Topics / Editing & post
Visual effects & CGI
76 commentaries in the archive discuss this, with 308 total mentions and 72 sampled passages on this page.
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Across the archive
ranked by mentions · click any passage for the moment in the transcript
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director · 2h 19m 17 mentions
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I told him, I want to destroy the images. I don't want to beautify them. I don't want to sentimentalize. I don't want to make them pretty. I want to destroy it. And this is what he came up with. And the third was, find a sound. You know, this should be a sound that, you know, everything is there to, you know, whatever it is, costume, makeup, production design, camera, VFX, music.
13:36 · jump to transcript →
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Paul will, in fact, get buried alive. Here you see one of the soldiers losing. It's also a scene from the book, by the way. Pretty much verbatim. It's very hard to shoot. We shot it in Barndorf Studios. This is a studio set. Barndorf Studios in Prague. This is one of our only studio sets. One of our very few. This is the VFX, how this kid explodes. Just to...
26:24 · jump to transcript →
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One carriage is real, the one on the left, and the one on the right that you see in the background is VFX, because there is no place in Prague with two train tracks next to each other, and this is how it was in Compiègne. From photos you can see how two train tracks stood across from each other. I'm very, very happy, if I can ever be happy with anything that I did,
1:03:06 · jump to transcript →
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director · 2h 32m 15 mentions
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And the boat, although it's CGI, is based on HMS Victory, which sits down at Portsmouth. And we took every conceivable angle of photo on it and did a LIDAR scan of the exact design of the hull and then reprojected still images of the Victory.
2:07 · jump to transcript →
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onto a wireframe model in CGI. So one of the ways of making it look quite real is actually all the textures come from photographs. There was a photographic element to the look, but it's obviously changed the color scheme to make it look a little bit less like the victory. Now, the irony of this scene is, I mean, I have this passion in this film for the live-sung musical.
2:27 · jump to transcript →
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a platform on a crane which then whizzed him about 70 foot into the air so it was quite precarious for Zak because he had to climb onto a platform which immediately lifted off so the timing had to be perfect. The end of that shot is then embedded into a visual effects shot which is based on a helicopter plate of Gordons, the French town and this Oxfordshire church is inserted onto this mountaintop but the mountain is created in CGI and we re-project photos
14:49 · jump to transcript →
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director · 1h 34m 13 mentions
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And this was intended to be my first directing contest. I remember hearing that, because you did a Q&A at the New Beverly years ago, and that was the first time that I had ever heard that. Hey! The maestro himself. Yes. And Lyle Conway, the blob maestro as well. The blobinator. The blobinator. Oh, goddammit, that's good. This is going to be a good commentary, everybody. Hoyt Yeatman, visual effects maestro as well. Dream Quest.
2:24 · jump to transcript →
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Still remarkable to me. Yeah. That was all in camera. That was done today. That's 17 different visual effects plates. Easily. And there's something about the real thing that makes that small stud still. Maybe because I was there and I was on the edge of my damn seat. And the sun was coming up and we gotta go, we gotta go. Worried for everybody. This was, by the way, this was kind of the first film I shot in Hollywood in Griffith Park in the classic A Tree is a Tree shooted in Griffith Park. So all these scenes took place
12:02 · jump to transcript →
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you kind of successfully got to employ into this? A weird overconfidence that did not serve me well here, which there was always something, whether it's an in-camera illusion, which is actually a first choice in many cases, or whether it's having a good team on my visual effects, that there's a way to take these a shot at a time and create an illusion that can help dramatize the world. And...
33:09 · jump to transcript →
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director · 1h 56m 13 mentions
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And this shot here done by ILM, it's a combination of live action and matte painting. The whole background, the moon, the sky, a lot of those statues are visual effects. I love this shot. This will be fun. This is Alan Cameron, my production designer at his finest. Alan also did Jungle Book with me. This sequence was a problematic sequence editorially.
4:00 · jump to transcript →
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John Burton, the visual effects supervisor, suggested to Steve at one point, like on take 35 or something, that perhaps the Magi could be rewritten as hapless, which I think probably would have been a good idea. So the reason we cut the earlier intro of the Americans is because it made this poker game important for the bet that they make. But now we're meeting these characters for the first time, so it became a much more important scene, whereas before we'd already seen these guys.
25:12 · jump to transcript →
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you know, an ILM computer-generated mummy, but, you know, we went with it, and I think the audience doesn't really bump. He's also juiced up a little bit. Are we supposed to be telling our flaws here, Bob, and, like, letting people know that there are times when we make mistakes? I think it's all right. Considering, you know, five months of filmmaking, there are only three mistakes, I think, Bob. Minor little things, nothing. You notice that box, that comes undone pretty easily also. I don't know if you noticed that or not. Just a little kick.
56:57 · jump to transcript →
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director · 2h 3m 11 mentions
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the sun gets too high and the shadows go away. This oasis forming here is obviously, it's all computer generated by our friends at ILM. The plates are photographed in Morocco with the rock, and then the foliage is added later in post-production. This was shot on the back lot
3:24 · jump to transcript →
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at Shepperton Studios, or Pinewood Studios, actually, this one. Can you tell about the roller skating guys, Bob? Yeah, if you look deep in the background there, you'll see the guys in the fence just in the back there. They seem to be, I don't know, skating almost. One of the tricks that the visual effects company will be very unhappy that we pointed out to you. So we set this next shot up, and with all the burning flames, and it was...
3:53 · jump to transcript →
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That may have been another thing that came into play. I did get to go location scouting there several times, and some of the digital work is right out of Egypt, but we didn't get to spend a lot of time shooting there. This sequence used to go on a little bit longer. The trap that Freddy's character built, one of the three goons gets his hand caught in the trap, and it actually got a good laugh, but we wanted to keep the
9:23 · jump to transcript →
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director · 1h 36m 11 mentions
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not only great visual effects artists, but they're actually going to be able to direct a film that's going to be really awesome. And this scene in particular I really like with what Daniel Pearl, who's our cinematographer, brought. His whole big thing is getting shafts of light and making the forest look like that. It was just such an amazing thing. Guys, how long did it take to do a lot of these visual effects? What's the process?
5:39 · jump to transcript →
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These shots we had almost, what, eight weeks in the end? Ten weeks or so, yeah. These ones came in at the end. I mean, you always want to have as much time as possible with visual effects because it's just such a time-consuming process. But getting the Predator home planet scene in the movie was something that was thought about early on but took a little bit of convincing. So we didn't really get full go-ahead on that until kind of late in the process.
6:07 · jump to transcript →
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by the way, visual effects in the computer. Yeah, the last shot of Sam bursting open is definitely a CG chestburster. Exactly. And see, here's Reiko again showing us what are going to be the various colors of her personality in this movie. Yeah, this is sort of the scene where she hasn't seen her daughter in a while. She's grown up quite a bit. There's a bit of distance between them.
15:21 · jump to transcript →
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director · 1h 58m 9 mentions
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We had, of course, a computer-generated, what you do these days in filmmaking, as you know, a computer-generated Air Force One for very special shots that you could really not do with a plane or with a model. Here's Liesl, you know, that's the daughter. I found her with the help of the casting company. That's Jane Jenkins and Janet Hershenson. I always work with these two ladies. They are absolutely wonderful, great.
16:09 · jump to transcript →
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These planes, the F-15s, these are partly computer-generated planes and partly models. If they come very close to the camera, it will be a model. If it's not so close, generally, basically, the first one here, foreground, model. The others, computer-generated. So these elements are then together. In the shot, we just saw our Air Force One as a model, big model, foreground F-15 model, and the other planes are
25:13 · jump to transcript →
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computer-generated, and the clouds are real, but shot at daytime and filtered down for night. Same here. And the background, you see this, this is really Rickenbacker again. You know, the lights down there, that's all real. So it's amazing what you can do these days, mix all these elements. And if you have some parts of these shots are really reality and moved and so, then the illusion is just perfect.
25:42 · jump to transcript →
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director · 1h 43m 9 mentions
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Here, one of our big, first, not big, but first complex special effects, visual effects, the gold snakes unraveling and slithering off, and the Eye of Shangri-La, this giant blue diamond opening up and containing the elixir from the Pool of Eternal Life, which is not water. I wanted it to be something else, so...
38:42 · jump to transcript →
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break and reform, and this was all very complex algorithms that we did at the Rhythm and Hues, the visual effects company that did all the horses and this chase through Shanghai. The other company was Digital Domain, who did the conversion to Terracotta when the emperor is cursed, and as you'll see, the entire battle sequence in the third act.
42:35 · jump to transcript →
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But a thousand visual effects is no small order, and you'll see many of them in this chase sequence. When I read the script by our veteran and very witty writers, Al Goff and Miles Millar, they had a form of this chase in there, and I went, there is, I've been to China many times, there is no Shanghai 1946 or 47 era left. The Bund is,
43:33 · jump to transcript →
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director · 3h 29m 8 mentions
The Lord of the Rings The Fellowship of the Ring (2001)
Peter Jackson, Fran Walsh, Philippa Boyens
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A lot of it's pretty low tech, quite simple. This is the big shot of Baradua where a miniature, I guess about 15 foot tall was used. The lava's just computer generated and I wanted to do one
32:05 · jump to transcript →
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This is one of my favorite shots in the movie, because normally with visual effects shots, the concept is that if it's fake, if it's some sort of trick, then you don't dwell on it. You don't let audiences study it long enough to see where the seams are. But the reason why I like this shot is it just keeps on going and going and going. I actually think it's over a minute long. And it's largely a miniature. I mean, everything that you're seeing, the environment, the scaffolding,
1:15:15 · jump to transcript →
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But that's the perfect proportional height to the hobbits. Yes, it is. That's right, because John and the hobbits don't have to be changed in relation to each other. Then Gondor will see it done. Mr. Frodo's not going anywhere without me. No, indeed, it is hardly possible to separate you even when he is summoned to a secret council. The group shot of the members all standing together was done, obviously it's a visual effects shot, and it was done against blue screen.
1:44:37 · jump to transcript →
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director · 3h 43m 8 mentions
The Lord of the Rings The Two Towers (2002)
Peter Jackson, Fran Walsh, Philippa Boyens
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Hi everybody and welcome to the continuing epic commentary for the extended cut of the two towers. I'm Peter Jackson. And I'm Fran Walsh. And I'm Philippa Boyens. The first thing we can talk about is the New Line logo because what people won't realise is that the logo that New Line gave us was quite scratched and jumpy and old and so we actually put it through weta, the digital effects facility, and we cleaned it up and stabilised it and sharpened it and gave it back to New Line as a special little present.
0:04 · jump to transcript →
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This village was built on the side of a really amazing area called Poolburn Lakes in New Zealand. And we built quite a few of the huts. Some of them are computer generated in the wide shot. But most of what you see here we did for real. It was this amazing little Scandinavian style village on the side of the lake. Now it wasn't actually raining on this shot, was it? No, this rain was added later. It was computer generated rain. We did use rain towers for the close-ups, but this is too big and wide to...
22:46 · jump to transcript →
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horse trainer that we brought to New Zealand especially to work with Shadowfax and it's called liberty training in which the horse doesn't have any bridles or reins and it responds to voice commands and this is done in one shot there is no visual effects here Shadowfax or Damero was way over the hill and then Don called him and he galloped right up to Ian McKellen here and I couldn't believe it when I saw the cameras rolling on the shot goes right up to Ian in one take it was fantastic
57:31 · jump to transcript →
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director · 2h 5m 8 mentions
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I did that. It was one of my three visual effects shots. You did three visual effects shots of this movie. I had those. I got an amazing tutorial from the people at ILM. They were so wonderful. So here's... So these are different locations. That's a second unit shot in Fontana. That was stuff downtown. This is... All this stuff here is downtown LA. This we shot... Yeah, this was downtown. Boom.
16:24 · jump to transcript →
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That's real. This is all real. No, that's all real. No, that's all real. It's not CGI. No, that's CGI. Now, this is a stunt we came up with that night. Well, we got that place, and Tom was saying, you know, the way we come down, it should be cooler. And you figured out this thing that if the car stops...
21:12 · jump to transcript →
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You know, we did a lot of cool visual effects working all these pieces. That was ILM. That was ILM. This was back at the Paramount lot, an amazing set Scott Chang was built. This is back in Caserta. Again, all these pieces. Now, this is you actually doing this. I just want to say this. This is Tom actually doing what you're seeing. That actually hurt the knees, doing that. That impact on the wall. Fun. Fun, but impactful. Fun and impactful. Again, I mean, that piece... Okay, hold it, hold it. This is the Roman...
41:23 · jump to transcript →
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director · 1h 26m 8 mentions
Underworld Rise of the Lycans (2009)
Patrick Tatopoulos, Len Wiseman, James McQuaide, Richard Wright + 1
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Patrick Tatopoulos
My name is Patrick Tatopoulos. I'm the director, this one. And I have something to do with the two other ones as well. Hi, Richard Wright, producer of all three. Gary Lucchesi, producer of all three. James McQuaide, VFX supervisor of all three... ...and executive producer of all three. See, we don't stray far from the family. We like to keep this in-house. - That's right. This is the first time you're gonna see a Sketch Films logo. I just want you to know that. - Won't be the last. My family and friends all cheered in the premiere at that. Viktor increased his army, creating... So, Patrick, do you remember the original concept... ... for how far we were gonna start, how far back we were gonna go? We were gonna go to the beginning of the story. I mean, the plague, with Corvinus and everything. But the thing is, we had a plan to actually shoot... ...some little elements of that and get to the little sequence at the beginning. So we'd see actually part of the plague... ...part of the first bite, you know, William. And, yeah, ultimately, we had to concentrate this... ...on something a little tighter, and that's what we got. You know, just ran out of money. And you know, when I first saw that baby right there... ...when I saw the dailies, I thought it was animatronic. When it was next to the werewolf. - It is. Actually, we were watching and... Real werewolf, though. - Yeah. I thought there's no way they're putting a real baby... ...next to a terrifying creature. What price stardom?
0:20 · jump to transcript →
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Patrick Tatopoulos
The fights are really nice in this picture, Patrick. They're really on par with the other two, certainly. Allan Poppleton was our New Zealand stunt coordinator. He did a fantastic job. - He did a great job, yeah. So, what you're seeing here is actually the set... ... you're gonna see later in the movie, an early stage of the castle. We tried to minimalise the dressing so it felt a little different. But it's basically the same space that you'll see later. And this was the first day of shooting. - Yeah, the balcony part. Yup. The big reveal. Wanna tell you a story about the castle. The castle is such a gigantic structure. Of course, there was no way to build this. We ended up building the, what you would call, the courtyard of the castle. How many feet tall, Richard? - About 20 feet. Twenty-five, 30 feet, yeah. Which was a little challenging for the lighting... ...because we were there on top of the set. When we started, it was difficult for CGI guys to kind of extend that. Yeah, it was terrible for Sound too. Every time it rained, we'd stop shooting. The train outside, the train station? - Yeah, the train... Note to self: Do not build set next to railroad tracks next time. We have a few transformation... ...but this one actually is not a transformation. It looks like one, but everything is practical. There's nothing mechanical or anything. I love it. It's a little more American Werewolf in London approach. There is no CG help whatsoever, though. Unlike the others.... This took a while to get right, just this whole prelude... ...and Kate's voiceover, and getting people caught up. There is a lot of history, and to decide, you know, where exactly to start... ...and how much to prep it with. Hopefully, we covered everything we needed to. It looks like we moved really quickly through. I wish we had a little bit more space, a little bit more in the... Yeah. - There's so much story to....
1:59 · jump to transcript →
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Patrick Tatopoulos
So this is work... I mean, we had two companies doing the CGI werewolf on this movie. I need to mention that. The very first section of the movie, Sonja attacked... ...coming to the castle we saw before and this... ...was done by a French company called Duboi. And later on, the other part of the movie... ... you'll see werewolves again, the same one... ...done by another company called Luma. I need to say something about those guys. When the French started to do the first werewolf... ... they had a way of making those guys look quite elegant and sexy... ...but they were lacking a bit of weight, we felt. So we talked about that. The opposite came from Luma, giving them a lot of weight... ...but they were a little bit too brutal in some ways. And that's a typical example. When we met those guys, we had them looking at each other's work. And at the end, it sort of, like, you know, got better by looking at... Each other's work. - Yeah, covertly, and that really helped. There's a lot of practical wolf there as well, like, this is practical stuff. But there are probably 35 CG wolves in this sequence. Yeah. How many CG shots were in the whole movie, James? About 400. - Four hundred. But not just for the wolf. Everything. There's, like, 80 CG wolves. But this scene in particular, it's mixed from shot to shot to shot. And you really have to look closely now to tell the difference. Yeah, - Even in here, these three, four shots... ... they're back and forth, back and forth. That's a suit. And.... That one's CG. - Yeah. Sonja! Remember it took us, like, three different days to shoot that tunnel? That was such a nuisance, that thing. It was incredible. We really tried to prep ourselves, like great storyboard laid out. It was still a difficult scene to shoot. We're also talking over the appearance of Kevin Grevioux, and.... Fire. Who was obviously Raze in the first film... ...and, you know, a big part of the creation... ...of the writing of the first script. That's a Luma transformation. It was a great transformation. - It looks really good. And Luma's the only visual effects company that has worked in all three. That right? - True. How many visual effects companies ended up on Underworld? Is that 11, was it? Ten. - Ten. There's tons of them. This is one of the latest... - This is Kevin, guys. additions in the script of having Michael... ... actually do this roar that has the others back off. And it kind of.... It really opened up his character, and.... Yeah. Michael was really specific at the beginning. He asked if he could actually be doing the entire transformation... ...and being shot all the way to the end to bring his language. And I thought that helped everybody. CGI looking at him. He basically kept screaming almost like at the end of the transformation. And then he was replaced, but they got a good guideline. I wished we could have done a transformation back-to-human shot. Am I not master of this house? There's another shackle add-on right here. you are forbidden to remove your shackle. lt was added in later. you break my law after I gave you your life. Your days of plush living are over... We were lucky to have Bill Nighy on this movie. I mean, he's just a wonderful actor. He really is. He's fanta... And just a really, really great guy as well. He's always fun to work with and have on set. You couldn't have an Underworld without Viktor, Bill? I doubt it. - God, I don't know. It's tough because, like, you know, you kill these people off. And, you know, we'd always intended to do, you know, kind of a... In hopes and fantasize about doing a trilogy... ...which we've been able to be very lucky to do so now. And then you kill a lot of these great actors off. And, you know, I don't know. Don't know if it would feel the same without him. I mean, he wasn't... You know, it was great that we had him start in Underworld 2. You know, he wasn't in Underworld 2 for the beginning part of the film. Okay, that of... This is the best shot in the movie to see the size of the set. So now, we're in CG world. And we're entering now the practical set. So that's actually the set that Dan Hennah built for us... ...the last 20 feet of that, if you may. And there was this wall across to try to separate.... ...on the different flavours on both side. Yeah, this is one of my favourite shots. When I saw this, I was just... - Gorgeous. That's beautiful. - Thrilled. It looks fantastic. I was worried about that too. When we showed up... ...the sets were amazing, but they weren't very tall... in terms of how grand the space is. You know, to actually capture that on film... ... you're gonna have to see that it stops pretty short. Shoot off the edge. - And so it just meant... Every time you see that, it's a visual effects shot. It was basically the choice for that. Either wide or a little taller. But I felt the wise choice was to be wider for what we... The only other way to build it taller would've been to build it outside. Which would have been a disaster.
20:49 · jump to transcript →
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director · 2h 43m 8 mentions
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transitions from the entity to the crew, we did these little two frame dissolves to kind of soften the dissolves a little bit. So there's a couple in there and you'll see a couple later on. Yeah, it creates kind of a dreamy state. You'll see them later in the film. All of these shots of the exterior were CGI shots. Yeah, done by a VFX company called Bello. By Bello. That was very, very, very trepidatious about the notion of doing CG shots, entirely CG shots.
6:26 · jump to transcript →
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I was looking at it and just saying, just take a moment. Just take a moment, kind of show her. I love the first time people see this. They're just like, wait a second. What? How did you do that? Where was the switch? Yeah, how did you do that? Yeah. And again, you're looking at, you know, Vanessa just doing such an amazing job. She's so sensational. And the work that we did with visual effects to keep her eyes brown. You don't see her put in contact lenses. And we just ran with that idea. We left her eyes brown through...
1:44:17 · jump to transcript →
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resolution which is 3840 by 2160 and we're using an offline resolution called avid dnx hr lb which allows us to edit in ultra high definition quality and allows us to screen and create trailers and promo reels and you know so we're just working with like phenomenal um resolution and color from the word go which is great and also it means we all our visual effects come in at
1:50:02 · jump to transcript →
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Nia DaCosta
Take it. Pick it up! Too slow, pal. We had to re-record dear Connor's dialog a couple of times because of his Glaswegian accent, which I, you know, understand just enough. But I think for the average American audience, they were a bit confused. Shit! It was really fun to do that stab. I really like special effects, especially when they have to do with, like, cuts or blood or gore, I think it's really fun. And so this is... And I wanted also much of the blood to be practical. I really hate VFX blood 'cause it looks so fake. And so in this scene, we have mostly real blood, but then VFX to either clean up or to match certain things. But everything we do is like a rig. So when you see the blood spraying out, it's always or almost always real... well, not real blood, but like real red fluid coming out of a pump. And then right off-screen, there's, like, SFX artists, like, pumping away at this can full of, you know, fake blood. Sir.
4:10 · jump to transcript →
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Nia DaCosta
So, in my film, I really wanted the infected, if they were naked, to actually be naked, because I didn't want to have to shoot around modesty garments or do VFX and... And because Danny and I shot our film so differently, the way the infected look also had to be changed because I couldn't get away with some of the things that he was able to get away with, just because of the style, you know, shooting on iPhones, all that stuff, so... So, in my film, you see infected that are... more of them are clothed. And my reasoning for this basically was that you could say that, one, we're getting closer to civilization maybe, where we are in this part of the film or whatever civilization is left. And two, that one of these towns has just had, like, a big overtaking by the infected. So, you know, a town has fallen essentially and lost a bunch of people, and that was, in my head, why the infected in this movie have more clothes, mixed with some of the ones who are, you know, naked and skinny. Okay, So you just met Samson, who is great, love him, love his whole journey in this film. And then you meet his best friend, Kelson, his soon-to-be best friend, played by Ralph Fiennes, who is an icon of our times and a national treasure. So, that shot before was the real woman, and this is a dummy, obviously, 'cause we can't just be throwing women off of cliffs anymore.
8:57 · jump to transcript →
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Nia DaCosta
So that was a mix of VFX blood and, like, rigged, like, real fake blood that comes out of this, like, sort of tube around his neck, which is really cool. And then you see, little little on the bottom right, Jimmy Ink walking towards the Bone Temple.
31:31 · jump to transcript →
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technical · 1h 35m 7 mentions
Steven Lisberger, Donald Kushner, Harrison Ellenshaw, Richard Taylor
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This is Harrison Ellenshaw, visual effects Supervisor and associate producer on Tron.
0:10 · jump to transcript →
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One little thing I noticed... I mean, I didn't catch it when I was directing Jeff with this, is that when he plays Clu, he plays it with this strange computer accent, this mechanical accent. And now, when he's being tortured, he loses that, and I wonder whether he noticed it. We got so caught up in being in the scene that nobody realized that at the time. Clu's torture sequence is a great example of how light is used to create emotion. Lots of different filters were used on him as a part of that torture sequence. There are, basically, ripple glass effects, there's silk screen steel mesh, exposure changes, hand-done animation. When he's energized by the MCP, there are other filters that were used on the camera to give him that multiple-effect look. In this particular case, it was silk screen mesh, steel silk screen mesh that was on the taking camera and was spun around on the lens as a part of that effect. Dillinger's arrival to ENCOM in his personalized chopper was an interesting sequence. I took drawings of the chopper, schematic drawings, and created the design motif that you see on the chopper. And then over a two-day period, I applied these designs to the chopper myself with these varying sized, 3M reflective tapes. So, when we are shooting this sequence, what we are basically doing is flying air-to-air in another chopper parallel to this chopper. And we have a very low-intensity light source right near the lens of the camera, which is shooting across and reflecting directly back at the camera off of this 3M material. And it was a red light source, so it gives you the appearance that the chopper is either backlit or has some kind of neon lighting system on it. Again, there was the attempt to, for the outside, the window, to have the grid type of atmosphere and, kind of, cross-pollinize the electronic world with reality. Oh, I remember this stuff. Nice desktop computer built right into the glass. Touch screen. - Touch screen. I still want this desk. This was done with rear projection under the desk. The whole set had to be built up on the stage so that we could put a giant mirror under the set and project it in the old-fashioned way. There were technicians who were basically controlling light switches to different light boxes underneath this desk to light up different areas. The type itself, when it writes itself on, is actually matted into the scene from a computer graphics created type. And again, the view behind Dillinger is indistinguishable from the electronic world. And whose voice is the MCP? It's David Warner's voice. - Yeah. Yeah. It was just electronicized a little bit. End of line. Someone pointed out that they finally figured out that the reason that Bruce Boxleitner's character was wearing glasses is because he was supposed to be a little bit of a nerd. I think that was the intent. Just the readouts on the computers in the real world had to be pre-programmed ahead of time so that they wouldn't have rolling bars on them when we photographed them. Here you see another attempt to link the electronic world with the real world. The cubicles that the office workers are in are not dissimilar to the cubicles that the game players are in. And the intent was to have them go on forever or almost for infinity. Now, what thematically is happening is that at the time, computer people... Programmers were very concerned that the IBMs were going to take over the world of computers and exclude people. That they were going to be... That the system was going to be tyrannical. And what we're trying to show here is that the... Corporately, they've put a stranglehold on the system, and that the programmers are not being allowed the access that they want. And access for them is vital for their work. This character, Alan/Tron, is still inside the world of ENCOM and is more in balance. He seems... He's one of the people that's going to deal with the system from the inside. He's got a very methodical program in Tron, whereas Flynn is no... He's a renegade now. He just doesn't fit in and he's at war with the Dillinger character. The name Tron is derived from electron. Some programmers think it refers to "trace on, trace off." But that... We learned about that afterwards. There's a program in Japan called TRON, which is an educational school program, which has been running since 1985. And ENCOM was the only name we could find that wasn't already registered as a corporate name. Whereas Alan and Flynn are aligned with their counterpart programs, Dillinger has aligned himself with the tyrannical Master Control Program. So, the MCP is the ultimate controller, the big mainframe, the antithesis of the personal computer. The sequences that take place at the Lawrence Livermore Laboratory were interesting in their concept and in production. It was a very complex place to work. It was a very tight area, and we worked on this film with 65-millimeter equipment. And Bruce Logan, the DP, had his hands full. Sixty-five-millimeter film technology is quite cumbersome compared to Panaflexes and Panavision cameras. The size of the camera body itself, the limitations of the lenses, blimping the cameras... They're huge, so to get them in these cramped quarters was difficult. We were the only ones... Only film company ever allowed access to shoot in there. And nobody's been back since. A lot of this was lit, practically, by the fluorescents that are in there. It almost looks like a set. Yeah. We were very lucky that Lawrence Livermore let us use this facility. Because the cost of building a set this elaborate would have been astronomical. The Lawrence Livermore Lab is where they had the largest laser in the world. I don't know if it still does today. And they did a lot of research for NASA. Lawrence Livermore Lab was very cooperative with us, and allowed us to, really, kind of, run free through this particular area of the laboratory, which was their linear accelerator. So, we went into the one particular area, which we found most interesting for the area where Flynn gets de-rezzed, and where you first see the matter transportation effect, where the orange is digitized and deteriorated and then reassembled. In this particular case, we are seeing an orange, which was created by CGI by Triple-l. Animation that was done by the effects animation department, which was headed up by Lee Dyer and the effects animators, John Van Vliet, and John Norton, Barry Cook and Michael Wolf, Chris Casady. The name of that laser, by the way, Is Shiva, the Hindu goddess of creation and destruction. The 16 billion-year life cycle, she's got the drum of creation in one hand and the fire of destruction in the other. ...femain suspended in the laser beam. Then, when the computer plays out the model, the molecules fall back into place and voila! So simple. Why didn't I think of that? - That's right. Use that on Star Trek all the time. It's funny how they just kind of, just blow it off. Another afternoon's work down in the lab. Exactly. - Teletransportation, okay. Just digitized matter, no problem. Tomorrow we'll do watermelons. In a week, a human being. No, that comes sooner than that. A-ha! Oh, you're giving it away now.
7:08 · jump to transcript →
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When we came to make a decision about what film format to use for Tron, we felt very strongly that we needed to shoot it on a larger negative than traditionally done. And it came down to a choice between 65 millimeter and VistaVision for the whole show. But the availability of 65-millimeter cameras was far better than the availability of VistaVision cameras, so we made the decision to shoot the entire show in 65 millimeter. And to keep a certain consistency, and as long as we had rented the cameras, we felt that we might as well go ahead and shoot the real world in 65 millimeter and not in 35 millimeter. It was kind of one of those nice to have things, and nobody objected strenuously to it, and also it would be the first time since Ryan's Daughter that a film had been shot entirely in 65 millimeter. And I think you can see the results. I mean, it looks wonderful. In the monitors in Lawrence Livermore, one of the things that Triple-/ had to do was create lots of imagery that appeared on monitors, and that imagery had to be shot and created long before we got to production. So, there was a lot of planning in creating all of the monitor imagery, and Triple-I did a great job on that. Spent a Iot of time on this shot. To accomplish the effect, what we did was get a 4-by-5 still camera and photograph Jeff Bridges in his position after he's been zapped, and then immediately moved him out and took another photograph, which was the background by itself. So, as you pull away chunks of Jeff, you see the background behind him, and then to put the laser and the grid and all that on top of him was basically the effects animation of John Van Vliet. When Flynn is de-rezzed and pulled into the computer, we go through one of the most interesting sequences in Tron, which is the real world to electronic world transition. This sequence was created by Robert Abel & Associates, primarily under the direction of Kenny Merman. It was a sequence which I had designed, knowing that the way that Robert Abel & Associates was making these computer graphic images with the Evans & Sutherland computers, and, really, using vector graphics to create this particular look, would give us a look that would be unique just for this transition. The three-space transition, the movement through all these binary bit patterns and this polygonal landscape, was done by making multiple passes through a traditional animation camera that was pointed at a high-resolution, vector graphic, Evans & Sutherland computer screen, and making multiple passes, frame by frame, using different colored filters, coming back, making multiple passes of rewinding other filters, until you finally end up with this, which seems to be solid objects. But it's really made out of lots of tiny, tiny lines put together to make solid blocks of color or objects. Oh, man, this isn't happening. It only thinks it's happening. When Flynn says, "This isn't happening, it just thinks it's happening," it's a key line, because it means that the reality that he finds himself in now, not even he can fully believe exists. And if anyone should appreciate and understand this alternate reality, it's him, and now he finds himself trapped in it. All right, now we see Sark standing on the bridge, and all of a sudden, he is enclosed with these shrouds of light as he begins to have his conversation with the MCP. The database for the MCP was a human figure that we had created at Triple-/ called Adam Powers and was originally on the Information International sample reel. And if you look at that sample reel, you'll see a juggler character who was juggling balls. Well, that face of that character is the face of the MCP. So, the first time that you see him, he is a polygonal drawing of a face. And that's basically the underlying database of the face. So, it's made of polygons. And those polygons, we play them out on the Triple-I computers as the line-drawing polygons, and made 12-and-a-half by 20-inch stills, high-con stills of those. But we created the mouth positions for the vowels and the syllables so that you could take these interchangeable transparencies and lay them down and make him Say, by whatever order you put them in, whatever you wanted him to say. 'Cause he was voicing a lot of different dialogue. Then those were backlit, and then we applied an effect to those line drawings of putting a steel mesh screen over the taking camera, and it made it have that much more, kind of, complex look. And then we also animated the exposure occasionally. Early on in the film when I started working with Steven, we did a lot of experiments to work out how these characters were created. The thing that we finally decided was that the characters needed to have this energy inside themselves. They are obviously in this electronic world. Now, these costumes were unlike any costumes anyone had ever created for a picture before, in that they were costumes designed to have effects treatments done to them. They were white with black drawing or black lines over them. All of the black elements on the costume were turned into circuitry which could be backlit and light could be pushed through there. We originally shot a 65-millimeter image of these people, live-action photography of them on these black sets. Then from that 65-millimeter film, we created some photo-rotoscope machines, which basically could project the 65-millimeter film down to large pieces of film, which were pre-punched with animation punches. This film was created by Kodak for us, and we would project down with these photo-rotoscope machines, which would hold this film into a vacuum frame and make a continuous tone positive print of each frame of the film. Then these continuous tone prints were taken to a light table, it was a vacuum light table, where they were contact printed to high-con film to make a number of high-con positive and negative images. So that you basically have for every character a large cel and you have high-con positives, negatives, and a continuous tone positive. Then these high-con elements were hand-inked and painted to isolate the circuits on the body, the whites of the eyes, the whites of the teeth and any other circuits that we wanted to treat as a separate exposure. The characters are more often than not... The live-action characters are shot on an all black stage. When there is a set, the set is also black, but is measured out to conform with what we're seeing in this artwork. So that if a character appears elevated in a shot, like this shot, there was an elevated platform for him to walk on, but it didn't look at all like the set. Then we would composite these actors over paintings, transparencies, and once that was done, we would add the light and the color separately. And to simplify it, you can describe it as a sort of perfect blend between live action and animation in that we took live-action film, photographed it in a way that we could break it down to individual frames, then blow up those frames into large slides or transparencies. And we had 75,000 of these, which seems like an appallingly large number, but it really isn't if you compare it to an animation film. And because we were at Disney, they were not overly swamped. That's an actual Frisbee, by the way, and those are actual Frisbees on their backs. We had a excellent Frisbee coach, Sam Schaiz. I like the fact that the deadliest weapon in Tron is a Frisbee. A Iot of effects animation in this sequence and in the film. And that is the animation that makes the glows, and as the Frisbee gets brighter, and you see the reflections of it on their costumes, all that has to be done frame by frame. This is hand-drawn animation that, although it is drawn, a negative is made of that, and it is placed over a light source and then re-photographed, and the ability of the effects animators was such that we were never waiting on the effects animation on the show. They always performed very well. It was never a problem. They did very few redos, and that's because they had had experience doing this beforehand, whereas everything else that we were doing, outside of the effects animation, was the first time through. So, that had a much tougher and steeper learning curve. In the holding cells for the game grid, those are backgrounds that are entirely hand-drawn by the background department, again using Rapidographs and line drawing and airbrushing and then turning those into high-cons. But those drawings are all drawn to match the actual physical sets, which were built so that when someone passes behind something, or leans on something, those are actual physical sets that were built. But again, the sets were just black on black. They're as if they were made of black velvet. Part of the interesting thing as a cinemagraphic problem that was presented to Bruce Logan was that he had to shoot, unlike anybody had ever shot before, sets that were entirely black with white line drawings and white characters running around on these sets. Bruce Logan's job in photographing these people was very difficult because, unlike most photography for most films, you try and get as much chiaroscuro in the picture as you can. You let there be a lot of dark and you create shadows and you create this moodiness, which a cinematographer takes great pride in. In this film, during the sequences in the electronic world, basically, he had to light them so that we could see as much of the costume as possible with as little shading as possible because all of the shading and all of that were done by hand by making different masks and airbrush elements that were used under these costumes in post. The ring game was an interesting technical exercise. The set itself, again, was black flock paper with the rings drawn on this paper with tape. The actors had to realize which rings were there and which ones were not as they acted out the sequence, imagining that they were hundreds of feet above the ground. One of the inspirations of Tron is the movie Spartacus. And there's quite a few similarities to the persecuted people who had to fight in the gladiatorial games. This game, of course, was inspired by Pong and jai alai. I think one of the interesting parts of Tron was the synthesis of new games that were created. The design, for example, of the glove that's being worn here, we took a traditional jai alai glove and then rebuilt it and made it out of foam, added other elements to it to give it a more technological quality, and then again, I put the designs over the outside of that to make it blend with the rest of the costumes. Shooting in 65 millimeter, from a director's standpoint, is a lot of trouble. The cameras are huge and bulky. The format requires an enormous amount of light to fill that negative, so if you are shooting Lawrence of Arabia or Doctor Zhivago and you've got lots of snow and big exteriors, it's fine, but in low-light-level situations, it's very troublesome. The depth of field is sometimes as little as a half an inch, and you find your cameraman is asking you, "Now, which part of the eye do you want in focus? "Do you want the front of the eye or the back of the eye in focus?" Or if the head of the actor is not square to the camera, they ask you the really insane question of, "Which eye do you want in focus? "I can give you the front eye in focus or the back, "but the other one's gonna be blurry." Now a lot of these shots where you see actors talking to each other and we're doing over-the-shoulders, the camera couldn't hold focus for the blow-ups to be made, and I had to shoot the actors on separate passes. So, in a shot like this, where you see all three actors talking to each other, it wasnt filmed that way. I filmed them separately and they were composited. And there's quite a few shots like this. Whenever you see them walking around and they're separated by more than a couple feet, those are all separate shots, and then the actors are composited. So, it's very difficult for the actors because not only do they not see the environment they're in when we're filming, all they see is an all black stage, but they don't even see the actor they're talking to. Forming of the Lightcycles, again, is almost entirely done by hand-done animation done by the effects animation department in creating the way that these cycles form around these characters. We built an object that the actor could sit upon, and it was literally a mechanical shape that was the seat and the handlebars, so he could sit down and it would thrust his arms forward and pull him down into that locked position. So that everything that he sits upon and touches, it was, again, drawn by the animation department, and not until you see the final completed cycle, which is actually a CG/ rendering of the cycle, is any of it done by computer. The Lightcycle sequence was done by MAGI. Their way of creating an object were to take basic geometric shapes, cones, cubes, spheres, cylinders, and make an object by collaging those particular pieces together and creating an object. And that's how the Lightcycle was created. All wide shots that you see are computer-simulated. All of the shots, other than the very tight shots of the figures inside the canopies, are computer-simulated. The shots inside the canopies are actually hand-drawn artwork of parts of the Lightcycles, and the animation that's happening over the Lightcycle windshields is hand-done animation to give them a sense of speed. But virtually every scene that you see of the Lightcycles is entirely computer-generated. And there's not even effects animation in those scenes. If there's an explosion when a Lightcycle hits the wall and a tire bounces across, I think those were basically all CGI. Syd Mead worked really hard on designing these motorcycles so that they would incorporate the characters. But if you look closely at them, you'll see that the second half of the bike is flattened and sort of two-dimensional, and that was done because the computers couldn't handle too many compound curved surfaces. So, we restricted those curves to the wheels and the windscreens, and then the rest of the bike was simplified. The ability to move the camera through 3D space with these computer-graphic-looking landscapes is just great. The Recognizers are a sort of King Kong. There's a little head on top of that gate structure... Suggestion of a face, but it, sort of, got lost. The Recognizers were created by MAGI-Synthavision. As I mentioned, there are graphic vector lines, red lines outlining all of these objects, the same way with the tank. The tank was another unique design of Syd Mead, who is a futurist, a fabulous designer. Once Ram, Tron and Flynn have escaped the Lightcycle grid and are off through the canyons being pursued by the tanks, we cut inside the tanks and see another example of a Syd Mead set that was built as a three-dimensional set, again with black background, and all of the elements on there graphically put on so they could later be treated. So the camera, you can see, is moving through scenes in ways that no physical camera or no model shot could possibly do. The animators that I worked with to create the choreography for all of the CG/ sequences were Bill Kroyer and Jerry Rees. But to communicate all this information to the computer technologists, the people that are sitting at monitors at that time, took a new language which we had to create. So, what we did was, first of all, we had to think of each sequence as a real physical reality. Not only would they draw the point of view that they saw as an animator that we would work out together, that was the story point that Steven wanted to make, and also the point of view that we wanted to take. But after we would draw the original storyboards in a traditional, kind of, storyboard manner, we would have to go back and draw a top view, side view and front view of the objects, where they were in time, where the camera was in time, and what the camera's point of view was. So, we really had to define everything to the CG/ technologist in a three-world, three-dimensional space. And that was the first time that that had ever been done. They must've gone right past us. We made it...this far. Now, all of this, this revolt, it's all being led by the user who's gone in the system, Flynn. The Tron character and Ram character, they would have toed the line and gone through the software the way they're supposed to. We'd better, Null Unit. Null Unit. Get the computer dictionary out. Look up "Null Unit." What does that mean? In this sequence, you can really see some of the flaws. I don't really mean the flaws, but the imperfections in the cels, little bits of dirt that pop on and off. Yeah, but they're few and far between considering. Yeah. Come on, you little bugger. Come on. Look at that. A lot of pops and a lot of glitches in there that we would always Say, "Well, that's what happens in an electronic world." When we started there were going to be no differentiations between the flesh tones and the rest of their uniform. But at a certain point they looked, well, not very good. So as a result, that added, approximately, 120,000 extra frames, extra elements to the shot, so it did grow in many aspects. The cave sequence where Flynn, Tron and Ram finally re-energize their selves with this liquid energy was a very interesting technical problem to solve here. In the sequence in the cave when the water is being handled by the actors, literally, frame per frame, rotoscope animation is isolating the water from the body so that it can be treated with a different filter and a different exposure. And again, this is an example of how light is used to portray motion or energy, as Tron drinks and you see his circuits light up and they become energized. The set itself was a complex geometric shape, which was designed by Peter Lloyd, and we built into this set, basically, water channels, and the water itself was reflecting light sources that we put in angle so they would reflect to the camera, and the water was in black tanks so that all we're really seeing are the highlights on the water. Yeah, but the biggest problem at that time was do we fill this with colored water or clear water? Had to do tests, you know. - Right. That was your problem. Do we put milk in there and make it purple? I think that what Flynn is surprised now, ironically, to see that there's parts of this mirror world that are more alive than he anticipated. So, it's not just the harsh computer reality, there's something living about it. It's a very complex shot, again, with all the elements. Probably about 30 different elements, 30 different separate exposures for each frame. Normally in a special effects movie, you get a very bad bottleneck effect in that all these things have to be composited through one or two optical printers. Now we have digital compositing machines. But by putting it into a manufacturing system like this, where it became like an animated film, we could use 14 or 15 animation stands, and we could use a slew of effects animators and ink and paint people to do all of this work simultaneously. As far as I know, we still have more shots with human beings composited into an artificial environment than any other movie. I believe there's 1,100 special effect shots in the film and 900 of which have human beings composited in them. And that number is just very, very large. Just the organizational task alone was monumental, not even considering the creative side of it. For every frame you would have an additional five to 15 cels that isolated the different colors and the different... We had body mattes, we had face masks, continuous tones. You made print backs on top of print backs. So, those 75,000 original cels grew to over half a million. I think we ended up with something like 600,000 cels, all of which had to be kept in order. We had to pull trailers, literally these large house trailers, kind of, industrial trailers onto the lot. We ran out of space and we ended up with 10 trailers that would house all these cels and had to be organized and sent over... 80% of them were sent overseas and had to be numbered and then painted and kept in order. At one point we thought if we had 1,000 scenes, and this was around Christmas time, the film was going to come out later that summer, and we had no idea of how we were going to get it all done in that short a period of time. And we thought, "Well, it's summer vacation. We have two weeks. "We'll get college students, 500 college students in a room." We really believed this might happen. We discussed this for about an hour and we Said, "You'd have 500 students in a room. "We'll teach them how to do inking and painting and rotoscoping, "and they only have to do two scenes each. "And so they do one scene a week. "At the end of that time, we'll be done, "and we'll just go and shoot them on the animation stands." It didn't work out. So, we brought on Arnie Wong, who was an animator. We put him in charge of supervising Cuckoo's Nest, which is a ink and paint service that was in Taiwan. Approximately 80-some employees in a single room. And what we did is we went through and we made a videotape of every situation and what to do in that situation. So that if an inker over there, who didn't even have to understand English to do this, could go to a TV monitor, roll to this particular problem and see exactly what you'd do in that situation. And then he was there to answer questions that were unusual. And the most interesting thing, and one of the things that I'm particularly proud of with this technique is that in spite of what a pyramid it was to build, we managed to get all of this post-production done in six to nine months. And that is using a technology that we had developed. It had never been done before and we developed it and used it on this picture and delivered on time. And that was only possible because of this manufacturing technique. It's interesting the computer animation iS the simpler part of the set. - Yes. Ironically, one of the things that was a creative philosophy that we enjoyed and were proud of was that we were taking computer animation and letting it stand on its own. We weren't trying to make computer animation mimic reality. And the job was then to make reality, the actors and the sets, look like the computer animation. We used to say, "Well, if you've got lemons, make lemonade." Everybody else, and certainly since this point, has been going nuts trying to make computer animation mimic reality perfectly. And I found that the limitations of computer graphics at the time were the most exciting thing. If computer graphics... If computer animation is no longer different from reality, maybe we've lost something in that. Certainly you gain special effects technology and you can do certain things, but it's the limitations, I find, to be the creative challenge. I think at the time we were using four computer animation companies... Yes. -... which were probably the only animation companies that existed in the country at the time. Yeah, I had been visiting some of these companies for two years before we started making the movie. Maybe even longer than that. And I used to show up at their doorstep and Say, "One day I'm gonna make this movie. "You know, we're gonna do this and this is gonna be great." And they'd say, "Yeah, yeah, yeah." I'd come by every six months and say this is really gonna happen, and I think they were more surprised than anybody else when we really did this movie. And they got to show their stuff. The way the de-rezzing effect was created, for example, when Ram passes away and he's in the cabin of the Recognizer, there's a combination of the original photography of the character, and then that is overdrawn with literally hand-done, line-drawing animation done by the animation department. And between that animation and light exposures, you can make it just, basically, run off, dissipate and fade away. Also, upon viewing this again, for so many years, you tend to kind of lump it all together visually in your memory and we forget, I forget, how much detail, how much layering of texture was put into this film. - Mmm-hmm. Ai! these shots are all completely storyboarded. Even the electronic world and all the simulated shots were all on storyboards. There must have been thousands of storyboards. Yeah, it was very detailed. Because rendering times in computer graphic imagery, the time it takes for the computer to draw each frame, are high. They're even high by today's standards. It takes sometimes as long as an hour or more for each frame of film. Probably the most complicated CGI images that were in Tron were done by Information International. The Solar Sailer hangar, the Solar Sailer, its formation, the walls of that environment, that's all CGI. As far as Cindy Morgan's involvement, she was very brave to get involved because a lot of actresses Said, "What am I going to wear? "You're going to put what on my head? "I've got to have a helmet and headgear "and wear all this spandex?" And that scared a lot of actresses away. Yeah, it was very hard to get anyone to take us seriously. You'd call people up, they'd come in for casting sessions, and Steven would do his best to present the film, and they'd look at you askance, think you were crazy. You'd run some video on them, and they just didn't believe it was going to happen. And as a result, it was very, very difficult. And I think that was one of the last major parts that was cast. Yes, it was two or three days before the first shot or something. Yes. - It was very close. And one of the people we tried was Deborah Harry. Right. We screen-tested Deborah Harry. The Bit was created by Digital Effects Incorporated, and we didn't have the time to choreograph a CGI Bit for every scene. So, what we did was created a series of stills that could be cell flopped, and these transparencies were created by Digital Effects so that the Bit could be rotating and have these different pulses in it, and then when it wanted to express itself, we flipped to the next sequence of stills, which would make it become more spiky or change its shape, and literally those were cell flopped and then flown around by moving the animation camera on the object to give it its motion from left to right or up or down or wherever it moved, we got it closer to you. That was all put in by moves on the animation camera, on these stills that were being cell flopped. These characters were very interesting. I especially liked the one that looked like a vacuum tube. Other programs... - Other programs and... ...in the system. The Recognizer sequence is another set that was built based on designs by Syd Mead. The interior of the Recognizer, as the interior of the tanks, was all a physically complex shape that the actors moved around on with white line-drawing vector material over the surface of it, and isolated animation coming back and colorizing and animating those elements. I think one of the most successful pieces of computer choreography in Tron is the whole Recognizer sequence, when the Recognizer hits a bridge and becomes multiple pieces and Flynn pulls them all back together with his energy and the choreography of the way those parts all fall back into place and tumble. The thing that people don't realize about computer simulation, especially at this time, is there were no programs that imitated the effects of nature on choreography. Every piece and every part of every computer-simulated object had to literally be choreographed frame per frame by an animator. When the Recognizer moves along and bounces off the ground floor and the pieces separate and then come closer together and have that real, elastic, rubber-banding kind of quality to them... Simple things in choreography... I mean, when an object goes around a corner, does it just swing around the corner or does it have back animation? Does it weave left and right? Does it back animate before it moves forward? Those are the things that the animators brought to this and that the computer-simulation people did a terrific job of interpreting.
28:30 · jump to transcript →
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director · 2h 24m 7 mentions
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My name is Alec Gillis. I am the codesigner of the creature effects for Alien 3 of Amalgamated Dynamics Incorporated. I'm Tom Woodruff, Jr. I'm Alec's partner in Amalgamated Dynamics, cocreator of the Alien effects, and I was in the rubber monster suit. I'm Richard Edlund. I was the visual-effects supervisor on the show. It's the last movie we ever did totally photochemically, actually. Right. This was on the cusp of the digital age. We did have some digital elements. When the alien's head cracks at the end it was a digital shot. That was the only one. Styrofoam floor. - Yes. We had a better Styrofoam floor for that where we'd covered it with metallic dust. It made a more interesting effect. I've always been a little self-conscious of those Styrofoam floors. Plus, that alien juice is pretty mean stuff. I think it's interesting that you can fly through space in a Styrofoam ship! Hey, there's a glimpse... Was that it? That scan, that was a fun scan. There it is - the multilayered sculpture. Are those your star fields too, Richard? - Yeah. I'm Alex Thomson. I was the director of photography on this movie, Alien 3. I actually got involved because the original cameraman was Jordan Scott Cronenweth, who did Blade Runner for Ridley Scott, beautifully in my opinion. But Jordan became ill in the first four days of shooting and had to leave the production. I was asked to take over, and I was honored to be able to try and match to his lighting. All I heard, and I wouldn't know if there was any other reason whatsoever, was the fact that Jordan wasn't well. We knew he had got Parkinson's. We knew he had that. You could see he wasn't a fit man obviously when I used to go and talk to him. He was a great character. I liked him very much. I knew him from Blade Runner. I'd met him on Altered States, too, cos Stuart cut that, didn't he? But I'm convinced it was the fact that he wasn't well enough to continue. I Know it was a sad loss, but at the same time, I love Alex's work. I did Legend with him. I did Legend with him. Yeah, and I love him anyway. And I did The Saint with him. I love this shot, and I love the fact that it's a model. I just still feel that these miniatures have a quality that CGI spaceships just don't have. Do you think that, Richard, or is that just me? Am I being old-fashioned? Well, it can and it can't. I mean, it depends. On Air Force One I would never have made any models now. It depends on the kind of stuff. This is obviously special effects. These are models shot by the second unit, by Tony Spratling, up in the north of England.
0:59 · jump to transcript →
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Yeah, there's that... There's all those cuts now. So now we're back into footage that was shot with the creature in LA. And this was actually... We built what we called a teenage alien and retrofitted it to use in this scene. Originally we built what we call a "Bambi-burster." That's the teenage alien which spits acid at one of the guys in the vent shaft and served us double duty here. And we built a little rod-puppeted version. This is a CGI version, which we had the benefit of the CGI in the 21st century here, which we didn't really. We built a rod-puppeted version, and we also tried a little dog in a costume. We tried a whippet in a costume. And he did pretty good at the audition. Then once you got him in front of the camera with all the rubber on, he kind of froze up a little bit. It was pretty funny. He was a nervous little doggy. And once we got him in situ, with all those frightening chickens around him in their cages, he kind of seized up and couldn't perform. But we built a Bambi-burster rod puppet, which was a one-to-one scale rod puppet, which had some mechanical stuff in it. I think we may have shot some elements with it. But it was never comped, it was never completed. The decision came down that they were going to go... Use the Rottweiler instead. And then when we got back to LA, we started building Rottweilers and mechanical dog parts and stuff like that for the scene.
29:33 · jump to transcript →
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There's a miniature shot of the alien running up, then it cuts to a close-up of Tom. We did do a fake head of Charles Dance - it's coming up here in a minute - where the creature punches a hole in his head. And we had to do a head cast of Charles in an extreme expression. And as I recall, he was great about it. He's actually, for as serious as this character is, he was a very jovial guy. Yeah, I guess it was like an animatronic head, dripping. In order to do this movie, we built a complete silent motion-control dolly that could go at running speed, which we wound up never needing to use. You could actually run with it at high speed and it would repeat, and it was quiet enough to shoot sound. Of course, when we got to England to set it up for the first shot, nothing worked. We were tearing our hair out and found out the system wasn't grounded because they had run an extension cord into the hallway. But then, once we found that, we didn't have any problems. But that was in order to enable us to shoot scenes with pans and tilts, and then scale those moves to shoot the scenes back at the studio with a rod-puppet alien one-third scale... with a moving camera, so it wouldn't skate around in the scene. I think this rod-puppet technique is very interesting. I think it still has some validity now, even in the digital era. Yeah. - And probably now, I don't know... Well, I guess you'd still have to do the motion-control stuff to match moves. Or track it now. If you're gonna do a CG character, you can track it. But you wouldn't be able to track like that with a miniature puppet, would you? You'd have to use motion control. It's a real mechanical lollapalooza. But there is a nice presence to it that really looks like a physical thing. It gets around some of the difficult issues of CGI, in that the lighting is playing on it. And the director can direct it. Fincher could come by and direct the puppet. Five guys, you know, operating this character against bluescreen, there were some pretty bizarre mountains of equipment to get these shots working. And flags, and stands, and wires everywhere. And flags, and stands, and wires everywhere.
1:04:35 · jump to transcript →
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director · 2h 10m 7 mentions
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And we had Alec come back and reshoot his dialogue, speaking with another actor for the eye line. Yeah. And he was so funny that day. He was torturing this other, this stand-in. Playfully, playfully torturing. Look at this, you can't even tell. No, you can't tell. It's amazing. It is amazing. Again, really great visual effects. See, that's the stuff where it's very helpful to be able to do that. Yes, and to never panic when you have some sort of technical disaster. No.
20:19 · jump to transcript →
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So the mask gag. Here comes the, we knew we had to do a mask gag. And what was really important to us, we were looking at, I said, it's been done this way, it's been done that way. I said, I want to do it in camera. I want to do it so there's absolutely no visual effects involved. And so what we ended up doing when we stood on the set is we designed a shot here in the mirror. Okay, those aren't my hands. That's not Tom Cruise on the left. That's Tom, and there's not really a mirror there.
56:58 · jump to transcript →
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We did not finish the sequence until five days before the premiere. And you and I gave our last notes at 1130 at night, and we were not able to see those last notes. And there were shots that were still not quite there. And Dave Vickery, the visual effects supervisor at D-NAG, said, it's going to be great. It's going to be OK. And you and I left, and we went to the premiere, and we did not finish.
1:05:37 · jump to transcript →
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multi · 2h 34m 6 mentions
James Cameron, Gale Anne Hurd, Stan Winston, Robert Skotak + 8
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Robert Skotak
This is Robert Skotak. I was the visual effects supervisor on the film.
4:21 · jump to transcript →
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Bill Paxton
I encouraged the actors to customize their own costumes and armor, to give the impression they had been out a lot, that they were seasoned, that they had been away from command authority on their own a lot and were good enough at their jobs that they were allowed these kind of latitudes. This is a continuation of the motif from the first film, where they're wearing Hawaiian shirts and all kinds of strange stuff, all of which was a new idea in science fiction. People always wore uniforms on spaceships. That's how it worked from Star Trek on. Every science fiction film ever made, there was the general-issue uniform. Alen broke that mold and it just seemed so right to people. They recognized the archetype instantly. "Oh, these guys are truck drivers." "They dress however they want. There's nobody to tell them not to." And so the idea here was extrapolated to a military unit that's worked at the extreme fringes of human civilization. The power loader was not designed by anybody in drawings per se. I had done some preliminary drawings, but it evolved basically from trying to figure out how to make it work. We built full-size mock-ups of the arms and legs in foam core. There's a guy inside that thing, a big, strong English stunt man moving it. It's supported by cables. It's completely an on-set gag. The English visual effects guys thought we were crazy the way we wanted to do it. I said "It's the gag where the dad lets the daughter walk on his feet, his three-year-old." So standing behind Sigourney right now is this big 270-pound body-building English stunt man. He's raising the arms himself and he has in his hands a control that allows him to raise the forearm of the power loader. And then when they walk, they have to walk together. The weight of the machine is held by a crane which is off-camera, or some kind of overhead track rig - we had two versions of it. If we didn't need the machine to turn, we mounted it on a pylon, a boom-arm thing, and if we needed it to pivot we hung it on wires.
35:31 · jump to transcript →
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Bill Paxton
This is just a regular Handycam, a regular 8 Handycam, whatever the standard was at that time. This landing of the dropship was complicated in terms of trying to hit a mark while shooting at high speed. The dropship was shot overcranked, so the model had to be really moving fast and those landing legs were fairly frail. We would do take after take and the landing legs would get crushed. This film is not a wide-screen film. If I did it again, I'd shoot it wide-screen to be consistent with the first picture. But I didn't like anamorphic for the visual effects problems it created. I'd had a bad experience on Escape From New York trying to do anamorphic visual effects, so we decided to shoot 1.85. I almost shot the film in Super 35, but I got talked out of it by somebody that didn't understand that format, and then I wound up shooting all my subsequent films in Super 35. I still don't care for anamorphic. You have problems with lenses shooting miniatures, with depth of field, there are problems in composite. On Escape From New York we didn't have much money and we were inexperienced in anamorphic, so I didn't really have an alternative that I considered viable at the time. But now when I see the two pictures back-to-back screened - it doesn't make too much difference on video - I actually like the look of A/en better because I just like the aspect ratio. And I've come to know and love the 2.35:1 aspect ratio. The interesting thing is that the first film was anamorphic so it used more of the negative area. This is a 1.85 picture. In this exact year Kodak was in transition. They were changing their emulsions. This was a higher-speed negative than had been used previously. They hadn't worked out their T-grain emulsion. So it turned out grainier than I wanted. But this was actually the standard, just what that stock was that year. Because we weren't using the full negative, like with an anamorphic film, we weren't getting quite as much image quality. If I had shot Super 35, it would have looked terrible because of the graininess. By the time I got ready to do 7he Abyss a couple of years later, they had improved the emulsions enough that Super 35 looked pretty great. I was surprised recently at how grainy it was. Nobody noticed the grain at the time cos most films frankly looked like that.
45:14 · jump to transcript →
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you know, nine months over various weekends in New York City. And every time we went out there and we had a shot that had deer in it, we had to have our visual effects supervisor push around this little deer we named Dolly on this cart with wheels. And so it was always amusing to see him running up and down Park Avenue with this stuffed deer. This is our only blue screen sequence. Our only exterior blue screen sequence. Well...
5:22 · jump to transcript →
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One thing that is always elusive about movies like this is these visual effects components you work on endlessly towards the end of the movie. And you work on them until you literally have to have them wrenched from your hands. So the versions of these visual effects shots that we're looking at now, honestly, we've probably seen twice before. We probably saw them once to approve them, right at the end, and once in the final print. And we've seen hundreds of iterations leading up to them.
7:08 · jump to transcript →
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who was our alpha female, and we had a guy named Dash Mihawk, who's a very good actor, playing our alpha male, and then our core group as the rest, as our Praetorian guard and the rest of the group that's in the film. And what would happen was we would shoot with them on set and do anything we normally would, and then once our shots were chosen and the cut was put together, we would hand it off to the visual effects company and Sony Imageworks, and they would then replace them with our computer-generated creatures.
34:51 · jump to transcript →
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Stephen Prince
is memorably evoked by the visual effects provided by Industrial Light and Magic, the company that George Lucas founded in 1975, and which helped lead Hollywood into the digital era. Kurosawa holds the shot there on the replica of the house that he grew up in. These brightly colored flowers that the I character walks through, and then in the reverse angle shot coming up, the rainbow and the mountains,
11:35 · jump to transcript →
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Stephen Prince
provide an epic context for this iteration of what has always been the essential Kurosawa vision, of the self cast upon a lonely voyage of discovery. It's a very nice shot. Kurosawa uses visual effects very tastefully. The knife that he carries bears suggestions of suicide, lingering here as a possibility. Kurosawa's brother Heigo killed himself with a knife.
12:05 · jump to transcript →
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Stephen Prince
And although the movie in release carried analog Dolby tracks, Kurosawa took advantage of the enhanced signal processing and noise reduction that Dolby had developed as a means of keeping analog sound viable as the digital era was dawning. The audio in Dreams has a much greater dynamic range than the older optical tracks did, and you can hear discrete sounds with a clarity unlike the mush and noise that you had on optical tracks when they carried too much audio information.
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one of which is, how did you get Ewan McGregor to come out of the toilet in Trainspotting? The second one was, what was it like to work with Leonardo DiCaprio? I'm grateful that both of them have been replaced by, so how did you shoot the London scenes on this one? And the answer is, in the most obvious way you'd expect, really, is that we managed somehow to close the streets down, albeit only for brief moments of time. We used multi-cameras, the digital cameras, and we'd...
8:40 · jump to transcript →
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The wide shots of the rats are done brilliantly by the digital effects house, Clear. He did us a fantastic job there on those, and they're intercut with closer shots of rats. We actually did get complaints from a magazine called Rodent and Marsupial Quarterly about the stereotypical portrayal of rats. They're actually very friendly creatures, and why do we keep portraying them as horrible things? Fair's enough. They are very nice.
45:48 · jump to transcript →
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the clear, the digital house, we'd paint them out, the neon lights. So they're actually self-lit by the lights in the supermarket store. So we didn't have to do any lighting, but they just took it all out in post and we tried to avoid it as much as possible. That was a little Homer Simpson homage there. And in a way, the whole scene is a respectful nod towards George Romero's Dawn of the Dead set in a shopping mall, which is...
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Barry Sonnenfeld
We added all the raster lines. This was shot on 35mm film. Now, here's the opening title sequence, which was done by Sony Imageworks. We had four or five visual-effects houses on this movie. Industrial Light & Magic, Sony Imageworks... ...Rhythm & Hues did most of the Frank the Pug, talking dog, stuff.
1:58 · jump to transcript →
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Barry Sonnenfeld
So we're back in Men in Black headquarters. Although Bo Welch, the production designer, and I made some changes... ...we always felt that this side of the room... ... should feel like it was like an airport. That's a real Rick Baker-designed creature. There's no visual effects in this shot at all. And we felt since we were creating an airport... ...we should have a Sprint store, a duty-free shop... ...a Burger King and really make it feel like an airport. There's an "I love New York" store. That's Nick Cannon, a big star of Nickelodeon. Good work in the subway. I remember Jeff when he was yea high. - What you got for me? We didn't change this set from the first movie... ...although I was wondering if we should have removed... ...one of those spaceships behind Zed since at the end of the first movie... ...Edgar flies off in one of those things... ...but we felt they wouldn't change the mural. Here comes Frank the Pug. There was a killing earlier. 177 Spring. Alien-on-alien. If you listen closely, Frank, when he walks into the room... . 1S humming "Hava Nagila." What happened with Tee...
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Barry Sonnenfeld
This guy is a mechanical creature like a puppet. This is all done mechanically, and this is John Berton right here. He was the visual effects supervisor on the whole show.
29:07 · jump to transcript →
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director · 1h 34m 5 mentions
Scott Stewart, Jason Blum, Brian Kavanaugh-Jones, Peter Gvozdas
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There was a lot of debate as we were putting the movie together as to how far to take this, whether we should... There was even an idea of adding a bigger visual effects element here, like a kinetic element to the sculpture. And it was all just sort of... When you're working on these movies, there's always a question about the degree of believability, how far can you push your characters, push the extremes of the situation before...
12:14 · jump to transcript →
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committed to the idea that you would see this totally from her point of view, that we would never cut to the gratuitous, big, giant, flocking visual effects shot outside of the house where you see this massive bird swarm. And there we go. That's the bird. I did this as a temp visual effect, this digital bird flying and hitting the glass. This is now a puppet.
26:14 · jump to transcript →
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And we just, it always made audiences jump, even just in the cutting room. And we liked it so much that even Fuse, which did, our visual effects vendor, did great work in the movie. But for some reason, that was one that we just really liked it. So we ended up keeping the temp in the movie. And your temp is actually a 2D bird. It's not three-dimensional. No, it's not. It's a 2D bird. That's great.
26:42 · jump to transcript →
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Francis Lawrence
This sequence was probably one of the more complicated sequences in the movie. This intercut between Joel and Jen's introductions here... The big intro into the movie. I think there were 60 scenes alone in this first eight or nine minutes of the film. So it took quite a long time to complete. And this ballet sequence here, that we're about to get into, was probably our most difficult visual effects sequence. I had done a bunch of research in terms of ballet and found a great choreographer named Justin Peck from the New York City Ballet. And he brought in Isabella Boylston, who's one of the principal ballerinas at the ABT, also in New York. And so she doubled Jen. And Jen went through pretty rigorous training, doing about, I don't know, four or five hours a day for three months to learn how to dance, and learn the choreography that Justin had put together. So every shot you see here, we actually shot with both Jen and with Isabella, and then, using a variety of methods, put it together so it really seamlessly looks like Jen doing all of the dancing. But she put a lot of hard work into it, not just for this dance sequence, but also just to be able to carry herself like a ballerina. But I'm really happy with the way the sequence turned out.
4:33 · jump to transcript →
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Francis Lawrence
It's not your fault. But you have to tell them what they want to know. Please. One of the things that we did digitally as well is the bloody, the kind of hemorrhagic eye itself. Often you can put stuff in the eye. There's drops you can put in, but they go away very quickly. You can also use contact lenses that affects the whites of the eye and make it look like you've been, you know, as if you've had hemorrhages in the eyes and things like that. But Jen has turned against contacts over the years. She's worn them occasionally for certain things and doesn't really want to wear them. So we agreed to, kind of, do all that work digitally. I think it worked really well. So any time you see her eyes kind of super red and hemorrhagic like that it was all done digitally. Didn't I do well, Uncle? This movie was really light on visual effects for me, actually. I mean that, you know, the Hunger Games movies, all had, I don't know, thousands of effects shots each, and very, very complicated sequences with creatures and liquid, you know, effects and all kinds of crazy things. And this one was very light. I think the dance sequence and the face replacements that we did in the beginning were probably the most complex. We had a few digital matte paintings. We had a lot of makeup fixes and things like that. But primarily all the effects that you see in the movie are invisible things that Alan, my editor, would do in terms of split screens that you can't see and speed changes and things like that.
1:46:48 · jump to transcript →
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Francis Lawrence
And now we're starting another one of our pretty tricky sequences in the movie, just in terms of figuring out how to pull it off in terms of some minor visual effects. The continuity of certain elements and things. We have a big knife fight. There's a torture sequence here and a big knife fight that's coming up. And so it's something that we spent a lot of time talking about, and I spent a lot of time talking about it with Justin, the writer, and also Chris O'Hara, the stunt coordinator. And so we would set mock-ups before we had the set mock-ups of a room and so we could plan out what the blocking of all of this would be in terms of the beginning of the torture and the tying him down and the torture, and then the knife fight itself.
1:53:06 · jump to transcript →
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