| The
mysterious nature of The X-Files TV universe has seamlessly transitioned
to the big screen with The X-Files Movie-not only in terms of the storyline,
but also with the philosophical approach producers took towardspecial
effects.
As with the TV show, the film mixes high-tech and conventional techniques,
including the liberal use of prosthetics, animatronics, and digital
effects-around 300 CGI shots. The end result satisfies the effects strategy
of series creator and executive producer, Chris Carter: "All visual
effects must enhance the believability of the work.
To meet Carter's mandate while staying within the approximate $60 million
budget and tight deadlines, the film's digital team frequently had to
improvise in its collaboration with artists from several Hollywood digital
effects shops. The bulk of the work was done at Light Matters/Pixel
Envy, Pacific Palisades (co-owned by visual effects supervisor Mat Beck)
and the L.A. division of Blue Sky/ VIFX. The creative team-Carter, director
Rob Bowman, producer Dan Sackheim, co-producer Frank Spotnitz, and Beck-were
all veterans of the TV series, which made the ambitious plan for the
film feasible. In fact, several effects sequences come directly out
of the TV show's mythology, including the mysterious "black oil.
That substance, which may or may not be an alien life form, plays a
central role in the "Neanderthal sequence" that features a
boy and a living Neanderthal squirming in pain because the black oil
"really screws up their skin," explains Beck.
That sequence and the devastating explosion that destroys a building
in Dallas early in the film typify the willingness of X-Files filmmakers
to experiment with traditional techniques.
The challenge of the explosion scene was to focus on the devastating
aftermath, seconds after the big blow-up. Yet, filmmakers also needed
to show the power of the explosion itself. "The city of Los Angeles
wouldn't give us a permit to blow up a real building, and our budget
only provided money for us to build one miniature," explains Beck.
"So we had to make some tough choices."
Hunter Gratzner Industries, Los Angeles, built a 23-1/2-foot tall "aftermath"
miniature of the devastated building. "Then, we did a detailed
CG pre-visualization of what we needed for the explosion itself and
went back to the city, which gave us permission to build a false front
onto part of the Unocal building in Downtown L.A. for a small, practical
explosion," Beck adds.
The pre-viz, created at Light Matters/Pixel Envy in Alias software before
Blue Sky/VIFX took over for the final shot, allowed filmmakers to figure
out how to create the illusion that the entire building was exploding.
The answer: mix shots of two small, practical explosions involving two
separate facades. The first was a false front attached to the real Unocal
building; the second was a model version of the facade attached to the
front of the aftermath model.
Thanks to the pre-viz, filmmakers were able to determine the correct
camera angle in mid-air over the building for a POV that captures the
fireball rising up as the building collapses around it. That allowed
them to shoot separate explosions with crane-held cameras positioned
at exactly the same angle over both false fronts. The model and practical
elements were comped together in Inferno, by Blue Sky/VIFSX artist Cesar
Romero.
During the composite, Romero added portions of the miniature facade
onto the background plate of the real building. He mixed fireball shots
and other elements from the collapsing lower part of the building (taken
from the explosion conducted at the real Unocal building) with fireball
shots and other elements from the collapsing higher part of the building
(taken from the explosion involving the false front attached to the
model). "We put it all in a box, shook it, and out came the explosion,"
says Beck.
But the scene posed other challenges, as well, including complicated
tracking work for a shot in which stars David Duchovny and Gillian Anderson
walk through smoke in front of the wrecked building. For that shot,
producers wanted to shoot the actors in front of a green screen and
then digitally insert a shot of the aftermath model behind them, but
they wanted to do it without the expense of a full motion-control camera
setup.
Their solution was to combine a computerized match move with elements
of a motion-control shot taken without use of a full motion-control
rig.
"We used a motion-control head with encoders attached, but not
a motion-control dolly, when we shot the actors," says John Wash,
senior visual effects supervisor at Blue Sky/VIFX. "That gave us
enough data in the computer to use for verification as we duplicated
the camera move (using Ras-Track software from Hammerhead) before it
moves around the building."
The move that continues around the building was done "full pan-and-tilt,
with the conventional dolly no longer moving," adds Beck. That
also provided helpful motion-control data when filmmakers used a conventional
motion-control setup (provided by General Lift, Los Angeles) to shoot
the aftermath miniature with elements such as sparks, flames and falling
debris. Blue Sky/VIFX Inferno artist John Heller later combined the
shot with the live-action plate to create the final camera move.
Improvised tracking also turned out to be the key to getting the Neanderthal
sequence just right. Because nasty "blood worms" wiggle on
the actors' bodies as they squirm, the sequence required the creation
of CG body parts to replace certain limbs. That meant attaching reflectors
onto the actors to record tracking data, but there were some twists.
Simple green stick-on reflectors were used on actor Lucas Black (who
played the boy), but tracking the Neanderthal (played by Carrick O'Quinn)
was more complicated. That character had to be shot in shadows (the
boy was shot in daylight), and the camera could not pick up reflections
from normal tracking markers without using ultra-bright lights. So filmmakers
improvised again.
"I designed a soft ring-light rig to fit around the lens of the
camera," Beck explains. "We then attached tiny reflective
markers to the actor made out of Scotch Light material, which were able
to reflect a softer light and were virtually invisible when no light
was on them. Then, we rigged the ring light to flash on every other
frame as we shot 48 frames per second. That allowed us to get the tracking
data, while still giving us shots of the actor that we could use without
needing to do dot removal. Because we shot at 48 frames a second, we
were able to use every other frame for the tracking data and the others
for the shots seen in the movie played back at 24 frames a second. The
technique wouldn't work if the character needed to move really fast,
but the Neanderthal is slow and lumbering."
In the case of the boy played by Black, one arm and his face are entirely
digital. Tracking the CGI to the live action and then compositing the
whole thing together was a complicated affair.
Unlike the tracking shot of Duchovny and Anderson in front of the wrecked
building, tracking work on the Neanderthal sequence was performed by
Colin Strause, 3-D supervisor at Light Matters/Pixel Envy, without special
tracking software. Instead, Strause first animated CG limbs, blood,
and other elements in Alias Power Animator (version 8.2) and then spent
months painstakingly hand-tracking them onto the sequence, pushing both
the Alias software and the Amazon Piranha Compositor (version 3) from
Interactive Effects further into the tracking realm than ever before.
"We didn't use special tracking software because none of the ones
available could match the elements we needed to match since the moving
body elements themselves have moving blood worms on top of them,"
says Strause.
He goes on: "We felt it was better to do it frame-by-frame. It
was painful and took a few months, but it was worth it. We would play
back the comp frame-by-frame, counting off how many pixels were off
in each frame, and then hand-move the CG body parts where they needed
to go. We could do it because Piranha has real-time film playback. That
allowed us to render the CG in Alias, comp the two together in Piranha,
and then view the tracking shots in the compositor and do 2-D image
stabilization."
The technique was especially useful in shots involving Black's face.
His face was so covered with blood worms that it required a complete
CGI replacement. Since Black was flinching facial muscles, Strause had
to hand-animate the muscles on the CG model of the face (taken from
a Cyberware scan of Black's face). Matching them up was done via the
use of tracking reflectors, but not from the live-action shoot. Rather,
Strause replicated that concept inside the computer-performing what
he calls "real-time, 2-D tracking."
"We went into Alias and placed digital tracking dots onto a simple
2-D version of the model," he explains. "Then, on the 3-D
face, I put the same blue dots in about the same places based on flecks
of dirt or moles on the face. When I lined them up in Piranha, I could
see where they matched up and where they didn't. Then, I could push
the muscle around until they fit. That was the first time I ever tried
anything like that."
Strause later went into Amazon 3-D Paint and projected the real shot
of Black's face directly onto the 3-D model version of his face. This
allowed him to add dirt and shadows exactly where they were located
in the original shot. The CGI face was made more realistic because it
was textured with real skin from the actor.
© 2003, Primedia
Business Magazines and Media, a PRIMEDIA company. All rights reserved.
This article is protected by United States copyright and other intellectual
property laws and may not be reproduced, rewritten, distributed, redisseminated,
transmitted, displayed, published or broadcast, directly or indirectly,
in any medium without the prior written permission of PRIMEDIA Business
Corp.
© 2003, PRIMEDIA Business Magazines & Media Inc. |