3D World

(Sean Pound) #1

environment as well, so it was important to
get everything right.”
axisVFX were given the pre-designed
model of the stadium and were tasked with
optimising it to make it renderable. “We
looked at it to work with our renderers
and worked out how to render it with the
grass and the characters and make sure
that was all possible,” Jones says. “Then
we would take Aardman’s animations of
the characters and implement and render
them.” These audience characters were
perhaps the most complex part of the whole
project, with around 30 animations that had
five different cycles. in order to make the
audience reactions as realistic as possible,
director Nick Park gave Jones and his team
a live action video where he would act out,


in simple terms, the kind of responses he
wanted from the audience in sync with the
puppet animation.
“We got him on camera cheering or
booing,” Jones says. “That gave us a pretty
clear idea of what he was after and then
from all the different animations we had, we
had to work out how to do something that
felt or looked like what he was after. even
though the direction from Nick might seem
a bit simple, it saves time creatively and then
there’s time to do a second or third pass with
it which sometimes, is a bit of a luxury.”

cREATing ThE R ighT REAcTion
When it came to the little details, it turned
out that less was in fact, more. “it became
quite clear that if we had too high a

left bottom: Aardman created a virtual
reality version of the stadium, which allowed
director nick park to pinpoint which parts
axisVFX should focus on

Below: The ‘checkerboarding’ process
allowed the team to have shots both with
and without the green screen in order to
perfect their lighting

left: Artists were given a pre-designed look
for the film’s football stadium to ensure
that they all approached it in exactly the
same way

CheCkmate


IntegratIng vIsual effects
wIth stop-motIon puppet work

Howard Jones explains that Aardman
have an effective method called
‘checkerboarding’, involving placing
a green screen behind a character
but then later taking the green screen
out. “The computer will actually split
it into separate shots, so that we
can basically have a green-screen
character, but we also have it without
the green screen so that we get the
right lighting on it. You can't do
that in the real world. Some of those
tricks are good.”

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Prehistoric VFX
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