Sophisticating Shrek 2
Transcription
Sophisticating Shrek 2
Sophisticating Shrek 2 Browse Back Issues Select an Issue By Larry Cutler and Lucia Modesto May 1, 2004 12:00 PM An inside look from PDI/DreamWorks Manage Your Subscription E-newsletter Subscription Web Expanded Articles Resource Guide Digital Cinema/HD Digital Content Creation Digital Intermediate Sound for Picture with Mix Magazine Visual Effects Special Reports Vendor White Papers Editorial Calendar Advertising Information Media Kit Online Classified Ads Reprints/Back Issues List Rental Industry Events Calendar Magazine Contacts millimeter Pick Hits Rel ated Si tes Broadcast Engineering Electronic Musician Entertainment Design Entertainment Technology Show--LDI Lighting Dimensions Mix Radio Remix Sound & Video Contractor Staging Rental Operations Video Systems Primedia Business For Search Partners Search millimeter Search About 2 1/2 years ago, the character technical director (TD) department at PDI/DreamWorks, Redwood City, Calif., started developing characters for the animated feature Shrek 2. Since the release of the original Shrek film in 2001, we had implemented a number of new techniques for setting up characters, and our team was eager to tackle the many challenges posed by the initial Shrek 2 script. Our lofty goal was to create characters that would run faster, capture more complexity, and look even better than the original Shrek's animated cast. On any computer-generated feature, the character TD group is responsible for setting up the characters for animation and is one of the first departments to begin working on the film. At this early phase of the project, the story and art departments are just beginning to define the movie. It is an interesting time for the artists involved, because character TDs participate directly in the character design process — initially finding out from the directors the types of actions that a character has to perform, its range of motion, the number of outfits, and any other behaviors specific to the character. This process is very collaborative as character TDs give input on how to modify the character design to best achieve all the performance PDI visual effects supervisor Ken requirements. Bielenberg works to tweak the character Prince Charming, one of Blending Old and New several new human characters that required a more sophisticated approach in Shrek 2, particularly The challenge given to us for Shrek 2 regarding cloth and hair issues. by directors Andrew Adamson, Kelly Photos courtesy of DreamWorks, Asbury, and Conrad Vernon, as well TM & © DreamWorks, LLC. All as visual effects supervisor Ken Rights Reserved. Bielenberg, was to create a movie “at least 10 times more sophisticated than the original.” Indeed, the script for Shrek 2 had many new human main characters as compared to the first film, including Prince Charming (voiced by Rupert Everett), the Fairy Godmother (voiced by Jennifer Saunders), the King and Queen (voiced by John Cleese and Julie Andrews), among others. Most characters had a number of different outfits, including armor and elaborate hairstyles. In addition, the story also introduced new sidekick Puss-in-Boots (voiced by Antonio Banderas), a complicated cat covered in fur with many moving accessories like a sword, belt, and hat. Once the character design is approved, the modeling department creates a 3D model of the character and the character setup process begins. The setup has many distinct parts, which together transform the neutral model into a fully articulated, deforming character. First, a motion system is built by adding joints that represent the skeletal structure of the character's body and face. The setup exposes hundreds of animation controls, which allow an animator to move and rotate the individual joints. The next step is attaching the model to these joints, using various deformation techniques that will mimic the results of real bones and muscle effects on skin. For the human characters, the setup also includes a hair motion system and a clothing deformation system. In order to accommodate the story and the more sophisticated look for Shrek 2, our Academy Award-winning character TD guru, Dick Walsh (see “Hackers' Ball,” March 2003 for more on the Technical Achievement Award he won for his groundbreaking work on the PDI Facial Animation System), further augmented our facial setups with subtle details such as anatomically correct neck muscles, an Adam's apple, crow's feet wrinkles, and bulging jaw muscles. Walsh and character TD Luca Prasso revamped our character body deformations with the same proprietary technology that drives our facial system. This solution provided a better range of deformations, simplified our setups, and made the characters run faster for animation. A new “fitting” method was also developed to transfer the basic deformations from one character to another. Fitting works by first another. Fitting works by first delineating a set of key features that define the body and face. The algorithm then warps the deformation system to the new character based on these features. This technique significantly reduced the character TD setup time, allowing us to successfully deliver more human characters than on the original Shrek. A challenge unique to computer-animated sequels is how best to maintain the “legacy” characters from the first movie, such as lead characters Shrek, Donkey, and Fiona. Several years had passed from the creation of these original setups to the beginning of work on Shrek 2. During that period, nearly every aspect of our animation environment had changed. The underlying animation software had become more sophisticated; a new feature film pipeline made it easier to exchange data between department Top: Queen Lillian and King assets; and our character Harold. Center: Larry Cutler, one deformation technologies had evolved of the character TD supervisors in new directions. who is part of the team that Therefore, at the beginning of Shrek improved PDI's approach for setting up and animating human 2, our legacy characters had to be characters in Shrek 2. Bottom: upgraded to integrate numerous character setup improvements, while Prince Charming and Fairy Godmother. still maintaining the integrity of the established look from the first movie. During production, the legacy setups often needed additional upgrades based on new story requirements, such as exposing bare feet and toes and adding new outfits. For some secondary characters, however, it was more cost-effective to build new setups, rather than dealing with the complexity of making significant enhancements. Realistic Crowds Digital technologies have enabled filmmakers to employ more complex visual palettes to tell their stories with a greater scope of imagination. In films such as The Lord of the Rings trilogy, entire scenes revolve around the convincing actions performed by thousands of computer-generated background characters. These demands have driven the special effects and computer animation industries to develop increasingly complex crowd systems capable of generating a wide range of digital extras that can perform sophisticated actions in a scene. Not surprisingly, the Shrek 2 story required a larger and more varied cast of secondary characters and digital extras. Guillaume Aretos, our production designer, and visual effects supervisor Ken Bielenberg also wanted to substantially heighten the level of visual richness and depth of animation in these background characters. This necessitated a concerted preproduction effort to improve the modeling, character setup, animation, surfacing, and lighting on secondary characters. Since it would be impossible to provide individual setups for each background character, our approach was instead to build six archetype generic humans: two adult men, two adult women, and two children. Different physique, facial, and wardrobe variations were added on top of the default generics to deliver a wide spectrum of possible characters. We designed a new generic character pipeline for Shrek 2 to make the setup process easier and to produce a broader range of variation in comparison to Shrek. This process provided for a more art-directed look, yet did not require hand-tweaking the character deformations for individual variations. Since generics are often cast in various roles, the setups were built with the exact same set of animation controls and deformations as the main characters. This helped our animation and lighting departments keep a visual consistency between the hero characters and the secondary characters. When casting a secondary character in the movie, Aretos could choose one of five physiques, one of the available face variations (they vary from five to 15 possible faces), an outfit (on average, seven per generic character), a hat (about 15), a hairstyle (about five), and props such as earrings, rings, necklaces, etc. Having these generic character setups made it easier to change outfits, physiques, or faces of secondary characters without requiring additional character setup work. Occasionally, the story required a very specific face shape, such as with Captain Hook or Joan Rivers. In these cases, our regular face variation technology could not quite achieve the desired look. Instead of creating a new setup, character TD Dug Stanat developed a technique for adding an additional layer of deformations on top of the facial system to sculpt that extra detail. On the original Shrek, effects On the original Shrek, effects animators used a proprietary crowd simulator called Mob to procedurally animate the hundreds to thousands of secondary generics required for specific shots. First, a library of character models was created for every type of action needed on a sequence. Then, the crowd system distributed these models in the scene. However, this system primarily positioned and interpolated the Top: The film's star, Shrek. models and could not easily support Center: Lucia Modesto, character more complex interactions with the TD supervisor. Bottom: shot environment. Puss-in-Boots and Donkey, two key animal characters in the film. For Shrek 2, character TDs Shawn Lewis and Gilbert Davoud teamed up Puss-in-Boots was a complicated with FX developer Jonathan Gibbs to character because of his fur and moving accessories such as his create a new approach. Dubbed hat, sword, and boots. “Dynamic Crowd Control” (DCC), it enabled crowds to be run in the shot with complete character deformations computed at every frame. This new system allowed the characters to better interface with the shot environment — for example, by enforcing their feet to lock properly when walking on a sloped terrain, and their bodies to stay balanced. High-level behaviors such as head turns, eye tracking, and hand/arm adjustments could be applied on top of an action to allow for additional interactions with the scene. Finally, the software could blend multiple cycles together. This feature was used to transition between two different actions, or to layer one action on top of another. The DCC system gave the effects animator more control over the characters' movement in a shot, but took longer to compute since the characters' final deformations are calculated at every frame. Thus, a combination of both techniques was used in production crowd shots, with the number of dynamic crowd characters varying from none to more than a hundred. Fashion Statements Shrek 2's story and art necessitated improvements to the character TD clothing pipeline, as well. Shrek 2 has a wide variety of human characters, each with multiple costume changes during the film. Many of these outfits were significantly more elaborate than what we had done successfully for Shrek. Our studio has typically taken a dual approach with clothing. The clothing department usually runs physically based dynamic simulations to generate looser garments that automatically react to the motion of the character. In contrast, our TD department handles tighter outfits as part of the character setup without using a simulation. The challenge with non-simulated cloth is to fake a few of its key properties, such as sliding on top of the skin, adhering to gravity, and blending in wrinkles. Perhaps the most important visual cue for cloth is its unique folds and wrinkle patterns. To help apply this behavior in our character setups, Erwan Maigret and Reid Gershbein, members of the R&D staff, developed a system to paint realistic wrinkles onto clothing. The wrinkles change throughout an animation based on the local compression of points on the clothing surfaces. The results mimic the physical behavior of cloth, but do not require running a dynamic simulation. For each outfit, a character TD generates various sets of wrinkled poses. During an animated sequence, the system uses these wrinkle poses to simulate the shape of a wrinkle on cloth. Shrek 2 also had a number of more complicated outfits that required a hybrid solution involving tighter integration between character setup and dynamic clothing. For example, the Queen, Fairy Godmother, and Fiona all wear one-piece flowing gowns that drape to the floor during a formal ball sequence. For these outfits, the final geometry was assembled by a blend between an upper portion deformed by the character TD setup and a lower section simulated by the clothing department. Generating realistic looking, yet controllable, hair motion was another challenge made more difficult by the number of human characters appearing in Shrek 2. To tackle this problem, character TD Nico Scapel developed a new “wig” system for us. This system gave animators manual control over the hair, and then layered a physically based simulation on top of the animated motion. The system provided a number of high-level controllers that animators moved around to affect different regions of the hair. They could also pose key features, such as bangs or braids. The high-level controllers drive a dynamic simulation that is applied to each individual hair. On-demand gravity allows a character's hairstyle to be modeled with gravity built-in, and still respond realistically to head motion. Collision is handled by the system for specific hair situations, such as the King's hair colliding against his crown. During production, the “wig” system provided a nice blend between automatic simulation and hand-animated control. When necessary, automatic simulation and hand-animated control. When necessary, animators could tweak the dynamics or exaggerate the hair motion based on director comments. However, in most cases no animator involvement was necessary. In all, these many new character setup developments combined to produce a higher visual complexity and subtle extra details on the characters. We hope that all this effort, together with the performances created by the animators, the special effects generated by the effects department, and the rendered final look from our surfacing and lighting departments, helped to achieve the goals of bringing a more sophisticated world to life in Shrek 2. Larry Cutler and Lucia Modesto currently serve as character TD supervisors at PDI/DreamWorks, and at press time were finishing work on Shrek 2. With PDI/DreamWorks since 2001, Larry Cutler previously worked at Pixar Animation Studios as a technical director on such films as Monsters, Inc., Toy Story 2, and A Bug's Life. Prior to that, he worked in the Stanford Computer Science Department both in research and teaching, after serving internships at both Silicon Graphics and the Microsoft Corporation. Cutler also served as the co-founder and president of Hyperjive, Inc., a startup company developing mobile information-sharing applications. He attended Stanford University and graduated with both a bachelor's and master's in computer science. With PDI/DreamWorks since 1997, Lucia Modesto also served as a co-character technical director/supervisor for the Academy Award-winning original, Shrek. Specializing in character setup, Modesto is responsible for setting up the joints, animation controls, and facial animation, as well as writing the software to make characters move and change smoothly. Joining PDI/DreamWorks in 1997 to work on the company's first computer animated feature, Antz, Modesto was already familiar with the studio's technology. She spent almost two years in the early 1980s working at PDI/DreamWorks on some of the first animation projects for TV Globo. A native of Rio de Janeiro, Brazil, Modesto was educated as an electronic engineer at the Federal University of Rio de Janeiro. She later received a master's degree in quantum electronics and applied optics at UCLA. Modesto also served as an intern at the National Film Board of Canada on a scholarship jointly granted by Canada and Embrafilme. Want to use this article? Click here for options! © 2004, PRIMEDIA Business Magazines & Media Inc. Back to Top © 2004 Primedia Business Magazines and Media. 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