Computer Graphics World

October-November-December 2022

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o c t o b e r • n o v e m b e r • d e c e m b e r 2 0 2 2 c g w 9 the needs of the animators, the sets included removable walls and various access points for optimal puppet control. A few of the major environments, such as the interior of the dogfish, were almost com- pletely digital. "Wherever there's critical contact, where the charac- ters had to touch something or walk on something, that bit was built. But the rest of the environment, that's all digital," Weintraub explains. "We had a data wrangler team on the ground, Jon [Weigand] and Mia [Sires], who were responsible for scanning the objects. We LI- DAR scanned every set, every prop, every character, and every pup- pet to have digital models that we would use in our simulations or to animate. And then back at Mr. X, we had our producer, Emma Gor- bey; Warren Lawtey, our CG supervisor; Perrine Michel, our compos- iting supervisor; and just a massive team of hundreds of artists here who worked on it." "We used ShotGrid to integrate all our notes and submissions," Schaper explains. "Mr. X was using ShotGrid for over ten years to keep us on track. It was great that the production was using it as well," Weintraub adds. "We wrote some tools that would keep their ShotGrid in sync with ours or vice versa." Schaper adds, "We started off using Evercast as a tool for screening or viewing shots, and we then moved into ClearView Flex as our review tool with Guillermo and the team. That was the soware we used primarily to help de- liver this project." Both the practical animation and the VFX crews were impressed by the passion and teamwork that guided the entire project from start to finish. "Every department head was really on top of their game, understood the process, and was a pleasure to deal with," Schaper recalls. "The collaboration was very special on this one, and the look is something very unique that we may never see again." Kendra Ruczak is the Managing Editor of CGW. Every set, prop, and puppet was LIDAR scanned to create digital models for animation simulations. ShotGrid, Evercast, and ClearView Flex kept the team on track.

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