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6/21/02
Spielberg Spider Man
Webster Colcord on animating
three-legged freaks
By Ryan Ball
Steven Spielbergs neo-noir
action/sci-fi thriller Minority Report opens today to much
anticipation bolstered by rave reviews and an aggressive marketing
campaign. The trailers highlight cutting-edge visual effects that
promise to deliver a lot of cool. And based on those initial glimpses,
nothing in the film looks cooler than the little mechanical spiders
that aid law enforcement in their Orwellian duties. To get some
insight into the creation of the spindly-legged futuristic version
of a K9 unit, I caught up with Webster Colcord, one of two main
animators on the spider sequences.
Webster Colcord is an animators
animator. Stop motion, cel, cut-out, CGI
he does it all. And
his list of credits proves he does it all well.
At the tender age of 18, Colcord
thrust himself into what he calls "production bootcamp"
at Will Vinton Studios where he did stop motion work on commercials
and the Michael Jackson feature Moonwalker.
The experience he picked up there
led to a job on the Disney feature James and the Giant Peach
in 1995. Two years later he relocated to San Francisco to join
up with PDI/DreamWorks where he served as senior character animator
on the CGI feature Antz.
In 1999, Colcord re-teamed with James
director Henry Selik for Monkeybone, an experience he looks
back on fondly for the caliber of animators he worked with (Paul
Berry, Tim Hittle Justin Kohn, Trey Thomas, and Anthony Scott) and
the challenge of integrating stop motion so closely with live action.
Recently, Colcord rejoined his pals
at PDI for work on several high-profile films including Spielbergs
latest big-budget summer thrill ride.
Animation Magazine Online:
How did you get involved with
Minority Report?
Webster Colcord: I was hired
back on with PDI's commercial and feature effects division after
Monkeybone wrapped, and we worked on several commercial and
effects projects including the feature Evolution (I animated
a couple of shots early in the film with a monster fish in a little
tank). PDI/ C.A.F.E. did a few shots for A.I.: Artificial Intelligence
and I think that won us the job of doing the spider sequence.
AMO: How hands-on was Spielberg
with the visual effects?
W.C.: Les Hunter, Henry LaBounta
and Ryan Roberts would take shots down to show Steven in L.A. every
two or three weeks. Steven would give us feedback, and he let the
guys videotape him so that we got his requests absolutely correct.
Often we would refer back to the tape to make sure of our interpretation
of his gestures ...the spider should be almost all
the way out the door, stop, turn around, pause (Steven would gesture
with his hand, fingers pointing for the forward direction of the
spider) and then move forward... that kind of thing.
He was very specific, but he also reserved his comments when he
knew that we had more work to do on a shot. Once Steven was satisfied
with the performance, he never backtracked.
That gave our lighting and effects
guys enough time to move forward and really plus the
shots adding that final 20% that makes the shots 200% better
like the little simulated water drips coming off the spiders
and other little integration and lighting touches. Because Steven
had such a clear vision for the sequence, there weren't a lot of
re-dos and we were able to move forward at a steady pace. The schedule
wasn't rushed. Our crew also did the shots of the egg machine
towards the beginning of the film.
AMO: You've stated before
in a previous interview that working for major studios allows for
little artistic freedom and a lot of stress. Was this experience
any different?
W.C.:
Well, it's really just a matter of being able to align your skills
with what the director's vision is. The stress is part of the job,
and in many ways it can be a good thing. Certainly being on a Spielberg
show is extra incentive to do the best work. One thing however,
on a purely silly and technical level... early in production on
the sequence I was working on a SGI O2 computer, running Maya, and
I could barely get any work done because the scenes were so huge,
computationally speaking.
We switched over to PCs a couple
of months later and everything went much better, in that I wasn't
sitting around waiting for the computer to refresh the screen every
time I moved a leg. We wouldn't have been able to get the show done
without faster computers, and as this kind of work gets more complicated
and the scene files get bigger, the computers are going to have
to get even faster.
AMO: Were you involved in
the spider design in any way?
W.C: Only in the design and
testing of the movement. How the little flippers deploy, how the
legs pose, how they attach to someone's face. I was also involved
in the scheduling, estimating how long it would take to animate
each shot. You don't often think of that as being part of an animator's
job, but it's actually a huge part.
A.M.O: What were the technical
challenges involved in bringing the spiders to life?
W.C.: There were so many challenge
areas for so many people on the team from lighting, R&D,
to character setup, color pipeline, to match-move, fx simulation,
to compositing around all that splashing water that I can
only offer this one little anecdote about a personal experience
of mine: For the shot in which the spider lifts up the glass lid
of the health flow and holds it up on his back while
the other spiders come out, I had to match move the spiders body
frame by frame to that lid, which was held up on the set by a string.
There was just the tiniest little jiggle to that lid which you only
noticed when it was projected from 35mm. So for days I would zoom
into that portion of the scene, make tiny little y axis
translation tweaks (every frame), export the models and wait for
the lighters to render it and watch the film. You could only see
the slippage when the shot was in motion, but finally I got it locked-in
after days of work. I hope.
AMO:
How was the work divided up between you and Ryan Roberts? What was
your working relationship like?
W.C.: Ryan Roberts was the
lead animator on the project and he actually met with Spielberg
and had a large hand in designing the way the spiders moved early
on in the project. He did some early tests
that Steven had
seen, nearly a year before we began any actual work on the sequence.
Ryan is incredible in that he started as a self-taught cel animator
and then learned Maya. He can do character setup from the ground
up and is a great animator as well. He did the CG horses in Spirit
and is currently working as a character TD for Disney. He and I
were the two main animators on the sequence, with Marco Marenghi,
Mariko Hoshi and Steve Lee contributing as well.
Often Ryan would hand his shots off
to me for final tweaking and I would check for intersections and
making sure that the legs were sticking to the floor. It was easy
to miss little things because there were often eight spiders in
a shot, with three legs apiece a lot of opportunities for
legs to crash into each other. Most of the time Ryan's main goal
was to keep consistency in the performance, making sure that the
posing and timing of the spiders felt proper from shot to shot.
It was Ryan who devised the different
walking and running spider cycles, and the formula for getting a
three-legged animal to walk believably. I was responsible for a
bunch of the shots leading up to the tub, and Ryan did all the shots
of the spiders interacting with Tom Cruise. The overhead shot was
touched by everyone on the project, with Ryan as the lead. Marco
did a lot of match move animation on the people, which was used
for spider interaction and shadow passes.
AMO: Now that hardware and
software is getting more user-friendly, do you think animators from
traditional backgrounds are becoming more sought-after for computer
animation work?
W.C.: The peak of the hiring
craze when the studios were eager to bring on
traditional animators and train them
in CG occurred in '96-'97. Things are different now, and there are
a lot of schools producing eager grads who know the software already.
Really though, the best CG animators usually have some traditional
experience.
AMO:
Do you think that feature film CGI work will eventually get to a
point where it can be done by one person and allow for auteurism
to re-emerge in the visual effects field?
W.C.: It's already at that
point and there are a few guys who I've worked with who can really
do almost every aspect of the process all the way through
color grading, match move, animation, lighting, fx simulation and
compositing the Ray Harryhausens of CG. If you
look around, you can find a few of these people scattered about
the globe, doing short films or individual shots for big effects
films.
However, on big budget effects movies
the stakes are so high and often the shots are tweaked right up
to the delivery date so you need the manpower to handle that. I
think that there will be some indie fx films to emerge with single
small effects boutiques handling each show. And the line between
the director and effects supervisor will blur, as with Ray Harryhausen
and Stanley Kubrick in the past.
On the Minority Report spiders,
Ryan Roberts contributed a lot of ideas that PDI's character TDs
incorporated into the setup, and he wrote great little custom Maya
interfaces as well. I mention this because in stop motion, the equivalent
to a character TD is the machinist who builds the ball-and-socket
armature, which goes inside the puppet. The best stop motion armature
builders, like Tom St. Amand, have experience in animating. The
equivalent is true in CG, someone with actual experience animating
the characters will do the best character setup.
AMO: You also mentioned a
couple years ago that you would like to do a
live-action/stop motion feature.
Are you any closer to that goal?
W.C.: Not
really. But I finished my short cel film, Extreme Man & Insane
Boy and it and my other shorts are going to be shown on the
U.K. Sci-Fi Channel on a show called Head F?!k. Most of my
films are showing on AtomFilms as well. And I'm shooting another
Mad Doctors of Borneo film in my extremely limited spare
time.
Webster Colcord is currently working
on the effects crew for the third installment in the Matrix
trilogy.
* Special thanks to Dylan Staley
for assistance.
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