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However, these are not
your parent's cartoons, and dino-movement to Disney's team meant
a little more than the whistling of a mouse this time. Muscle, fleshiness,
and jiggle were all a big concern for the animators. Consequently,
the shape of the dinos that the modeling team, lead by Bruce Buckley,
had to consider were things like the location of joints and muscles
so that the animators would have accurate shapes to model movement
on.
Using SoftImage body animation
software, the imagineers also created a program that simulated the
organic looking inertia of muscle and flesh jiggle. Building from
the bones up, and animating muscle onto the bone, animators were
able to create realistic movement on animated characters. In the
film, the effect is subtle, but the amount of work that went into
refining the ability of the software to mimic real movement was
astounding.
One of the amusing moments
in the presentation came when Belzer showed a "blooper reel" of
the muscle and jiggle software gone wrong. If the animators put
in the wrong parameters for movement the characters animation would
go crazy like a bowl of jello flung across the screen. Heads exploded,
feet grew to huge proportions and eyes flew out of their heads.
I'm not sure if they made the reel for humor's sake, but it was
incredibly entertaining.
Animator Mike Belzer said
that he had lunch with Joan Plowright while he was doing the animation
on her character and barely listened to a word she said because
he spent all of his time watching the way she spoke. "As an animator,"
he said, "you pray for a voice with so much quality and character."
And he wanted to give the animated version equal quality and character.
Rumor has it that the
dinos weren't originally supposed to talk, but Michael Eisner wanted
them to, and like good little mice, the animators said, "Sure Mr.
Eisner, we'll make them talk," adding another layer of work to the
already full slate of the dino-team.
Once again, special software
was created for the facial movement of each dinosaur. There was
a page for eyes, lips, teeth, tongue, etc. to control the face.
The mouth section had a special "x-ray" tool so the animators could
see what the tongue was doing during the other facial manipulations.
Of special importance
were the shape of the lips, teeth and gums in relation to how the
animators would want the face and mouth to move. The level of menace
or kindness shows a lot in the mouth. In some cases the animators
modeled the facial movement on the actors who gave them their voices.
The character of Baylene, voiced by Joan Plowright, has a wide mouth,
but since English ladies, like Ms. Plowright, speak out of small,
pursed lips, the animators adapted Baylene's movements to mirror
those of her actress.
There was also software
for hair created with a software program called Maya. The Lemurs
created an especially difficult problem because their hair is so
lush and had to be shown both wet and dry. A similar program was
created for water that simulated ripples and curves, and one was
also made for grass, which the animators joked was like green hair
on the ground. They wanted to make sure that when the characters
ran or walked through the grass the push movement looked as real
as possible. In some cases CG water was inserted into live shots
of landscapes with a skill I wish my hairdresser had for highlights.
DINOSAUR also used real,
live action effects to produce a combination of live action and
animated action in the film. The meteor storm that decimates the
Lemur's island in the beginning of the film was based on live action
shots of flares fired from the back of a truck to simulate a "storm"
of meteors. Things like the dust puffs, meteor landings and extra
large dust clouds were added digitally, and poof meteor storm.
Live action cinematography
also called for new software in order to simulate the action of
light and shadows on the animated characters just like it acts on
real life characters. A system called "foam and chrome" was used
in the field to measure light angles on the live action footage
that the field team brought back. The information was used to create
a program called WrapLight that allows CG light would wrap around
the dinosaurs just like it would a real life animal.
When the final scenes
were edited together the film took up 45 terabytes of information
space. How many G4's is that? Who knows? But the effect is fascinating
and entertaining at the same time. The time and digital information
that went into making what was essentially a children's movie is
staggering and the software developed to make it possible will change
the face of future animated films. Is that important? What if as
much time was spent developing amazing scripts as it was amazing
software? No one knows that either. For now we will have to settle
for really good animated hair days.
Carlye Archibeque
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