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DYNAMATION … from a lecture by Ray Harryhausen in 1984

Dynamation is a term which was coined by producer Charles Schneer when we started making black and white films together in the 1950s. We specialised in combining live actors with animated models and, since nobody knew quite what stop motion photography was, they would call it an animated film. We were trying to establish a new division between cartoon and three-dimensional animation, so we came up with the word ‘Dynamation’ for that process. As the years went by, the publicity department felt that they had to enhance the word, so we got ‘Super Dynamation’!

Georges Meliés experimented with stop motion photography in France before 1900 with his unique short film Trip to the Moon but it was Wilis O’Brien in America who first found a commercial use for stop motion. His greatest triumph was King Kong which set me off and I have never been the same since!

It left such an impression on me that I felt it was the type of career I wanted, so I made it my business to find out how it was done – hence Dynamation sprang out of the basic O’Brien technique.

The principle behind the technique is that we project a small picture of the live action. Unlike many companies who build 50ft models, we build small models and shrink the actors down to size in order to have control. The larger you go with complicated hydraulically controlled mechanisms, the less control you have – particularly in dramatic situations – so we use a small rear-projected image of the live action behind the animated model, sometimes adding matting process.

When we were presented with the story of Gulliver’s Travels’ we wanted to make it as inexpensively as possible. We had heard of the yellow backing travelling matte process used in England at that time (1959) making its own matte instantaneously using a bi-pack camera. We thought that would simplify combining big people with little people. Since we had planned 150 travelling matte shots, we came to the UK to investigate and we have been here ever since. We used the yellow backing system on three pictures, then it suddenly went out of fashion. That was the darkest day I can remember. Now, of course, we use the blue backing system.

We had just perfected the miniature projection duping process for Twenty Million Miles to Earth where you could hardly distinguish between the original negative and the Dynamation shots – and I would have liked to do the next picture that way – but Charles Spooner said you could not shoot an ‘Arabian Nights’ type picture in black and white, so we made The Seventh Voyage of Sinbad in colour. This took some experimenting as we did not have a choice of colour film which we could use for back projection plates. However, we took the plunge and it worked out quite well commercially. Not too many people found it objectionable to see rather grainy Dynamation shots intercut with the original negative. People who are technically minded are far more aware of that than the average cinema audience, although audiences today are very astute and certainly do not accept things that they would have done twenty years ago.

One of the biggest problems with colour film is contrast and change of colour and we found that the new low contrast print film, designed mainly for television, was very useful. It is much easier to control the colour balance today than it was back in 1958, when you could not leave an unfinished shot in the camera overnight. If you did, it was quite evident the next day to see a colour change jump due to the California temperature drop during the night.

Many times I set my own challenges and I find that my goal is always a little too high for the assets we have. I think that one of my greatest challenges was in Jason and the Argonauts where three men fight seven skeletons. That sequence presented a lot of problems and there were times when I averaged about thirteen frames per nine-hour day – which is less than one foot of film. The accountants got very uptight because they expected me to grind out the footage very much faster than that!

Some of the animated figures used in Jason and the Argonauts

It was necessary for me to handle all the skeletons myself as they had to be synchronised very intimately with the three miniature-projected swordsmen. The skeleton’s feet had to be fastened to the floor and, the minute they left the ground, I had to suspend them on wires for accurate control over the animation. Being keen to make the skeletons look professional, I studied fencing myself but unfortunately, I threw my hip out of joint and had to give it up!

The whole fencing sequence had to be choreographed like a ballet and broken down into numbers. We had to pre-plan the cuts ahead of time through the storyboard – and I cannot stress enough how important that it. When you get on the set you do no want to have a lot of arguments and discussions on how shots should be set up. I always make a number of pre-production drawings which aid everyone concerned in visualising just what the final effect will look like on the screen.

The famous Skeleton Fight from Jason and the Argonauts

I always prefer to animate models of animals for exotic settings and situations instead of using real animals. It is so difficult to find a talented crab who will perform just the way you want, or a baboon who can play chess! You do not want to be at the whim and mercy of a lizard, hoping he will go from point A to point B in so many seconds. I find that real lizards become lethargic under the hot studio lights and barely blink or yawn for the benefit of the camera. The animated ones will perform exactly as directed.

For the bulk of the shots in our films I prefer to use miniature rear projection instead of travelling mattes because it’s easier to execute intimate interplay between actor and model. You have the projected image right there in front of you, rather than wait for weeks to see the combined effect from an optical printer. However, we do resort to many travelling matte shots which, in themselves, are very time consuming to put together.

Dynamation is a word which really means using every trick in the trade – but there comes a point in the economics of doing stop motion animation where you cannot do as much as you would like to do in the way of retakes and careful matching. The time factor is quite considerable. The ideal situation in the future is the Chroma Key method as used in television. When this method has the same resolution as film, you will be able to make instantaneous travelling mattes. I believe that some companies are working on this at the moment.

In recent years there has been a great exposé of the ‘behind the scenes’ details of making complicated special effects. It is my belief that it rather spoils the illusion when the audience is told how it is achieved. It is like a stage magician who tells everyone how he achieves his illusions of magic – soon the audience loses interest in the show!

 

 

 

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The Art of Illusion … by Wendy Laybourn

THE BOOK!

I’ve been really busy for the past couple of years helping my Art Director friend Terry Ackland-Snow to write a book about working in the film Art Department. We decided to call it The Art of Illusion: Production Design for Film & Television because illusion is what making a film or a television programme is all about – what the audience sees on the screen isn’t altogether real!

Like all good things, this project was started over a glass of wine. Maybe I should think twice next time – but I’ve really enjoyed working with Terry and helping him to pull this whole thing together.

Essentially, the book is aimed at anyone wanting to make a career in film production and it will take you through the processes involved in creating a film set step by step. Film sets have been constantly developing from the simple canvas backcloths used on theatre stages, right through to the present day where computer generated effects augment the highly sophisticated art of designing, building and dressing sets.

The Art of Illusion is available from all good bookshops, Amazon and other on-line providers with ISBN number 978 1 78500 343 1. If you want to  take advantage of any discount offered by the publisher, Crowood Press go to Crowood Press

 

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‘Do You Have What it Takes to Survive in Feature Film Production?’

You might think that this title for my series of e-booklets sounds a bit harsh – but if you’re already trying to find a job in production you’ll know that it’s very competitive and you have to have nerves of steel, combined with an … ‘I’m going win at all costs’ … attitude, as well as exceptional skills.

If you’re still at school and considering any sector of the production business as a career, it’s essential that you are fully aware of the type of training and qualifications you’re going to need before you enrol on any course or apprenticeship scheme.

A major feature film can employ hundreds of people in several different departments, all with specific skills. There are many more creative, technical and business skills involved than you may realise – Producer, Director and Cinematographer are only three people out of a possible crew of 200-300 very talented people. A comprehensive film or media course might give you basic understanding and information – and you might pass your course with flying colours – but there is so much more to learn about the range of jobs, skills and crafts which go into the finished movie.

The only way to fully understand the way film production works is to listen and learn from the professionals on the job, there is no other way if you really want to make your mark in this business. This is where my booklets might come in useful. They are a bird’s-eye view of each department with job profiles, suggested qualifications and links to important web sites, magazines and helpful books. The information is supported by articles written by film professionals, with helpful tips and a realistic view of working this amazing business.

Find my books on www.amazon.com and search for Wendy Laybourn

Production CoverTHE PRODUCTION OFFICE

This is the engine room of the production process and controls the entire film from script to screen. This department takes care of the ‘business’ side of film production.

 

 

Art Booklet Cover WhiteTHE ART DEPARTMENT

This creative and talented department is the design centre of film production. They transform the Production Designers sketches into technically correct drawing for the Construction Crew.

 

 

Construction  Booklet Cover White 2.qxdTHE CONSTRUCTION CREW

The skilled members Construction Crew converts the blueprints from the Art Department into three-dimensional sets.

 

 

 

Camera Booklet Cover White.qxdCAMERA, GRIPS AND LIGHTING DEPARTMENT

Camera, Grips & Lighting crews work together to make sure that the Director’s concept for the film turns into images which the audience sees on the cinema screen.

 

 

 

Book 5: Production & Post Production Sound

PRODUCTION & POST-PRODUCTION SOUND

If you are fascinated by the sound effects, music and dialogue which brings the visual images of a movie to life, then this will be an interesting and informative read, especially for anyone who is already dedicated to finding a job in ‘sound’.

 
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Posted by on June 10, 2014 in Editor's Thoughts

 

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BEING A JUNIOR COLOURIST … by Aurora Shannon

I found going from Assistant to Junior Colourist very difficult as there was no set path. The leap from assisting on big films to grading is huge, at least 15 years of experience sat between myself and the colourists I had been assisting. I had already sort of taught myself how to grade, by watching the colourists, working through the manual, playing with the tools and grading shorts in my own time.

Aurora Shannon

Aurora Shannon

I first discovered filmmaking during a summer course where I wrote and directed a 16mm short called ‘Noise’. I had just left school with little idea of what I wanted to do except for a general sense of creativity and this inspired me to study BTEC ND Media Moving Image at Lewisham College and BA(Hon) Broadcast Post-Production at Ravensbourne College of Design and Communication, as well as joining a number of young people’s filmmaking groups and courses, where I continued to experiment with filmmaking and animation throughout my studies.

The transition to post-production came very naturally to me, as I found the seemingly limitless possibilities of digital tools incredibly creative. During my time at Ravensbourne where I was, in effect, training to be an editor, I discovered colour grading on an old Avid Symphony. There were only a few basic tools – saturation, brightness and so on – but seeing how they could transform an image was inspiring and, after discovering how to key and change a colour on Quantel I, was transfixed.

Half way through my last year I decided to focus solely on colour grading and spent my work experience unit at Soho Images, as it was the only facility in London to have a laboratory for processing film, a telecine for grading rushes and digital intermediate for grading features, all in one location.

I worked as a Runner but spent as much time as I could sitting with the Features Colourist Rob Pizzey, just watching what he did and asking the occasional question. He seemed to be impressed by these questions and he asked me to stay on, so I was offered a four day a week Runner position in the digital intermediate department – which is now known as Company 3 London. I did this job throughout the last term of university and so, by the time I graduated, I had already stopped being a Runner and was Assisting in scanning and recording.

'Quantum of Solace' (2008), the first film I assisted on with colourists Stephan Nakamura and Rob Pizzey

‘Quantum of Solace’ (2008), the first film I assisted on with Colourists Stephan Nakamura and Rob Pizzey

A few months later I was asked to assist Stephan Nakamura, a Colourist from Company 3 LA, who came to London to grade ‘Quantum of Solace’, although in reality it was the other way round with him very patiently teaching me how to colourtrace and do other basic tasks! After that project ended I carried on as Digital Intermediate Assistant and had the privilege to assist some of the best Colourists in the business, Rob Pizzey, Adam Glasman, Stefan Sonnenfeld, Stephan Nakamura and Mitch Paulson, on over 70 features.

 

'Act of Memory: A Christmas Story ' (2011), the first short that I graded with director Jack Ryder
‘Act of Memory: A Christmas Story ‘ (2011), the first short that I graded with Director Jack Ryder

 

One of the most embarrassing things that happened while I was assisting and still learning the basics of grading, was when I was asked to do a grading test with a cinematographer I really admire, as the Colourist was unavailable. I was reassured that he would just tell me what he wanted me to do and it would be very simple – but every time he asked me to do something like ‘move the highlight towards magenta’ it would go the other way, the exact opposite – until he eventually gave up on the session. I then found out that there are two modes on the system, the Da Vinci Resolve – rank and vector. I was accustomed to using vector as it’s the default but the Colourist had his project set to rank, meaning that everything is the opposite like on the older systems – so I now double check before I begin!

'Arthur Christmas' (2011), the first film that I operated the 3D convergence for with stereographer Corey Turner

‘Arthur Christmas’ (2011), the first film that I operated the 3D convergence for with Stereographer Corey Turner

My proudest moments have always been when I’ve really pushed myself, which happens to some extent on every project I grade. The best yet was asking one of our clients if I could grade the short she was editing, when I hadn’t yet done any – and then watching it on Sky Arts with my family on Christmas Day – which was pretty special and extremely rewarding as it kick-started me into grading my own projects.

'Wonderful Pistachos- Get Crackin’ (2012), the first commercial I graded in affiliation with Frankenweenie

‘Wonderful Pistachos- Get Crackin’ (2012), the first commercial I graded in affiliation with Frankenweenie

A disappointing occasion was when I was approached to grade a really great documentary after the director saw some of my work, but I was unable to meet their deadline and had to pass it up and it went on to win an extraordinary number of awards – but then really surprising things can happen too, I met a friend of a friend at a pub and went on to grade both of his shorts and will be grading his first feature later in the year.

I found going from Assistant to Junior Colourist very difficult as there was no set path. The leap from assisting on big films to grading is huge, at least 15 years of experience sat between myself and the colourists I had been assisting. I had already sort of taught myself how to grade, by watching the colourists, working through the manual, playing with the tools and grading shorts in my own time.

'Snow White and the Huntsman' (2012), the first film I graded all the visual effect backplates for under the guidance of colourist Adam Glasman

‘Snow White and the Huntsman’ (2012), the first film I graded all the visual effect backplates for under the guidance of Colourist Adam Glasman

As my colleagues saw me doing this they began to give me little bits of work – or I asked and sometimes got a ‘yes’ – so slowly my confidence and their trust in my ability built up over the course of about three years until I was doing the video grades, trailers and affiliated commercials, cut changes, new shots and scenes, ‘outsourced’ shots with complicated grades, visual effect backplates and providing additional grading hours on big projects.

'Dead Cat' (released 2013), the first feature I graded in a lead role with Director Stefan Georgiou and Director of Photography Jun Keung Cheung

‘Dead Cat’ (released 2013), the first feature I graded in a lead role with Director Stefan Georgiou and Director of Photography Jun Keung Cheung

Eventually, as clients responded well and I demonstrated that I was ready to take on ‘proper’ work, I was promoted to Junior Colourist. The work is similar to what I did before but the grading side, which of course I enjoy the most, has increased significantly, along with the prestige of the projects that I get to lead on.

So, my advice to anyone wanting to make a career in post-production is to do as much work experience as possible whilst at university so you can find out exactly which aspect you want to pursue – be persistent, learn from your mistakes and, above all, be patient – there’s a lot to learn and there are no short cuts!

'Rush' (2013), the first film I graded the video deliverables for with Director of Photography Anthony Dod Mantle - and also provided additional grading for the main version and  the trailers

‘Rush’ (2013), the first film I graded the video deliverables for with Director of Photography Anthony Dod Mantle – and also provided additional grading for the main version and the trailers

Aurora Shannon, Junior Colourist at Company 3 London

Aurora Shannon’s film credits include: Jack Ryan; The Counselor; Captain Phillips; Rush; World War Z; Les Miserables; Skyfall; Frankenweenie; Anna Karenina; Snow White & The Huntsman; Wrath of the Titans; The Woman in Black; The Iron Lady; The Best Exotic Marigold Hotel; The Inbetweeners Movie; The Decoy Bride; Paul; Prince of Persia – The Sands of Time; Nanny McPhee Returns; Green Zone. Television credits: The Gruffalo; The Promise; The Special Relationship.

http://www.imdb.com/name/nm3381741/?ref_=fn_al_nm_1

 

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The State of the Global VFX Industry 2013

VES

Visual Effects Society issues White Paper: The State of the Global VFX Industry 2013. A Comprehensive Analysis of Business Drivers and Best Practices

Industry Experts Cite Improved Business Management as Key to Adapting to the Dynamic Global Marketplace; VES Commits to Further Action

Los Angeles (July 16, 2013) – Today, the Visual Effects Society (VES), the industry’s professional honorary society, released “The State of the Global VFX Industry 2013,” a strategic analysis of the business drivers impacting all sectors of the VFX industry working in film production – those emanating from within the business infrastructure and those imposed by a global economy – and presentation of solutions to mitigate instability. Initial recommendations focus on improving business and financial management acumen among artists and facilities management through training programs and new standards and practices. The whitepaper is the first outcome of a working group of diverse industry stakeholders convened in March 2013 by the VES, which has committed its continued leadership to forge and execute a blueprint for action.

“In recent months, worldwide dialogue in the visual effects community has created a sense of urgency to address the complex pressures on artists and facilities dealing with issues of frayed business models, financial instability and an increasingly ‘nomadic’ workforce operating without a secure vision of the future,” said Eric Roth, VES Executive Director. “The VES saw a need and an opportunity to take a fresh and comprehensive look at the global issues at hand. We’re proud to have initiated a vital effort to analyze and update the business models that govern our industry and hope this resource serves as a catalyst for change.”

This VES whitepaper is the result of a rigorous process, which incorporated input from more than three dozen industry representatives including artists, studio, business and labor leaders and facility executives, whose companies have operations in eight countries and 15 cities around the world, as well as data from several online surveys and published works. (Note: participants are listed in the paper under Section 5: Sources). It was co-authored by two widely respected professionals, Carl Rosendahl, Associate Professor at the Entertainment Technology Center at Carnegie Mellon University and former President of PDI/DreamWorks, and Ken Williams, CEO and Executive Director of the Entertainment Technology Center at USC and co-founder of Sony Pictures Imageworks.

Four complex independent drivers of this widespread industry shift were identified: growing competition nurtured by technological advancement and globalization; varying tax incentives and other government dynamics; industry dynamics related to an unpredictable production pipeline and pricing models for bidding and managing jobs; and non-business motivations that may contribute to counterproductive business decisions.

“The collection of challenges facing the VFX industry related to workflow, profit margins, business models and workforce issues ranged in characterization by participants from natural business evolution to turmoil based on their individual position and geographic locale,” stated Rosendahl. “But ultimately, the perspectives and information coalesced into two distinct categories – those factors outside of our control and endemic to the realities of a global economy, and those the industry can and should take ownership of.”

In the category of impressionable factors, the immediate need to improve business knowledge for artists and facilities was widely cited among interview participants. As such, the paper presents a number of important actions the industry can adopt to increase business and financial management acumen, including: development of industry standards and practices; fixing current models; considering alternate pricing models to fixed price bidding; exploring flexible business and staffing models; and continuing to assess the relative costs/benefits of forming global business and labor organizations.

“In this new landscape, companies will continue to pursue options they believe will enhance both efficiency and profitability,” said Williams. “It is our opinion that widespread participation by artists and facilities in a focused business training program would result in better forecasting, bidding and managing of jobs, a more educated and empowered workforce, increased transparency and accountability – and would usher in a more stable, influential VFX infrastructure with a greater skill set.”

The VES and its working group will advance this process through continued discussion and development of business guidelines, training program elements and other recommended ideas. In addition, a series of public forums on specific business and career management topics relevant to artists and facilities will be explored as opportunities to continue the public dialogue.

“It is clear from this analysis that certain business practices have contributed to today’s uncertain business climate,” said Roth. “Many dynamics are outside of our reach, but this strategic roadmap can help us alleviate some of the insecurity. Now is the time to embrace change, to chart a better, more sustainable future for this industry we all love.”

For complete White Paper pdf go to: Read the rest of this entry »

 
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Posted by on July 17, 2013 in Visual Effects

 

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THE MAGIC OF MATTES AND MINIATURES by Leigh Took

On a location driven film when is it a waterfall and when is it a working model? When is a backdrop real and when is it a matte? This is the magic created by the skill and craft of the model and miniature effects workshop.

Leigh preparing a matte up an 80’ tower on the 1975 film ‘Last Days of Pompeii’ in Pinewood Studios

Leigh preparing a matte up an 80’ tower on the 1975 film ‘Last Days of Pompeii’ in Pinewood Studios

When I reflect on the last thirty years and how I arrived at this point in my career, the key drive has been a philosophy of enthusiasm and positivity – a strong and continuing motivation to work in film and an optimism that the British Film Industry (and in parallel, my own career) will continue to be successful whatever obstructions are thrown in the way.

Ever since I can remember I have had a keen interest in art (as I grew older this interest refined to painting, design and sculpture) and, of course, film. I was very fortunate to secure work experience at Pinewood Studios where I was able to marry my two great loves – art and film. Cliff Culley, who ran a matte painting company there, was impressed with the artwork I had taken to show him and employed me, along with four other teenagers. At that time, matte painting on glass was a very specialized thing with only a handful of people in the UK doing it, all of whom had ‘come up through the ranks’.

I decided to make myself indispensable to Cliff, managing to help out in every way I could, from making the tea to making sure there was always a clean palette and brushes for Cliff every day that he came in to paint. I became an apprentice and, as with any apprenticeship, the wages weren’t great – but without that initial opportunity I doubt I would be where I am today. Amongst the first films I worked on as a trainee were ‘Warlords of Atlantis’ in 1978 and the Ray Harryhausen film, ‘Clash of the Titans’ in 1981, combining matte work with building miniature sets.

clash of the Titans

‘Clash of the Titans’

Slowly, I got to do more drawing-up or delineation of shots, blocking in colours, steadily taking on more responsibility, until I reached the point where I could complete a shot from beginning to end, with Cliff adding a few dots and dashes to my work… after all, he was the boss!  When we weren’t so busy, I’d use any spare time I had to improve my abilities in storyboarding, designing fictitious sets, developing imaginative solutions, and ways of achieving in-camera effects and optical processes in film and multiple exposures – always bearing in mind the real world of business … budget limitations! All this was done before the introduction of ‘digital’ and it was essential to be flexible and imaginative enough to come up with new techniques for achieving the effects that were needed.As my responsibilities increased and I was completing matte paintings myself, I learned not only how necessary it was to put 150% into every job, but also to handle comments from clients – whether good or bad!  That feedback would always result in me wanting to do even better in the future – and I think that’s another thing that helps keep me going today, the desire to impress … basically, showing off!

Mutant Chronicles

Mutant Chronicles

Mutant Chronicles

Mutant Chronicles

After then working for several years with the master of special effects, Derek Meddings, on films such as ‘Batman’, I started my own company, Mattes & Miniatures, and embraced digital technology. We are fully functional with a matte studio and model and special effects workshops which allow us to combine traditional film techniques with digital post production.

After 30 years, the drive hasn’t diminished and I still feel just as excited when I’m involved in big films as I did as a teenager. After meeting Terry Gilliam on ‘The Imaginarium of  Doctor Parnassus’, I went completely mad for a few days, locking myself in the studio at Bray experimenting! Over the years I’ve built up a collection of equipment there – cameras, motion control, lights – everything needed to get creative! Ultimately we went on to build miniatures from his designs and had a fantastic time shooting them.

Angels & Demons model as seen on screen

Angels & Demons model as seen on screen

 

Angels & Demons model on set

Angels & Demons model on set

 

 

 

 

When bidding on a film, we are usually sent pre-visuals and storyboards, sections of script and a list of requirements. The fun starts with working out the best method of constructing a miniature – what it has to do, what scale to build it to – together with a breakdown of labour costs and materials. After the production has weighed up the methodology and costs, we wait for the go-ahead and, on receipt of a purchase order, invoice and, most importantly, money in the bank, it’s ‘all systems go’! Materials are ordered and technicians employed. Art Department drawings are provided in some cases and we are in constant contact with the director throughout the production. Terry Gilliam, as you might imagine, had a very clear vision in mind and so it was key to have his constant feedback as we were building the miniatures, as sometimes things that look OK on the drawing-board need to be modified once made as a 3D model (and of course everyone has to be clear of the budget ramifications of any changes to original specs).

Other times, particularly on lower-budget productions, rather than starting everything at the same time we design and make on the go, showing designs to directors and perhaps discussing ways to make models by ‘recycling’ things already around the Aladdin’s Cave that is the Mattes & Miniatures workshop in Bray. This was our approach on ‘Mutant Chronicles’.

Leigh Took and the finished model

Leigh Took and the finished model

Working on the model for Mutant Chronicles

Working on the model for Mutant Chronicles

Why bother to make miniatures at all? Why not just create the whole thing in CGI? Well – miniatures offer the opportunity to have a three-dimensional artifact which can be viewed by the camera lens as ‘real’ – and the model can be taken outside – there is no comparison to using actual daylight with a backdrop of trees and landscape in perspective with moving cloud patterns.

I hope these  highlights from my journey, together with a potted description of how I approach jobs, will be helpful to those similarly driven – those with a ‘lust for film’. At the end of my career, which I don’t envisage coming for a good 20 years or so yet (!), nothing would please me more than to have the feeling that, through my own work, I have encouraged and helped others to pursue the career of their dreams and be successful in doing so.

Leigh Took’s film credits include: Bohpal – 2013, The Wolfman – 2010, The Imaginarium of Doctor Parnassus – 2009, Angels & Demons – 2009, Inkheart – 2008, Mutant Chronicles – 2008, Stardust – 2007, Highlander, The Source – 2007, The DaVinci Code – 2006, The Descent – 2005, Ella Enchanted – 2004, Guest House Paradiso – 1999, Lost in Space – 1998, The Neverending Story II – 1990, The Rainbow Thief – 1990, Batman – 1989, The Adventures of Baron Munchhausen – 1988, Hawk the Slayer – 1980. Television credits include: The First Men in the Moon – 2010, Band of Brothers – 2001, The 10th Kingdom – 2000.

SOME USEFUL VISUAL PROCESSES:

FORCED PERSPECTIVE is a technique developed not only for miniatures but in the construction of full-size film sets – for example, in a street scene, the buildings will start to condense towards the end of the road and perhaps a ramp will be used to create a false horizon (readers take note of the comments on the Supergirl set in Terry Ackland-Snow’s article) It is a natural follow-on that this technique is used in building miniatures which means that a quite large landscape can be fitted into a condensed layered form so that, from the camera’s point of view, it looks like the real thing. The camera position might need to be locked off in a particular position but it gives an opportunity to create depth of field in a miniature.

LATENT IMAGING is an invisible image produced by the physical or chemical effects of light on the individual crystals (usually silver halide) of photographic emulsions; the development process makes the image visible, in the negative. Shoot a plate (a locked off shot of a landscape, say) then mask off the top half of the matte box on the front of the camera so you only expose half of the film. Take a small piece of that film to be processed then project that piece of film through the camera onto a piece of glass, then draw off the shot and extend it up and incorporate it with whatever is needed in the shot – eg castle or distant landscape or sky. Work on the matte painting and scrape away the bottom where the negative was projecting the plate footage, combining a painting with an unprocessed negative to create a final shot.

FRONT PROJECTION – tiny reflective glass beads, which are an integral part of cinema projection screens, are used in front projection material. The actor (or subject) performs in front of the reflective screen with a movie camera pointing straight at him. In front of the camera is a beam-splitter – a one-way mirror angled at 45 degrees. At 90 degrees to the camera is a projector which casts a faint image of the background on to the one-way mirror which reflects the image onto the performer and the screen; the image is too faint to appear on the actor but shows up clearly on the screen. In this way, the actor becomes his own matte. The combined image is transmitted through the one-way mirror and recorded by the camera.

To see more of Leigh Took’s work, check out Mattes & Miniatures Visual Effects Ltd www.mattesandminiatures.co.uk

 

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RAY HARRYHAUSEN, Visual Effects Wizard 1920 – 2013

Ray Harryhausen with his VES Lifetime Achievement Award

Ray Harryhausen with his VES Lifetime Achievement Award

I met Ray Harryhausen several times over the past few years. Apart from being hugely talented, he was very generous with his time, especially with young people, always more than happy to talk about his work and pass on snippets of information – all in all, a very nice man.

When I started Network Nine News magazine in 2009, he sent a very encouraging and supportive message which included the phrase …‘it is almost forgotten that it takes a team of many people with talent to make a motion picture’…. I took this as an immense compliment that Ray Harryhausen had taken the time, not only to send the message in the first place, but that he had fully appreciated the reason I started Network Nine News in the first place.

He was an Honorary Fellow of the BKSTS and became a Lifetime Member of the Visual Effects Society in 2011. 

 

Text below from BBC News  

Visual effects master Ray Harryhausen, whose stop-motion wizardry graced such films as ‘Jason and the Argonauts’ and ‘Clash of the Titans’, has died aged 92. The American animator made his models by hand and painstakingly shot them frame by frame to create some of the best-known battle sequences in cinema. His death was confirmed to the BBC by a representative of the family. “Harryhausen’s genius was in being able to bring his models alive,” said an official statement from his foundation. “Whether they were prehistoric dinosaurs or mythological creatures, in Ray’s hands they were no longer puppets but became instead characters in their own right.” 

Born in Los Angeles in June 1920, Raymond Frederick Harryhausen had a passion for dinosaurs as a child that led him to make his own versions of prehistoric creatures. Films like 1925’s ‘The Lost World’ and the 1933 version of ‘King Kong’ stoked that passion and prompted him to seek out a meeting with Willis O’Brien, a pioneer in the field of model animation.

Harryhausen went on to make some of the fantasy genre’s best-known movies, amongst them ‘Mighty Joe Young, One Million Years BC’. and a series of films based on the adventures of ‘Sinbad the Sailor’. He is perhaps best remembered for animating the seven skeletons who come to life in ‘Jason & The Argonauts’, a sequence which took him three months to film – and for the Medusa who turned men to stone in ‘Clash of the Titans’. Harryhausen inspired a generation of film directors, from Steven Spielberg and James Cameron to Peter Jackson of the ‘Lord of the Rings’ fame. 

Peter Lord, of Aardman Animations, was quick to pay tribute, describing him as “a one-man industry and a one-man genre” on Twitter. “I loved every single frame of Ray Harryhausen’s work,” tweeted ‘Shaun of the Dead’ director Edgar Wright. “He was the man who made me believe in monsters.” 

The veteran animator donated his complete collection – about 20,000 objects – to the National Media Museum in Bradford in 2010.

 

 

 

 

 

 

 
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Posted by on May 8, 2013 in Animation, Visual Effects

 

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F.A.B! by Gerry Anderson MBE

Gerry Anderson (1929 – 2012) with Thunderbird 2

This is an article written for Network Nine News by the legendary Gerry Anderson in 2009. Gerry sadly passed away in 2012 but his story continues with the new Gerry Anderson Legacy Site www.launch.gerryanderson.co.uk

Born in 1929 in London into a poor family, education wasn’t high on the list of priorities and being evacuated during the war didn’t help at all – so, with extreme optimism I decided that I wanted to be an architect and applied to enter a training course! Luckily, the local polytechnic had other building-related courses and I found that I had an aptitude for fibrous plastering and creating decorative pieces which were used for film work. I enjoyed this work enormously for some time but developed an allergy to plaster and had to give up.

I had developed a passion for film work by then and so spent the next few months tramping round the film studios looking for a job.  Eventually, I was taken on by the Colonial Film Unit which was run by the Ministry of Information. Filming was on 35mm and they had a 6-weekly rotation programme so that the trainees got comfortable with all the disciplines – camera, picture editing, sound, direction, projection- and under the guidance of the legendary George Pearson I found that I had a great affinity for editing. George gave me a piece of advice which I’ve always remembered … ‘when you are filming don’t forget to shoot a few feet of a bowl of tulips for cutaways!’ ….

Growing in confidence I applied for and got a job with Gainsborough Studios in Shepherds Bush as 2nd Assistant Editor then worked my way up to 1st Assistant on ‘The Wicked Lady’ in 1945, ‘Caravan’ in 1946 and many more – all for the princely sum of £10 per week! 

Then, as did everyone in those days, in 1947 I was ‘called up’ for National Service with the RAF, where I spent my time as a Radio Telephone Operator.  It was a requirement that, after National Service, everyone was re-instated into their previous job but Gainsborough had closed and I was re-located to Pinewood Studios – then moved to Shepperton as a Sound Editor working on films such as ‘They Who Dare’ in 1954 for the acclaimed Director, Lewis Milestone (‘All Quiet on the Western Front’, ‘Pork Chop Hill’, ‘Ocean’s Eleven’, ‘Mutiny on the Bounty‘) who terrified everyone on set – although I got on with him very well. 

‘Thunderbirds’ character Alan Tracy with Chief Puppeteer Christine Glanville

In 1956 I formed a production company with Arthur Provis – I think that we were one of the first (if not the only) small production company working at that time, calling ourselves AP Films and renting space in an Edwardian mansion in Maidenhead. We had a filing cabinet, a telephone and headed paper, so we were ready for anything!  However, six months went by without any offers and we all had to do extra work to keep ourselves afloat – then the phone rang!!  It was a lady called Roberta Leigh who had 52 scripts for a children’s series called ‘The Adventures of Twizzle’.  We were over the moon, our big chance to show what we were made of – then she dropped the bombshell that it was a puppet show – but, we were hungry for work and even the modest budget and the tight schedule didn’t put us off.

I hated what I had already seen on television as puppet shows and so we decided to add a few ‘film’ techniques to make the sets more realistic with cut-outs in mid and foreground to add depth – also, whenever the puppets were meant to look at each other they always seemed to miss the eyeline as the puppeteers, who by now we had moved up to a high gantry to give more set space, had a very restricted view, so we painted arrows on the puppets heads to make it easier! 

Every episode we made we got a little better. Christine Glanville was the chief puppeteer and made the heads herself from cork dust, glue and methylated spirits – which was infinitely better than the original papier maché as they could be sanded down to a smoother finish. Eventually all the puppets would be made of fibreglass. We noticed that, as the puppets eyes were made of wood, the grain was very noticable when they moved – so we called in William Shakespeare!  No, not the bard but a nice man who made glass eyes – and he produced the first pair of plastic puppet’s eyes for us. As he said, he had never ever been asked for a pair of false eyes before!

Around 250 set-ups were needed for a half-hour episode and the 1/3 life size sets were built on moveable stages to be wheeled in and out very quickly.

‘Thunderbirds are Go!’ – Lady Penelope and Parker on an undercover mission in France!

So successful were we with ‘Twizzle’ and before the series was finished, Roberta Leigh came to us with another new series, ‘Torchy the Battery Boy’.  The budget was increased to nearly double and the team wanted to see how far they could go to improve the look and ‘workability’ of the puppets – finer wires, a spring in the jaw to snap the mouth shut to simulate speaking without the head bouncing up and down as the puppeteers jerked the wires. Eventually mouth movement was controlled by an electro-magnet device – another first – this was when we came up with the name ‘Supermarionation’

We were working on 35mm film with a Mitchell camera and I wanted to see what the TV audience would be viewing as we were working. I bought a lightweight video camera and fixed it to the Mitchell camera we were using so it looked directly down the lens, linking to a monitor and giving us a constant picture.  This ‘Video Assist’ technique was soon adopted by the film industry worldwide.

The next series,  ‘Four Feather Falls’ finished in 1960, and ‘Supercar’ came along in 1962 with the support of Lew Grade and the ITV network. Eventually ‘Supercar’ was broadcast coast-to-coast in the USA and became the top rated children’s programme.

‘Fireball XL5’ followed closely behind in 1963 with ‘Stingray’ in 1965 made in our new home in a large warehouse in the Slough trading estate.  I think that ‘Stingray’was possibly the first puppet series to entertain an adult audience, was shot in colour and had an enormous budget at that time of £20,000 per episode.

Gerry leaning on FAB 1 – a full-size working model of Lady Penelope’s car in ‘Thunderbirds are Go!’

While ‘Stingray’ was still in production I was writing a new series which eventually would be called ‘Thunderbirds’. Public response when the series was aired was phenomenal! Apparantly the astronaut Alan Shepherd was a fan!  The very futuristic ‘Captain Scarlet and the Mysterons’ came out in 1968 followed by ‘Joe 90’ in 1969.

Shortly after this Lew Grade came apologetically to me and said that, as all the programmes we had produced were being repeated so much on television, we were drowning in our own product so unfortunately, I would have to switch to live action!  What joy – all I’d ever wanted to do was live action!  So ‘UFO’, ‘ Space 1999’ and ‘Space Precinct’ followed

Major developments and change have always been an essential part of the industry. Puppet work has been superceded by CGI and we dipped our toe in the water with ‘Lavender Castle’ and re-made ‘Captain Scarlet’ in 2005 using the latest software – except that I still worked with film people for storyboards and set design to make sure that it had that ‘3-dimensional’ film feel.

The 2005 CGI version of ‘Captain Scarlet’

I always remember something that Lewis Milestone said to me way back in 1947 when I was working with him.  He said ‘Do you want to be famous?’ … I was slightly taken aback by the question but obviously answered ..‘Yes’‘Never second-guess your audience’ he said ‘make what you want – if they like it you’ll become famous, if they don’t you might as well open a greengrocer’s shop!’  I have lived up to this advice throughout my career!

I really enjoy what I do and can’t imagine retiring – the technology and techniques during my career have changed so much and continue to evolve, so it makes each fresh project an exciting and rewarding challenge.

Ed: Gerry brought much joy and entertainment to several generations of of fans. Hopefully, through re-runs and perhaps through unfinished projects which may be completed in the future, his legacy will continue.

Gerry Anderson’s film & television credits include: New Captain Scarlet – 2005; Lavender Castle – 1999; Space Precinct – 1994; Dick Spanner – 1987; Terrahawks – 1983; Space 1999 – 1975; The Protectors – 1972; UFO – 1970; Doppelganger – 1969; Joe 90 – 1968; Thunderbird Six – 1968; Captain Scarlet and the Mysterons – 1967; Thunderbirds are Go – 1966; Thunderbirds – 1965; Stingray – 1964; Fireball XL5 – 1963; Supercar – 1960; Four Feather Falls – 1959; Torchy the Battery Boy – 1958; The Adventures of Twizzle – 1957

 
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Posted by on June 28, 2012 in Animation

 

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From VFX Supervisor to Viral Short Film Director

Hasraf Dulull

I knew I wanted to work in film when I saw ‘Batman Begins’ and several years later I ended up working on ‘The Dark Knight’ – one of the proudest moments in my compositing career! – Hasraf Dulull

This article is published in Network Nine News – if you want to subscribe to the magazine go to www.network-nine.com or e-mail info@network-nine.com

I am currently a Freelance Visual Effects Supervisor working at Prime Focus London on several broadcast shows and feature films.

I was recently nominated for two Visual Effects Society awards – BBC One’s ‘Planet Dinosaur’  and Nova’s ‘Life Beyond Earth’ – and I’m currently getting ready to release my own short film ‘Fubar Redux’, an epic motion comic film about a political war set in an alternate reality with cats and dogs!

I have wanted to work in film since the age of twelve when my dad put on a VHS copy of the film ‘Bladerunner’… I was totally blown away by it and  would make mini models of cityscapes in papier maché whilst holding a cylinder to my eye like a camera.

I went to college and did a A-Levels in Technology, Art and Computer Science. (there was no clear route to get into films and my parents were pretty strict about me being too focused on the arts, so I compromised with the computer science part)

At the time of college (early 90s) video games were really a big part of my life and I was able to combine my love for cinema with the interactive world so, whilst I taking my degree, I did work experience for a games company working on cinematics and promotional material.  I was exposed to editing and early visual effects compositing and throughout this time I was always trying out camera moves, doing things you wouldn’t be able to do with a real camera like spin around a bike as it’s racing along the track!

During early 2003, the video games industry started to collapse due to big studios buying out the smaller studios. I was then working in a small studio in the North and really didn’t want to move back down South. So, to keep my self in work and busy I setup my own little CG company and was doing animation for music promos and corporate using high end visual effects.. in the evenings I would then work on my own small projects and did a short trailer called ‘The Chase’. I attended an Autodesk event and there was a ‘show and tell’ session but one of the presenters couldn’t make it. I overheard that they were urgently looking for a presenter to show off work and so I volunteered as I had a DVD of ‘The Chase’ with me anyway!

Nervous as I was, I did the presentation and played the short trailer – and it got a standing ovation! I was asked to play it again and Autodesk asked if they could use it for their marketing campaign. I then got offered a job at one of the largest game developers/publishers in Europe and lead their team in creating action packed cinematics and marketing promos for their driving games.

As the cinematics technology was getting more impressive in the games market, the more I wanted to combine the skills I was using with my love for cinema. I started sending out my showreel to companies dealing with VFX in film. Back in those times games and film were seen as separate industries, whereas today the two blend in really well as both use the same tools, craft and technical knowledge (particles, normal map creations, high poly modelling, motion capture, scanning etc).

I knew I wanted to work in film when I saw ‘Batman Begins’ and I said to my partner I would like to work on the sequel if they make one! Several years later I ended up working on ‘The Dark Knight’ – one of the proudest moments in my compositing career!

I started off doing roto and paint at Moving Picture Company and then ended up moving into compositing, mainly because I had already shown my compositing skills when doing complex rig removals plus my knowledge of Shake.. from there it was upwards over the years at several facilities worldwide as Junior Compositor then Compositor to Lead Compositor and then to Compositing Supervisor, which lead me to becoming a Visual Effects Supervisor.

One of the many things I learned working in different areas of the visual effects industry, from feature film to commercials to music promos and even long form broadcast is – it’s all the same in terms of craft, technical and creative workflows.. the only difference is budget and schedule.  With music videos you have very little time to do very ambitious things and usually work crazy hours, mainly for the love of the music track or directors work… I did loads of music promos at Partizan as well as co-directed some with Little Red Robot in San Fransisco with my good buddy Seth Shevosky who is now Exec Producing my short film ‘Fubar Redux’.

Freelancing at vfx facilities on a project per project basis was the best model for me as opposed to being a full time staff artist because it meant I could have more variety in projects as well as pipelines.  To do this I set up my own company – HaZ-VFX.  I started it up as a way to keep on supporting independent projects such as short films and indies, whilst still working freelance on major feature films. 

These indie projects need VFX done to a tight budget whilst keeping production value high.  Also, working on these indie projects keeps my feet on the ground and allows me to still enjoy and appreciate the film making process which you don’t often get whilst working on those big movies doing VFX in a dark room in a big facility. Working on smaller projects in my spare time also increased my experience as a Visual Effects Supervisor and Producer which got me gigs on high-end broadcast projects like ‘America – The Story of Us’ as well as feature films… so yeah, even though the indies are often low pay or no pay at all… it paid off as it enabled my Visual Effects Supervision career.

Over the years I worked with some amazing people from artists to VFX Supervisors to Creative Directors and Producers at various facilities and studios worldwide and that’s one of the things I love about this industry, everyone knows everyone. So, when it came to me venturing into directing and creating my first short film, I knew it had to be visual effects driven.

I was very heavy into 2.5D compositing, this is basically cheating 3D in a compositing environment as apposed to going into actual 3D CG cameras.  I was one of the early users of The Foundry’s Nuke. So I had a good relationship with them and demo’ing the tool often for them in productions I was involved with.  I approached The Foundry with an idea of creating a short film entirely inside of their powerful compositing tool Nuke and emphasising on the key function of a 3D space inside a compositing tool.  I did some presentation boards and tests in late 2009.

Instantly I was getting support from Matt Pleic and Richard Shaketon, senior product managers at the Foundry. They were key in getting all the support I needed to make this short film. I developed a visual style which would work well with the technology but also served the story telling aspect of the film. This style was – Motion Comics.

Motion comics are basically cut down animated versions of each comic book frame using cut outs from the artwork to create parallax and depth with each shot. Examples can be seen on the Blueray of ‘Inception’ with the ‘Cobal Story’ or on the Blueray of ‘Predators’ – which have several motion comic stories which didn’t get covered in the film and of course, there is the ‘Watchmen’ animated comic DVD.

I wanted to use my VFX compositing experience to take motion comic cinema to another level with extra depth and production values but still keeping the core principles of motion comic story telling. With 2.5D compositing this opens up a load of possibilities to push the motion comic visuals with better animation and more depth and cinematography yet treating each shot like a comic book frame or panel with good pacing, framing and action. I wanted to get away from the usual static like animated action or comic book drawn visuals you get in most of these motion comics. I wanted a photography based visual look to the film.

I then did a presentation at the 2010 International Broadcast Convention (IBC) in Amsterdam as part of a show and tell presentation using ‘Fubar’ as a case study. I cut together an early trailer of the shots I had done and made it look and feel like a Hollywood film by bringing in my good friend Deelan Sital who cuts trailers and promos for feature film marketing – and Luis Almau on the audio and score to help package it all up into a nice glossy presentation.

The trailer was received so well that I had people from the audience coming up to me asking when the film was going to be released – and it started getting press and media attention online with quotes like  ‘Platoon’ meets ‘Animal Farm’. This completely changed my concept of the film from being a technical VFX short, so I started putting a story together and brought on a writer friend of mine – Geof Wolfenden.

One of my favourite books of all time is George Orwell’s ‘Animal Farm’. I loved the idea of using certain animals to depict the chain of command politically. With ‘Fubar’ I chose cats and dogs as they have always been territorial animals but, at the same time, reflect certain characteristics which makes them stand out from one another. Each of them have their strong and weak points yet they both strive for territories. I used that to create the world of ‘Fubar’ and the metaphor of what’s happening around us today with the military, government, war, media and politics.

I released the short film in Sept 2011. Again, its success completely took me by surprise – it was getting reviews and press attention from Vimeo – Short of the Week, VFX forums as well as short film forums.  It was getting huge!

It was really great that it was getting so much exposure but, because of its overwhelming success I felt it only right for me to get the opportunity to finish and release the film in its original final cut version – which wasn’t possible due to financial restrictions.  There was so much that could not be shot and animated which, if included, would have completed the film – especially with some of the characters, plot and story elements that didn’t make it.

I decided to figure out a way to fund the extended version and found Kickstarter.com from a friend of mine, who got his animated short funded that way. I liked the idea of crowdsource funding rather than the traditional route of getting funding from a film council funding board etc, because I wanted to own and keep all the rights to my film and do what I want with it.

The idea is if you like the current short film and want to see the full version as it was originally intended, then please pledge and fund the Extended Redux Edition.  In a way it was kinda like the short was a presale version.

This was also my first foray into crowdsource funding as a producer/director, so I was very excited yet scared. One thing I learned is that you have to put so much work into pushing your crowdsource funding via social media and word of mouth. I managed to raise $6.256 from the pledged goal of $5K.  This was enough for me to pay the editor and audio and use it for marketing and PR and additional VFX support work I needed to make the final cut of the film.

I didn’t need much funding since I was doing all the shot creations and animation myself but there were some elements, like the motion graphics of on screen displays, that needed doing and rendering out as elements for me to put into Nuke, so I had some help with that, as well as the extensive amount of rotoscoping required for the DSLR photography I shot with my partner May Ngo for the miniatures – posed marine models, tanks, helicopters etc and, of course, the cats and dogs.

I was able to gain so much interest from the fans and new audiences of the film to allow me to make the extended redux edition. The power of social media is amazing and is definitely the future for indie film making and distribution!

Following the same VFX support model I used for the first version, this extended edition has visual effects technology support from Peregrine Labs (the developers of the powerful depth of field plugin – Bokeh), Gen- Arts (the award winning Sapphire plugins used for years on big movies) and Shotgun (the asset management tool system used in most of the major facilities worldwide).

In fact having VFX technology support not only allowed me to have access to these tools but also free exposure with their marketing team. For example for 2011 Siggraph ‘Fubar’ was used as a demo to show off Shotgun’s new asset management tool and The Foundry had shots from my film in its Sizzle Reel!

‘Fubar Redux’ is now released, it has been selected for the 2012 Cannes Film Festivals Short Film Corner, as well as other festival eg www.fmx.de and can be viewed on www.fubar-movie.com

Haz’s film credits include: Fubar – 2011, Prince of Persia, Sands of Time – 2010, The Conductor – 2010, Don’t Look Back – 2009, The Dark Knight – 2008, Hellboy II The Golden Army – 2008, Chronicles of Narnia, Prince Caspian – 2008, 10,000 BC – 2008, Tales of the Riverbank – 2008, Elizabeth, The Golden Age – 2007, Spring Heeled Jack – 2006, Chicken Tikka Masala – 2005.   Television: Nova – 2011, Planet Dinosaur – 2011, America, The Story of Us – 2010, Inside the Perfect Predator – 2010, The Colour of Magic – 2008, Superstorm – 2007.   Games: Enemy Territory – 2007, Battalion Wars – 2005.

 
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Posted by on April 20, 2012 in Visual Effects

 

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ANIMATE IT! Create your own Morph & Chas animations at home!

Animate It! is a do-it-yourself, create-your-own stop motion animation game that’s simple to use and great fun to play. Within a matter of minutes a complete novice can be creating their own Morph and Chas animations on their home computer that will astound both family and friends!

Each game comes complete with ground-breaking animation software that is suitable for both
Windows and Mac operating systems, flexible moulds and clay to create your very own Morph
or Chas, a ‘green screen’ background to enable you to drop in your own choice of pictures and
an informative, fun ‘get-you-started’ video tutorial featuring Ricky the Aardman Animator!
And that’s not all, you also get 26 episodes of Morph to both inspire and enjoy.

Developed in association with Aardman Animations, Animate It! Morph Edition is endorsed
by Nick Park, creator of Wallace & Gromit who says: “The best advice I have for anyone
interested in animating is ‘Have a go’. This kit will help you”

Animate It! Morph Edition will be available from May in selected stores and from leading
e-tailers including Firebox, Amazon and Play.com.

A free 14 day trial of the Animate It! software is available on http://www.animate-it.com/ and
the website will also host assets and resources to be used in conjunction with the
Animate It! software to enhance your animations.

 
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Posted by on March 30, 2012 in Animation

 

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