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PRE-VISUALIZATION ARTIST
PRE-VIZ
MATRIX: How
would you define pre-visualization?
ALEX: There are many faces
to pre-viz. I usually describe it as taking the storyboards of a film
— which is a sort of comic book of all the images in a film —
and animating them on a computer so the director can see and interactively
work with them. We also build virtual sets, virtual characters and virtual
cameras so the directors can choose which camera angles they want ahead
of time, and solve any technical problems with things like stunts or blue
screen/green screen elements. Our technology allows them to speed up that
process.
MATRIX: And it’s not an old a tool.
ALEX: No, it’s interesting to think about what they did before
this kind of thing came along and really got used to its potential. I’d
say these tools have probably been around, in some form or another, for
about ten years or so, not really gaining popularity until about five
years ago. The more technical the shows get, the more out there they
want to be with some of the camera moves.
We really play a key role in that because the directors get to see and
interactively work with us before any of the planning happens, so they
can say okay, this shot is great. Hey let’s work with this, or
this shot isn’t so good — try changing this camera angle,
or something like that.
MATRIX: Since you started in pre-viz, have you seen directors embrace
the technology more passionately as the techniques and processes have
matured?
ALEX: Yes, I think they have. I think that in the first place, since
it’s a new concept, sometimes it’s difficult to really get
a handle on even for seasoned professionals. Even when I first got involved
in it I didn’t fully understand the entire scope of what pre-viz
was. So the more accustomed they get to seeing these images and how we
can manipulate them, and to seeing the AVIs and all the different ways
that we transform the information, I think they’re getting much
more comfortable with it and better understand not only the limitations,
but how far we can go with it. It’s being welcomed a lot more,
and not just on this movie, but in the visual effects society in general.
MATRIX: Aren't the limitations something that’s literally changing
every year?
ALEX: That’s the other beauty of it: something that might not be
possible today, with a newer technology will be possible. Take for example
the first JURASSIC PARK and then look at the second one, THE LOST WORLD:
JURASSIC PARK, at the changes that have taken place between those films.
What we can do now, you’d never have thought you could do that
before.
MATRIX: When is pre-viz needed for a shot?
ALEX: From film to film I think it would depend on the director and their
need to solve certain technical problems. Where it’s something
like you’re inside having a conversation with someone and the camera
is just bouncing back and forth, there’s no need for it. There’s
more of a technical necessity when there’s a scene of a camera
going through a wall and disappearing or something like that. For instance,
when we’re going after the Sentinels, the Sentinels are coming
right towards camera, or in the Freeway chase where everything is very
exacting and life threatening. It’s used intelligently, but not
on simple shots.
BACKGROUND
MATRIX: How did you get into pre-viz?
ALEX: Before I worked in
pre-viz I was doing stained glass windows for churches and for cemeteries,
and then I started to work in architecture doing 3D models for architecture
firms, actual physical models. The firm I work for really ties in to people
who work in architecture because of our understanding of 3D space, measurements
and detail; and pre-viz is very much like that. You need to have that
mind-set to be able to say we need to move this camera X number of feet
and inches towards an object or away from an object, and be able to translate
that information in a clear and concise way to anyone who needs it down
the line — the grips, the directors, whoever it might be.
MATRIX: Was it difficult to break in?
ALEX: I met Colin Green,
the head of PLF [Pixel Liberation front] at a SIGGRAPH conference,
and he did this great speech about Starship Troopers
and the work he did on it. I went up to him afterwards, being the
cocky person that I was, and said it was a really great speech and
I really
appreciated all the work you did, but why use Softimage? At that
point, I didn’t work with Softimage. I told him it was a dead
product and suggested he use Maya. He gave me this look like who
are you, said
yeah okay, and basically walked on his way. Two years later my friend
was working at Pixel Liberation Front, and they needed someone to
fill in a position, so I got a recommendation and went in there and
Colin
was on vacation in Egypt so the Human Resources staff hired me without
Colin even knowing. When Colin came back he didn't even recognize
me two years later, and I've been there ever since.
The first film I worked on was Panic Room with David Fincher, which was
quite different than how this is going. It’s interesting to see
how pre-viz is being used in every single aspect, and we’re getting
really creative with wild camera moves; David Fincher's film was much
more specific. My specialty at PLF at the time THE MATRIX films were starting
up was documenting information and translating it all into an easy to
read format for grips and directors and other production folk, and they
needed someone like me on this show. I was placed in that role and it
grew from there to doing a lot of the creative work.
MATRIX: Are you using Maya now?
ALEX: Yes. We use both
Maya and Softimage XSI. It has all come full circle; I’ve been
initiated into the world of Softimage, and Colin has been initiated
into Maya.
MATRIX: Do they communicate with one another at this point?
ALEX: You’d like to think that, but they really don’t; they
don’t play nice with each other. You can translate models and that
kind of thing, but when it comes to animation you're better off recreating
it in the individual software package. That’s part of the reason
why we’re using Maya because one of the final vendors wanted everything
done in Maya format for the show. We’re normally in Softimage
XSI in house, so we had to switch over for this.
MATRIX: All told, how much
time have you been working on THE MATRIX so far?
ALEX: About a year and a
half. I started in LA, moved to Alameda and then came over to Sydney with
the production, which has been a great experience. I’ve always wanted
to come here since I was a kid because the duckbill platypus is my favorite
animal; I went to the marina and just stared at it for hours. Coming here
has been a treat.
THE
FREEWAY
MATRIX: What was your first reaction to being told you were working on
THE MATRIX sequels?
ALEX: Wow, this is awesome.
I really enjoyed the first movie, and a chance to see what the second
and the third were going to be like was a really
great opportunity. The atmosphere of the people is really quite different
than a lot of other movies I’ve heard about or worked on; it’s
more like a family here.
When I first got to the LA office we were working on the Freeway
sequence, and I was doing a lot of the documentation. There were
a lot of stunts
where we had to figure out details like what the car speeds were,
how fast Trinity was moving, and which lane she was going to be in
at what
particular time. That information was then packaged, given to the
Brothers [Larry & Andy Wachowski, Writers / Directors], John Gaeta [Visual
Effects Supervisor], R.A. Rondell [Stunt Coordinator], and various other
people, and taken up to Alameda where the actual shooting of the Freeway
sequence was laid out. After that I moved onto the Siege, and have basically
been working on that for the most part since. I’ve done a little
bit of work on side projects for various other people, but pretty
much the Siege and the Freeway Chase have taken up a year and a half.
MATRIX: Did the plan for
multiple events happening in the Freeway scene add complications for pre-viz?
ALEX: Obviously the
more factors you bring into a shot, especially with something where
we’re doing pre-viz for live action with stunts
with several cars all having to move at a particular speed, it will be
more complicated. Those people have to hit those marks, and if the pre-viz
is wrong there’s a problem. All the information had to be translated
in a way so that everyone could understand it; not just Larry and
Andy and not just R.A. Everyone had to really understand it, get
their head
around it, and know what was going on with each shot.
With something like that where there’s not a cut and they captured
a car flipping over in one long take, the thing that was amazing
to me was seeing the final work compared to the pre-viz, and how
these
people
took our work and ran with it. It was amazing, the explosions were
in the same place and the cars flipped over the same way. The technical
know-how that the crew had was very, very impressive.
Right before the Christmas break, when Larry and Andy showed everyone
a twenty-minute sequence from RELOADED, all of us in Pre-viz were
in the very front row. We were patting each other on the back and
everything
because it was just so rewarding and awesome to see it all on the
big screen. I’m so glad I had a chance to have some kind of
creative input into it.
MATRIX: Did you do any on
set work?
ALEX: During the Trailer
Top Fight I was on set to make sure that all the blue screens and all
the placements were okay. If they had any questions in regards to the
information that we gave them, or if they needed changes quickly I would
go back to the Pre-viz office and come back with an answer.
MATRIX: How do you make sure everything and everyone is in the right
place for all the stages that come later?
ALEX: The Trailer Top Fight is a choreographed fight scene, so on the
day of the shoot I had to watch to make sure if, say, an arm or a leg
went too high that we got enough coverage to compensate. We also do motion
control on the cameras so we can do quick composites so they can see
what the background is going to look like with the characters in there.
MATRIX: So essentially you’re
taking the action on the blue screen and compositing that with the background
then and there?
ALEX: Sometimes we’ve
been doing that, but initially it was a lot of decisions about blue screen
size and the angle we were going to shoot at. Then taking that information
a step further and creating a rough idea of what it’s going to look
like with buildings whizzing by. If they look at it and say they want
to change something, we’ll go back, they’ll shoot it a different
way, we'll slap it back in the computer, re-composite it, and give them
an answer.
MATRIX: What kind of time frame are you talking about for that?
ALEX: It depends on
the shot. Generally speaking, the pipeline we have is probably in
the area
of hours rather than minutes. Some things we
can give a quick answer to: if something is not working they may
ask to look at it on a 21mm lens instead of a 17, we can do that
immediately.
When it’s something like re-compositing to see what the top
of the building looks like over there, it takes a bit of time.
MATRIX: Of all the shots you've worked on, have any been particularly
memorable?
ALEX: There’s shot FC78 on the Freeway Chase, which is one of my
favorites. I got to go out and watch people blow things up, so that was
really great. I worked with John Gaeta and did the original animation
of the explosion, blowing the Twins up past camera from the car after
Morpheus slashes the car with a Samurai sword and blows it up. That was
really interesting because a lot of the other shots I’ve been
working on the changes happen within a day or an hour, and this one
was also
post-vized.
We did pre-viz to show what the explosion will look like and the movement
of the characters, and that kind of thing, all in the 3D world. They
went out and shot plates because they wanted to see a rough comp of what
it was going to look like because there were a lot of things happening
in that shot that were complicated from a compositing standpoint. They
wanted to see what the explosion was really going to look like rotating
around and pulling up, and then the Twins coming up and blowing up out
of that. There was a lot of BABOOM happening. The Directors and John
Gaeta especially were all sitting around going BABOOM! BABOOM! It was
a very graphic way of describing these situations.
It was really cool because we did some intermediates between handing
the work off to Animal Logic [VFX vendor] who had the final composition
I did. We had some intermediates where we went out and did explosion
tests, so we went over to the Pyrotechnicians and they tried out a bunch
of different explosions. We took a look at them on the camera and chose
the one that was really cool, modified it and tried it again.
MATRIX: Did the Directors describe the type of explosion and color of
explosion they wanted?
ALEX: The color is more the look of the explosion. The final look is
what Animal Logic is going to be doing. What we did was more the timing
and coordinating how big it was going to be. We addressed any problems
with the speed changes and all the different elements and plates rotating
around, and made sure the lenses were right. For some of the shots we
used 35mm, for other ones we used a bunch of different lenses and different
kinds of cameras. To make all that work together was an interesting challenge.
Another one of my favorite shots would be the Digger Falls sequence,
where the digger comes through the dome and falls down. That was
great to work on and to get the scale and weight of this massive
thing, and
the feel of it falling down and crashing through. It’s a very
dramatic sequence. What is really cool is that the whole sequence
is CG.
MATRIX: You are pre-vizing
computer generated shots?
ALEX: Yes, to give the
final guys a starting off point. John wanted it done so he and the
Brothers could look at some of the scenes and see
the timing they wanted. Instead of wasting the vendor’s time
and doing a lot of different takes, they could say right then and
there that
this is what they want the shot to look like as far as timing and
scale and weight. THE
SIEGE
MATRIX: What are you doing on the Siege?
ALEX: It is an unbelievably
large sequence. A lot of the Siege is computer generated, though
some of it is green screen and some will be done with
the motion control rig. Once again, a lot of work will be done in
the initial planning and design. If the Brothers like a shot when
they
look at it we make changes if necessary, and then break it down and
address
the technicalities of the sequence. We figure out the angle, which
will be done what way and document all the camera information. It’s
pretty intense.
MATRIX: How exacting are Larry and Andy?
ALEX: They know what
they want. The thing that’s nice about them
is they also allow creative freedoms, but they’re definitely
very exacting in the kind of things they ask for and the kind of
things they
want to translate.
MATRIX: Does it change the dynamics of the project that the VFX team
are working digitally, as is the pre-viz team?
ALEX: It changes the
final pipeline. In the beginning it’s about
the creativity and the idea, but for what we’re doing now we need
to get all this information ready so the vendor can take it and run with
it cleanly and easily; making the easiest translation. That influences
all our decisions, even down to the software we’re using so the
final vendor can work with our information and not have to recreate everything.
They have the camera moves, they have the basic idea of what the shot
is going to look like, and they can expound upon that instead of having
to start all over again. But the idea of pre-viz in the beginning is
exactly the same — it’s a creative solution.
MATRIX: Do you feel less reined in on the Siege from a dealing with physical
realities standpoint?
ALEX: No, all rules
are not off. We have some limitations: we have to translate the physicality
of real cameras into that of the virtual cameras.
We can’t have the camera racing in our pre-viz at ninety miles
an hour and stopping on a dime, we have to take real world physics into
account. Or if we want a World War II fighter plane bombing run kind
of thing, we have to find a way to best get that sort of feel. There’s
a prescribed set of ideas, but within those there’s a lot of
creativity.
MATRIX: What do you think about the variety of visuals both inside the
Matrix and in Zion?
ALEX: That’s another great thing about this production, the first
film had a lot of variation but it was all within a particular set of
parameters. Seeing everything on this one — even down to the camera
moves inside the Siege — you’re talking very different
visuals inside and outside the Matrix. How Zion looks in the Temple
sequence
where all the dancers are going crazy, and then to the Freeway chase,
even the Trinity Falls or Trinity Saved sequences is all unbelievably
varied.
MATRIX: Thanks for the interview, Alex.
Interview
by REDPILL
January 2002 |