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Spider-Man 3Now on DVD and Blu-ray High Def! November 29 Creating CG Cityscapes for Spider-Man™ 3Creating CG Cityscapes for Spider-Man™ 3
As digital effects supervisor for Spider-Man™ 3, Peter Nofz had primary responsibility for many astonishing effects including the creation of the alien symbiote, both in its sinister goo form and when it takes shape as the terrifying Venom. He also led the teams whose task it was to create believable locations for some of the most dramatic scenes in the movie.
Peter describes the process of creating CG cityscapes that can be used from any angle and in any light:
One of my favorite scenes is the alley sequence, near the very beginning of the movie, when Peter Parker is ambushed by the New Goblin. Even before we get to the alley a lot of those shots are full CG background shots, and they took a lot of work.
We needed to find buildings that looked the way Sam [Raimi, the director] wanted, and then we needed to capture them digitally from every angle. Neil Spisak, the production designer, found some in New York and even more in Los Angeles that had the kind of grungy look and that we could get access to – it turned out that acquiring those buildings digitally was more difficult than acquiring skyscrapers because you could often not get access to all sides of the building. They often were built up or butted up against a different building. If we couldn’t get access to the back or the side we would build it as a brick wall, but we tried not to waste time on buildings we couldn’t get to all sides of.
Sam also had decided that he wanted to take that fight up to a higher point than we’ve ever been in the Spider-Man movies. We had stayed inside the canyons of New York City buildings on the first two, but this time he wanted it higher up, so we would be seeing a perspective of the buildings that we hadn’t seen before – their fight was right on the skyscraper line. So we actually had to go through the buildings we had captured digitally and make sure that enough of them had nice and complete rooftops.
Then we sat down and determined how many of those buildings we needed to create the world’s longest alley. We thought it would be 15 before repetition could be perceived, but since we are able to add variation and partial changes to buildings, as it turned out we did great with 13.
Ever since the first movie, we’ve always said we were going to build real buildings, buildings that exist somewhere, rather than making up buildings. We’re not architects, so the best way of creating believable, realistic buildings is to duplicate buildings that actually exist. We therefore have a library of buildings that we already created in CG. Most of those are skyscrapers that would make up a Manhattan or Chicago-style skyline. We didn’t have anything appropriate for the alley, so we had to go acquire those buildings digitally.
To get what we needed, [computer graphics supervisor] Grant Anderson and his team went for about a week and started shooting these alley pictures. Conditions, from what I understand, were pretty difficult. They had to get access to windows and rooftops where they could shoot from, and they had to climb through bird excrement and deal with drug addicts hanging around and other unpleasant things. They were all really happy to get back to Imageworks!
For the soundstage shoot [at Sony Pictures in Culver City, California], Toby [Maguire] really did crash into the wall of a partial building and those bricks were crushed, but the surrounding buildings were added by us – until we get to the end of the sequence, when Harry loses control of the Sky Stick. That was shot on location in L.A. in the same vicinity where we acquired our buildings so it would look seamless.
For the final battle sequence, it became clear very early on that we needed to have a replica of an entire New York City block. We needed to make replicas of those buildings anyway, and we added those to our library. I would say two-thirds of the skyscrapers we built for Spider-Man 3 were actually driven by the final battle sequence because they’re visible in that block and there was no question about needing them. Then we took a couple of additional ones that happened to have nice rooftops. We needed to feel confident that we had enough buildings not only for the foreground but also for the mid-ground. For the background, Scott [Stokdyk, visual effects supervisor] got aerial shots.
That’s where the decision to build the Trump Tower came from – it has all these nooks and crannies and adornment. Several of the bank buildings we chose were also because of their nice roofs and a better appearance when viewed from higher up.
Mainly, though, Sam and Scott and several other people from the production went to New York to scout possible locations for the final battle. They had a series of possibilities, but they ended up with Chase Plaza in New York as the only place that really fit the requirements of what was needed. Scott pushed for trying to shoot as much as possible on location, which we always do, but there was no way around creating the entire block if we were to get everything Sam wanted.
All the buildings we built are replicas of whatever is really in Chase Plaza. In the past, we cherry-picked buildings for their suitability and ease of access. And here we couldn’t cherry pick, we just had to get every building, and if we couldn’t get a building – well then, we just had to build it anyway. As of 9/11 it has gotten harder to get permission to access to these buildings, too. I know that Grant had his share of problems getting into where he had to go.
In addition, Sam needed a building that was under construction. The one audiences see was truly a made-up building, it didn’t exist, and even if it had existed it would have been a dangerous place. It is also a building that is under construction from first floor up to the 150th floor, which you would never find in the real world.
Scott had always wanted to really replicate a location rather than just a building at a time. It was just one of his things that he really wanted to do. So this finally was the opportunity where he could say okay, we’re going replicate not just a bench or whatever but we’re actually going to replicate an entire city block. And to do it somewhere as exciting as New York added to the achievement.
There’s one other scene that I really like and on which Grant Anderson and [lighting lead] Andrew Nawrot did an outstanding job. It’s when we’re introduced to black-suited Spidey – he’s on the side of the skyscraper and he does a mid-air flip and you can just tell that he’s turned into a different personality. Then he kind of swoops down and all of a sudden we see him in the canyon between the buildings and he goes up again. Well, that sequence has a beginning which is completely CG, then he gets down into the street where we have a shot or two that were actually filmed, and then he swings up again to the next building and once again we’re in mostly CG-land. There was a lot of discussion about how to do that scene, but by using the best of what could be filmed and the best of CG we were able to get what Sam wanted.
November 20 The use of Digital Doubles (Continued)Last time we heard what Scott Stokdyk had to say about using digital doubles in Spider-Man™ 3. Here's what Spencer Cook thought.
Spencer Cook - Animation Supervisor Spencer said the techniques and technologies for creating digital doubles improved significantly over the course of the three Spider-Man movies:
The alley fight between Peter Parker and Harry Osborn as the New Goblin and the Bell Tower scenes were big ones for blending animation and CG characters to get convincing digital doubles.
The New Goblin relies a lot on his Sky Stick, so we spent a lot of time on previsualization to make sure it looked believable. We studies tons of reference of snowboarders. We had reference of them jumping up in the air, twisting and flipping, and we used a lot of those moves for Harry on his Sky Stick. We also looked at skateboarding reference. Then we re-created a lot of those snowboard and skateboard moves in our animation.
Venom was another big challenge, of course, even when he was in human form, since we used a digital double whenever he was doing the extreme stunts. Throughout this picture I was very concerned with blending what the actors and the stuntmen were doing with the animation, so that every character would be consistent all the way through. So, early on in the production, whenever Topher was brought in for a costume fitting, I would be there – sometimes with Sam, sometimes not – and we would play around a bit, acting out stuff. I would act out moves; Topher would act out moves. We were trying to find a language that would work so that the Venom character would be consistent, whether he was live or animated.
In Spider-Man movies, we’re adding an animated character into a real world – and we’re always very aware that human beings are really good at perceiving body language and subtleties in that real world. Every person in the audience is an expert on human and animal motion; and so, we have to deal with the real physics of our animated character. We have to think about how far he can jump, how fast he should fall and things like that. Of course, there is a very real difference between real physics and movie physics; but, even though no real person could do what Spider-Man does, we wanted to make it look believable within the context of the movie.
To help do that as convincingly as possible, Imageworks developed a physics-based ballistics tool that let us check action against actual physics. The acceleration and velocity a character has when he jumps off a surface is going to determine how far he can jump. So we would start by blocking out the animation of the jump, just keyframed, by hand; and then we’d use the physics tool to check if the distance he traveled and the speed at which he was traveling were realistic. The physics tool would look at the first frame of Spider-Man leaving the surface, and from that it would determine, ‘If he is moving that quickly and with that much force when he leaves the surface, he can travel X amount of distance.’ And if he was traveling a greater distance in our animation than he’d really be able to, based on the calculations in that initial frame, we’d increase his acceleration off the surface so he’d land where we wanted him to land.
We didn’t tie ourselves too rigidly to the physics tool, though. In these kinds of movies, if you animate action that is too realistic, it won’t be dramatic and exciting enough. In the real world, a guy swinging from one skyscraper to another wouldn’t look that interesting or dynamic. So the Spider-Man animation was a combination of eyeballing it and using the physics tool to check our work. Most of what Spider-Man does is not physically possible for a human being anyway, so ultimately it came down to what we all thought looked good.
Of course we had other technology updates too. For instance, we updated the visible controls that animators could grab on the character. With these visible controls, animators could just click on the character’s wrist or torso or any other part of his body to move it around. That’s not anything new – most rigs have that now – but it was new to this version of Spider-Man. We also updated the spine controls. We always had the option to use one of two spine configurations in the original rig but the switching controls have been updated. The forward spine rotates from the waist up and the reverse spine rotates from the upper chest down. Depending on the action Spidey is doing, the animator can choose which spine to use. November 19 The Use of Digital DoublesOne of the most complex technical accomplishments in Spider-Man™ 3 is one most audiences aren’t even aware of – for the first time, Peter Parker fights using his superhero powers but not in his Spider-Man suit. That was an incredible challenge, since having Tobey Maguire’s face visible required an exceptional blending of CG and live footage in the same shot. But it also meant showing more of the actors’ performances, capturing more of the reality.
Here's what Scott Stokdyk had to say about it.
Scott Stokdyk - Visual Effects Supervisor
Scott said the most spectacular scenes in Spider-Man 3 preserved as much of the actor’s performance as possible, using digital doubles to fill in the rest.
It was important to Sam – and to me too – that we incorporate as much live action into the animation as possible. If anybody is sitting in the audience marveling at the visual effects, that means we’ve taken them out of the movie. The reason a shot is animated is because a real person can’t do it. The trick is to find the balance between making it cinematic and exciting and making it real.
We hadn’t had to build a complete Peter Parker digital actor for the previous films. On the first Spider-Man we saw a little bit of Tobey’s face inside the homemade costume for two shots; and on Spider-Man™ 2, we had a shot of Spider-Man in the costume, but with the mask off, seeing a little of Tobey’s face. That was a hybrid of our classic Spidey, with Peter Parker’s head on it. But we never had to do a full street-clothes version of Peter digitally, with cloth and hair and skin on his hands and arms.
We worked more closely with the stunt team than on the last two movies. We used motion control cameras, and at times virtually motion controlled the stunt people! We used more computer controlled wire work with the actors than ever before, and we chose the best of each of those pieces and blended them together. We tried to find more opportunities to blend from real actors to CG, and back to real again… even in the same shot!
The very first shot in principal photography on Spider-Man 3 is a good example of how this approach worked. We were on Stage 30 at Sony Pictures Studios [in Culver City, California], which was appropriate, since that’s where the final scenes of Spider-Man™ 2 – Doc Ock on the pier – were shot. Anyway, the scene is when Peter Parker gets ambushed by his friend, Harry Osborn, who is now the New Goblin.
Tobey Maguire and James Franco did a lot of wire work – both of them were suspended midair using harnesses – to get as much of the aerial battle on film as it was safe to do. That got us a lot of their performance and facial expressions to work with. Then we layered in the buildings and the alley with elements from the stunt performers’ work and the CG characters.
James was really great at working with this Sky Stick on the bluescreen stage, too. Sometimes, he was better at it than the stunt people. There were times where we thought we would use a stunt person, because it was a wide shot, for example, and the character would be fairly small in frame; but the body language and the motion were so much better with James Franco, we ended up using him, even in those wide shots.
The Subway sequence is another good example of our approach. There’s the fight scene where Spider-Man pushes Sandman’s face against the speeding subway train, which was a mix of practical and special effects. We had film of Thomas Haden Church having his face smashed into a plane of plexiglass. That gave us the real lighting on Thomas Haden Church as well as the real physical effect on his body. In post, we inserted our CG train, tracked his head, and did a CG erosion effect on it, with CG particles flying off. The shot of Sandman’s head being shaved off is one of my favorite shots in the movie.
That scene ends after Sandman gets knocked around by the water gushing from a burst water main and dissolves down the drain. John Frazier [head of special effects] set up the initial shot of Thomas on Sony’s water tank stage. He used 50,000 gallons of water blasting fifty feet out from a pipe against the rear of the set. We covered the scene using eight cameras to get it from all angles.
Beyond that, to get the most accuracy possible for the digital doubles, we used the system from Spider-Man™ 2 based on Paul Debevec’s LightStage technology. It basically photographs an actor’s face from different angles under many lighting conditions, which are processed and mapped onto a CG head.
We also gathered even more live-action reference during the shoot than we had on the last two films. We wanted to know, on a per-shot basis, exactly what the real character looked like in any given environment; and then we did everything we could to replicate that in our CG character.
For most of the classic Spider-Man CG we were able to use the model digital artist Koji Morihiro had built for the first Spider-Man. That it held up, seven years later, is really amazing. Its musculature, skinning and surfacing properties were all the same. We have better tools now, of course; but Koji did such a fantastic job with that original model that it still looked great after all that time.
We'll find out what Spencer Cook thought about using digital doubles. Stay tuned!
November 16 The Challenges of creating the Venom SymbioteVenom was brought to life using the absolute latest in technology and techniques, some of which was developed specifically to put Raimi’s vision on the screen. Scott and Spencer discuss the challenges of creating the Venom Symbiote.
Scott Stokdyk - Visual Effects Supervisor Scott remembers Venom as both a technical and artistic challenge:
In Spider-Man 3 the villains have an extraordinary element to them that we had to fight very, very hard to make look believable. We wanted our villains doing heavy effects with an emotional impact and still look rooted in the real world. And we had to bring in alien components for Venom – the kind of abilities we don’t normally see.
The symbiotic goo didn’t move like anything in nature, so to make it believable required an unusual combination of CG tools and animation. Spencer Cook and I worked closely with [costume designer] Jim Acheson. We decided that, as much as possible, we wanted the action to be physical. We wanted Tobey actually grabbing onto something as he pulled at the black symbiote, so we tried to always have a real piece of costume there when we shot. Then we enhanced the photography digitally. In some cases, it was just easier to replace the whole costume in CG, rather than try to hook up black goo or pieces of black synthetic costume to the real costume. What we avoided in this sequence was replacing the actor’s skin in CG. As we were shooting, everywhere that I knew the skin of the actor was going to be revealed, we never had any costume on that area of Tobey’s body. Everywhere I knew we didn’t have to reveal skin, whether it was covered with black goo or covered with the original costume, we had the costume on the actor.
Sam Raimi is very much an actor’s director, and after the last movie – especially – it became clear that he was going to be most happy if he could direct the actors and get their real facial performances on screen, even in these CG actor stunt shots. So Sam would direct the actor through all the beats of the shot and get the real actor’s face; and then we would use that photography as a face-replacement element. We didn’t do a face-replacement for every shot, of course – we did our share of CG faces – but we tried to do them in key shots where Sam wanted to see the real actors. We always knew we had the back-up of going all-CG if the live action stuff didn’t work out.
Then we had the challenge of Venom in a heightened emotional state, when he’s visibly a non-human alien – his mouth reveals monstrous alien teeth. Originally, there were two places we thought we’d be able to use the animatronic head [produced by Frontline Designs] for those kinds of transformations; but with script changes, we wound up just using the mouth portion of it. We shot specific angles on the animatronic mouth and composited them in a few cases onto a stunt person wearing the Venom costume. For more extreme shots, where Sam wanted an even more dynamic animated mouth, we added a CG version with teeth and the classic Venom tongue to shots of the stunt guys in costume. For the most dynamic shots, we animated and created a CG Venom from scratch.
The all CG version of Venom evolves and becomes more of a monster throughout the movie until, by the final battle, he is what we called “comic book Venom” – a moving mass of swarming black tendrils that have formed themselves into this monstrous shape. That was our biggest Venom challenge – to combine great character animation with intense effects animation to bring this character to life.
Spencer Cook - Animation Supervisor Spencer said the Venom symbiote was a very unusual challenge since it was alive but unlike any creature anyone had ever seen before:
We deal with lots of technically complex characters and situations, but the Venom goo was extremely complex conceptually as well. It didn’t have any particular form. It evolved depending on what happened in the shot, so the animators had to work with a constantly changing but organic shape. It took a lot of patience.
Sam and I spent a lot of time figuring out what happened to Peter Parker and Spider-Man when he was taken over by the Venom symbiote. We wanted to make sure that everybody perceived this as the same person, but with an altered personality. A lot of conversations I had with Sam in the beginning were about how we would display this different persona through body language. We came up with ways to exaggerate his poses. We made him faster. The way he swings is rougher and more reckless, as if he doesn’t care as much about his personal safety. He does bigger leaps and long swings, shooting the web at the very last second before he hits the ground. Black-suited Spider-Man is more aggressive, so he’ll move a little quicker here and there, hunch his shoulders a little more, pull his elbows up a little higher when he’s stuck to a wall. We tried to find poses that the classic Spidey would not do – where the red-suited classic Spider-Man was graceful and elegant in his motions, black-suited Spider-Man is more blunt, rough, and reckless.
The first scene of the Venom symbiote consuming Peter Parker was a great breakthrough for us and was one of our earliest test shots. You can see the tendrils emerging from the goo, exploring and testing and finally adhering until the symbiote has totally taken over. That’s when we knew we were on the right track.
We had to establish a pretty complicated pipeline, because making it behave and move the way Sam wanted it ended up being a crossover between pure hand animation in Maya and procedural animation in Houdini. The character animators focused on the emotion, the feeling, and getting every detail of its living essence exactly right. The effects artists added an amazing level of organic detail through procedural animation that really put the goo into the scenes.
Most of the time Venom is more humanoid than goo, so we wanted to convey his evil essence consistently across several different physical states. If black-suited Spider-Man was a ramped-up version of classic Spider-Man, Venom was a ramped-up version of black-suited Spider-Man. For animating Venom, we looked at tons of reference footage of animals. Lions and cheetahs, in particular, were very good reference. We liked their aggressive, predatory movements, and we re-created them in Venom in the way that he crouches and jumps and attacks. Everything we did for the Venom animation was based on that reference. We were trying to find a language that would work so that the Venom character would be consistent, whether he was live or animated, no matter which form he was in. November 14 The Birth of Sandman - Thoughts from Spencer CookSpencer Cook – Animation Supervisor Spencer explains how complicated it was to retain Thomas Haden Church’s performance in the ever-changing shape of Sandman:
The challenge of Sandman was really interesting because he required such integration between character animation and effects animation. The sand, the way sand moves on and off his body, and the way he moves are all intimately tied together.
We always tried to base Sandman's movements and body language on Thomas. For the birth sequence we animated the entire sequence before anything was shot, to work out poses and timing. Once Sam was happy with it he would use it on the set to show Thomas and the camera crew what he wanted to achieve for each shot. Whenever possible we would set up two high-definition cameras on Thomas, in addition to the film cameras, so the Imageworks artists could have all of those angles to animate the character. If the original photography didn’t have Thomas in it, we sometimes shot video sessions of him at a later date to base the animation on. I also shot video reference of our animators when Sam wanted to change the performance and Thomas wasn't available. We mixed and matched this reference material to create the final animated performances.
We also used facial capture sessions – we put dots on Thomas Hayden Church’s face and motion captured him going through a range of expressions – because we wanted to introduce aspects his facial expression, even when he was made entirely of sand and didn’t look that much like him. Thomas was very expressive and cooperative, so Imageworks had this whole library of great expressions to work from when we animated Sandman.
The fundamental way we changed Sandman’s shape was based on an animation rig with squash and stretch controls. What we really depended on was a lot of back and forth with the effects animators, though. That’s not a typical process, but it was the only way for us to combine Sandman's shape shifting abilities with the human emotional qualities needed to tell the story. |
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