone was comfortable, we would remove the puppeteer and puppet for the remaining takes, and shoot it clean, using various markers for maintaining eyelines as necessary. Once we were ready to move on, we would shoot a final pass of a clean plate without any actors in it and we would shoot chrome and grey spheres as well as 360 degree HDRI photography for reference of the scene lighting, as well as shoot an actual furried and painted latex stuffy we made of key Pokémon, for explicit reference of how our CG characters should appear in the scene. It was an exhaustive process, but it allowed us to really capture the nuance required to integrate these creatures into reality.

Will you share the work for minute design aspects that you were particular about designing Pikachu and other characters?

There is a lot of comedy and character in the juxtaposition between how adorable Pikachu looks and how crusty his personality is, and this relied on us realizing Pikachu to be as cute as possible. Fortunately, the 2D manga design of Pikachu is endlessly adorable, so we were starting from a pretty strong place. One of our stated goals was to not stray too far from this recognizable and highly revered design as we weaved complexity into this character, but through anatomical detailing as well as his motion design. Our first step in designing Pikachu was to closely match the silhouette and proportions of the 2D character design for his outer form while conforming an anatomically accurate quadruped skeletal system inside of this volume. We then layered in a plausible musculature system over top and filled the remaining volume with fat for an appealing amount of jiggle and softness. The decision to put fur onto Pikachu was controversial for some, but Pikachu as a realistic hairless creature doesn’t look that appealing, so it was an easy choice for us to make. To prevent him from simply appearing as a furry stuffed animal, we tried to get as many natural animalistic details captured in his fur as possible. We used kitten and bunny fur as our primary references, paying very close attention to the variance of details across the entire body, like density, length, stiffness, colour, and even how the different follicles transmit light. For additional detailing, we looked for animalistic features that we could add without detracting from his adorableness. For example, we embraced things like cute fuzzy bunny paws and moist kitten noses but avoided weird bits of anatomy inner ear cavity detailing and overly articulated teeth and gums. We designed his eyes as dark discs like in the anime, but added a dark brown iris, so that we could track his eyelines, as well as motivate an additional layer of caustic glinting into his eyes.

With over 1000 shots of Pikachu in this film, there was a lot of subtle variation in our CG character across the different physical states and environments. This was mostly reflected in his grooming, with multiple variations of fur cleanliness, messiness, wetness, with and without hat-hair, variations of how it reacted to wind, variations for when he activates his powers, and several more variations for workflow reasons. It was complicated to manage!

How did you handle the characteristics of the characters?

We put a lot of time and energy into motion studies for all characters early on in their development, to help solidify all of their personalities and motion characteristics. For Pikachu, we designed a battery of rendered animation tests to explore his performance in every detail possible, which is what really unlocked the character for us and defined him for the film. Early in preproduction, we sat down at a white board for an entire day and brain-stormed every possible detail we wanted to learn about Pikachu, and came up with about 50 different test shots for our animation team to explore. It was a massive undertaking which our Animation Supervisor, Jason Fittipaldi spent months executing, but it allowed us to carry an exhaustive knowledge of who our character was into production and post-production.

For Pikachu’s dialogue scenes, we explored using Ryan Reynold’s performance facial capture data to explicitly drive Pikachu’s facial animation rig, but the mapping just gave us something that was either too muted, too cartoony, or didn’t look true to Pikachu. We had much more success with traditional keyframed facial animation but enforcing a very rigid set of rules and facial expressions for the animators to follow, while transposing Ryan’s performance onto Pikachu’s face. All of Ryan Reynolds ADR was recorded with him wearing a head-mounted camera, which the animators would reference as the basis for the performance.

The backdrops are looking marvellous seems like somebody hand painted it. Share the story behind it.

Though the majority of Pokémon: Detective Pikachu was shot on location in London and Scotland, there were a few sequences that required a massive amount of CG world building, led by our Environment Supervisor Alex Clarke. The most challenging of all was our CG build of Ryme City for the climactic third act battle, and the CG Torterra forest, which required us to recreate an entire Scottish valley for our giant Torterra to occupy and the rolling forest that our characters are trapped within.

Rob Letterman’s decision to shoot his film on location in London, to double as Ryme City meant that for the majority of street-level scenes, our set enhancement was limited to skyline embellishments and adding additional Pokémon-themed CG signage throughout the city. Where things got really challenging was for all of the aerial establishing shots and the battle above the street, as the scope of this work required a full CG city. Our goal was to create a modern, bustling city, but with a much denser and taller skyline than what London had to offer.

We began by rebuilding the five-block radius of Leadenhall Street in London where the street-level parade scenes take place. This required a crazy coordinated effort of street-level photography, street-level and rooftop lidar acquisition, as well as both extensive aerial drone and helicopter photography. From all of this data, we were able to recreate a high-resolution CG version of this core to use as a base. Our next layer of development was to scatter this downtown core with around 50 additional custom designed skyscrapers, which gave us a much more congested area for Mewtwo and Pikachu to weave through during their aerial battle. Our final component was to extend the city beyond this five-block core, as we had several CG establishing shots of Ryme City from the outside looking in to create for different moments of this film.

For this, we accessed large-scale open source lidar of Vancouver and its surrounding environment to use as the footprint of Ryme City and dropped our embellished London core in the middle of it. As Vancouver lacks the density of towers which Rob Letterman desired, we then used Manhattan as an inspiration for laying out hundreds of additional skyscrapers into our digital city. With the number of buildings we needed to design and build in CG, as well as the endless amount of detailing within the streets, rooftops, and building interiors, this massive CG build took us over eight months to complete. However, with this build being so robust and fully digital, it allowed us to then turn around 200 massive shots in about two months, which was a thrill to watch come together.

The other sequence which required a massive fully CG environment was our Torterra Forest scene. Our heroes find themselves in the middle of a forest which begins to move and shift under their feet as they flee for safety, revealing at the end of the scene that they are actually on the back of a mountain-sized Torterra as it rustles around with its pals in what we previously thought was a natural valley of mountains. For this, we shot as much plate-based material as possible in the mountains and valleys of the Scottish Highlands, which established the look of our immediate digital forest, as well as serving as inspiration for how to scale a normal Torterra Pokémon up to the size of a mountain. We assembled a team of five people to travel across Northern Scotland and capture as much location data as we could through a combination of ground, drone, and helicopter photography as well as fine and large scale lidar scanning. This was crucial, as we had hundreds of assets of all scales and frequencies to create, from high-res clumps of grass to entire CG mountain landscapes.

Creating this CG forest with a convincing amount of detail and variety, required scattering millions of instances of our assets throughout the terrain. We would begin by composing our terrain from bare sculpted grounds, derived from lidar and photo scans, then we would scatter all of our grass, foliage, tree, and debris assets over top of it, using a complex Houdini workflow, to procedurally replicate the natural logic of this Scottish landscape. Every single foliage and tree asset were simulated and cached out in a variety of movements, building up a vast library of clips which were triggered based on the level and frequency of movement of the terrain, on any given shots. All of this, including the simulations, were designed with an intricate instancing workflow which then allowed us to render around 100 shots of this dense shaking forest. This was probably the most complex CG build and sequence that I’ve ever been a part of, and the team did an amazing job executing it.

What did you do to ensure that everything pans out smoothly, given the enormous scale of the project?

Pikachu was shared across all three main vendors (MPC, Framestore andImage Engine), which required quite a lot of crossover to maintain not only continuity in the look of the character, but also the nuance of Pikachu’s motion and performance throughout the film. Mewtwo also had quite a lot of crossover between MPC and Image Engine, especially in the continuity of his powers. The character development and shot execution of the other 60 supporting CG Pokémon was split across MPC and Framestore, with the majority of the Pokémon shared between both vendors. To tell you the truth, the asset sharing should have been an absolute nightmare on this show, but there was a lot of top-notch talent in all three teams executing this, so it went quite smoothly.

Which was the most challenging sequence to work on?

MPC has had several high profile and large-scale CG character films pass through our studios over the last few years, and Pokémon: Detective Pikachu has benefitted from the focused efforts that our studio has pushed into taking our character pipeline to the edge. But where we really pushed our technology and workflow to the next level was building and executing our moving Torterra forest. We’ve built forest environments at massive scales before, but this was the first time we had to then make the entire thing shake and move, and efficiently enough to execute around 100 CG shots. Nothing came easy on this specific sequence, which was part of the fun!
You’ve done creature work before, how was it for Pokémon: Detective Pikachu in terms of the scale and challenges?

Pokémon: Detective Pikachu had a much longer and focused preproduction period than I’m used to, to account for the sheer number of characters that we were tasked to design and develop. MPC created to completion around 40 out of the 60 Pokémon made for this film, but many more were developed to some level during this period. Preproduction was a very busy time trying to push through this necessary volume of character design, especially for Ravi Bensal who led the character concept development, and Character Asset Supervisor Dan Zelcs and his team who then had to build them all!

This was also the first time in a few years that I’ve had the pleasure to work on plates that were shot on 35mm film rather than digital, which is something that I really appreciated. This was a very clever choice by Director Rob Letterman to shoot on film, as well as on location in grimy overcast London, as it really helped to ground these vibrant and clean Pokémon characters into the photography and bring them into our world.

The movie although has received a mixed review from the critics but VFX wise it stood up. According to him, the movie was a cooperative effort from the entire visual effects team, and every aspect of it brings him pride. And he expects that  ‘the giant Torterra sequence to be pretty epic on the big screen!’

In January 2019, before the release of the movie, Legendary Entertainment announced that a sequel is already in development and Oren Uziel has been signed as the screenwriter. Considering the VFX work of MPC in the first part, we hope the sequel of the movie is also queued for MPC.

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Apex Legends to have dragons now

Respawn Entertainment’s free-to-play battle royale title Apex Legends made quite a splash last year, posing to surpass the leading game Fortnite.

Although the buzz had begun to die down a little due to the lack of content however now that season 2 is within reach, players are looking forward to it since its all set to feature loot-wielding dragons.

Players got a glimpse of something flying around the sky while in matches. That thing turned out to be a dragon flying around with a death box in its clutches. Whoever shoots the dragon down, the deathbox will belong to a random person on that player’s friends list.

“Respawn Entertainment’s surprise release of Apex Legends adds a new feather to the battle royale genre. Apex Legends’ hero shooter way works so seamlessly that it makes one wonder how this was never done before.

What makes things a bit more exciting is the fact that the dragons seem to have appeared out of nowhere, without warning. Players logged in and there were dragons. We will find out more when Season 2 arrives on 2 July 2019

Apex Legends is currently available on PC, PlayStation 4, and Xbox One.

 

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First look of ‘The Monster Hunter’ movie is revealed

The thirty-second trailer of the upcoming Monster Hunter movie was revealed during the Shanghai International Film Festival and it has given the fans of the series their first glimpse at how some of the monsters will look on the big screen.

The fantasy action thriller film directed and written by Paul W. S. Anderson, is loosely based on the video game series of the same name, produced by Capcom.

The film is being produced by Impact Pictures and Constantin Film. The film stars Milla Jovovich, Tony Jaa, T.I., Ron Perlman, Meagan Good and Diego Boneta.

The trailer shows Milla Jovovich looking on as a Diablos comes crashing out of the sand, while Tony Jaa prepares to fire an arrow at the monster. The trailer also shows Ron Perlman swinging a hammer and a Rathalos that is surrounded by flames.

The movie is scheduled to be released on September 4, 2020, by Screen Gems. The Monster Hunter movie is taking a different approach to the story of the series than the video games, as it follows a group of the United Nations military team falls into a portal to an alternate dimension, where humans fight off giant monsters. Two groups work together to defend the portal, thwarting monsters from entering and invading Earth.

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Universal Kids drops original programming

NBCU-owned Universal Kids is shifting its programming strategy and will no longer make original content in order to shore the channel up in the long term, Kidscreen has confirmed.

Universal Kids will only be adding acquired content to its linear programming lineup, as well as continuing its partnership with DreamWorks Animation. Any originals that have already been commissioned will also air as scheduled, and will have full marketing support from the network.

Some of the broadcaster’s original series included preschool toons Ruff-Ruff, Tweet and Dave, Floogals and Dot. Currently, the channel offers home-grown live-action and unscripted series like Top Chef Junior, with animated kids’ originals Where’s Waldo (DreamWorks Animation Television) and Norman Picklestripes (Factory) premiering in July.

In February this year, Deirdre Brennan left after serving as GM for two years. At the time, her departure was attributed to an executive restructure. NBCU’s president of lifestyle networks, Frances Berwick, took over Brennan’s responsibilities when she left. Berwick continues to shoulder those responsibilities as part of her role as lifestyle networks president.

Universal Kids was launched in 2017, rebranded from preschool channel Sprout and expanding its target demographic to kids aged between two to 11. After the rebrand, the channel’s ratings plummeted 30 per cent between 2016 and 2017, according to IndieWire. The following year, IndieWire reported that Universal Kids’ ratings dipped an additional 73 per cent.

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