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2/5/02
The
Real Story Behind Jim Hensons Jack and the Beanstalk
Jim
Hensons Jack and the Beanstalk: The Real Story,
the recent mini-series from Jim Henson Television, comes to DVD
this week (Artisan Home Entertainment, $19.98). The modern retelling
of the classic fairy tale starring Matthew Modine and directed by
Brian Henson, boasts stunning visual effects from Jim Hensons
Creature Shop. More than 560 digital visual effects shots were achieved,
covering the whole gamut of effects and using almost every commercially
available 2-D and 3-D package (XSI, Maya, Alfred, Flame, Combustion,
Commotion, Illusion and Shake).
Sean
Feeney, digital VFX producer for Creature Shop, spoke to AMO
about the making of the film:
"The
two main CG sequences are Harmonia (fully CG Harp) and the Beanstalk
(fully CG growing beanstalk, and practical beanstalk, with CG augmentation,
and CG vortex).
"The
fabled golden harp was designed as an exquisite carving of a woman,
Harmonia, on its frame who comes to life, and who plays the harp
she is fused to. Various solutions were discussed, including motion
capture of an actress or child, but it was soon decided a digital
animation would work better to create the magical effect of life
from metal.
"The
movement of Harmonia had to be smooth and sensual music, to calm
a Giant! A real harpist was first filmed to work out the playing
style with the actual score, and an actress chosen to go through
Harmonia s moves. The actress was shot from the relevant camera
angles to provide a fluid scene and these shots used to guide the
animation.
"Harmonia
was sculpted at Jim Henson's Creature Shop in London for approval,
and then Cyber Scanned; the model was then imported into Softimage
XSI, animated, textured, lit and rendered Mental Ray.
"Henson
puppeteer Mak Wilson, leading a team of eight animators, led the
animation direction.
"The
Beanstalk was designed to work in its fairytale setting but to also
seem magical in a modern one. Whilst growing, the tendrils had to
seem almost alive, searching serpent-like in a burst of growing
energy and then to develop into a tough solid mass like a mature
vine -- rigid and climbable.
"A
horizontal vortex was also designed as an ethereal cut off point
for the beanstalk to disappear into, to differentiate the two worlds
and to add a real logic to the concept. After all, if a beanstalk
genuinely grows through the clouds to infinity, then everybody and
not just Jack would see it and want to climb up!
"[In
terms of software], it was decided to build and animate the CGI/digital
beanstalk in Maya. The beanstalk had to be matched to the camera
practical on-set beanstalk whilst also existing in purely CGI environments.
With the beanstalk appearing more than 80 shots, growing, stretching,
gripping objects, being cut and dissipating into particle
clouds, [the] Maya package was chosen as the best solution with
particles generated in Houdini.
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"Work
started on the beanstalk sequence even before the cameras had started
rolling. The animation criteria outlined by director Brian Henson
was a motion reminiscent of time-lapse photography of plants growing,
so we underwent several tests to see what kind of technologies we
would require. One of the problems we encountered was with the way
geometry would be handled. The look we were aiming for did not allow
us to just translate geometry through the ground plane, but rather
grow it from sapling to fully grown beanstalk, all in
the space of a few interlocking cuts. We ended up with a solution
within Maya that would allow us to creep geometry up a profile curve,
which in turn could be animated by a series of clusters along its
length.
"Extensive
compositing was undertaken principally so that the Giants were able
to interact believably with the humans, tiny in comparison. The
sets were built to scale allowing the different action to be composited
(combined in layers). Further compositing was necessary to fuse
3-D elements such as the harp and a dragon into the final shots,
but also for steam, flying birds, falling petals and dust. Any item
that interacted directly between human and giant was easier made
digitally, due to the complexities of weight and light effects such
as food that is passed between the two.
"The
fabled beanstalk, Giants and their kingdom took form through Jim
Hensons Creature Shops unique ability to combine digital
visual effects with puppetry, animatronics and prosthetics.
"To
streamline the animation workflow, we set about unifying all the
relevant controls within a scripted panel in Maya. This gave the
animators instant access to each of the stalk parameters and tools,
allowing them more time to animate, and less time spent fiddling
about within the guts of the virtual rig.
"Some
storyboards required leaves to unfurl from the growing beanstalk,
so we added controls that would allow animators to create constrained
instances of leaves on the surface. On creation, their controls
would be added dynamically into the interface, giving control over
attributes such as growth, unfurl and flap.
"Accurate
survey data was collected on set so that we could provide guidance
to the director and crew when it came to setting up shots which
would later be heavily augmented with CG. Essential tools included
the ubiquitous chrome ball light probe, a laser range finder which
allowed us to find distances without draping tape all over the busy
location, a digital inclinometer to gauge elevations, and a digital
camera to capture High Dynamic Range photography of our light probe.
Another essential source of information came from continuity, which
gave us information on lenses, camera tilts and pans, and corresponding
slate numbers, which we could then use to set up our virtual cameras.
This information also allowed us to represent the lighting for the
shot, and, needless to say, was a huge time saver.
"With
the rig set up, and handed over to the animators, work began on
the shader. Brian Henson wanted the beanstalk to evolve in texture
as it grew, going from a young and fairly translucent sapling, to
a rougher, older, more bark like appearance. With this in mind,
we decided to tackle the shader procedurally.
"Because
of the nature of the sequence, animation was done as one long sequence,
with output being piped through multiple cameras. This was then
sent to the editor, who would cut together the final sequence with
Brian, giving him a lot more control over the timing and pace of
the shots.
"Final
output also presented a few challenges. In the storyboard, the beanstalk
creates a vortex in the sky, through which it can grow. Because
this effect was created later in the composite, the interaction
of light from the vortex onto the beanstalk would have to be controlled
in the composite. Therefore, as well as the usual key beauty pass
for the beanstalk, we also supplied the compositors with a normals
pass so the compositors could then split the channels and use them
to control the lighting effect on the stalk.
"Other
passes included several leaf falling passes, height mattes for the
beanstalk, individual light passes and specular passes. The idea
being that it is easier and quicker to control something in the
composite, than it is through a re-render. With heavy procedural
shaders like this one, keeping re-renders down to a minimum was
a godsend."
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