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Q&A
AUGUST
24 , 2001
Rat Race's Wild
Titles
10
questions with Wild Brain's Julia Tortolani and Eric Schweickert
by
David Nagel
Executive
Producer
dnagel@digitalmedianet.com
Your
task is to create an opening title sequence for the latest Jerry Zucker
comedy, Rat Race. The film features, among other things, a massive
ensemble cast of name-brand actors, and you need to keep the audience
entertained as all of their credits parade across the screen for a whopping
three minutes and 15 seconds. That's not a title sequence; it's a short
film. Oh, you're also on a tight deadline with a limited budget.
So what do you do?
Well, if you work
for San Francisco-based Wild Brain Inc.the studio that actually
created the opening sequence for Rat Raceyou get yourself
some talented animators, a bunch of Macintosh G4s and a few copies of
Photoshop and After Effects and get cracking!
What Wild Brain Director
Julia Tortolani came up with for the film, which opened last week, was
a photo-collage piece featuring digitized versions of the film's cast
and a choppy animation style to move the viewer through the credits and
into the movie's opening live action scene seamlessly.

The animated title sequence in Rat
Race transitions
to the live action opening scene.
Wild Brain creates
content across a broad range of media, from film and television to commercials
and interactive platforms. Founded in 1994, Wild Brains client list
includes Universal, Twentieth Century Fox, DreamWorks, Warner Bros., Oxygen
Media, LucasArts, Nickelodeon and Cartoon Network. Wild Brain's animated
commercial credits include work for Hersheys, Sega, Nabisco, Ford,
KFC, AT&T, Sony, Microsoft, Nike, Levi Strauss and Coca-Cola.
The studio uses a
wide range of technologies for its projects, spanning a number of platforms,
from Macintosh to SGI Irix. For this project though, it was Mac all the
way. The photo-collage technique was done entirely in Adobe After Effects
and Photoshop.
I had a chance to
interview Director Julia Tortolani and Senior Technical Director Eric
Schweickert about the company's most recent work for Rat Race,
the technology used and, of course, the role of the Mac in the process.
Creative
Mac How did you get involved with the Rat Race project?
Julia
Tortolani Most commercial work I do comes in through my rep,
Patricia Claire in New York, but this job was different. This one came
in through word of mouth. Jerry Zucker, the director of Rat Race,
was looking for something original, a look no one had seen before. It
was Steve Perani of Global Doghouse in L.A. who really steered Jerry
to us. [Global Doghouse is an ad agency in Los Angeles that does TV
commercials for movies.] Steve was familiar with my work through his
friendship with Carl Willat, a director and colleague of mine at Wild
Brain Studios. Originally the job was headed towards another company,
but after Jerry Zucker saw the photo-collage work I do, he seemed determined
to have me do the job. Which was incredibly flattering. We actually
pitched several approaches ranging from cel to CGI. One concept had
the celebrity character faces mapped into little drawn rat bodies. In
the end Jerry wanted nothing but photo collage, so I made these photo-collage
caricatures, and then in Adobe Photoshop we constructed them into fully
functional digital puppets which hinge at their joints and are complemented
by additional replacement photography for special expressions.
CM
Wild Brain has worked a lot in spots, but how did you wind up doing
the title sequence for this movie?
Tortolani
I had done some animated title sequences for TV shows and short films,
but this is my first feature film job. I hope to do more feature film
titles; it's very rewarding to see your work on the big screen. Film
resolution allows for a lot more detail and a lot more information to
come through. The characters in this piece are small, but at film resolution
you can see every blink and expression. TV resolution doesn't afford
such attention to detail. Film creates a larger experience.
CM
Do you use Macintosh for all of your work, or was this simply a project
that you thought would work more smoothly on the Mac?
Tortolani
I tend to lean towards the Mac for all my work, but I am not an exclusively
Mac director. I like Macs because the interface is so well designed
that I can think about the art and not about how to work the computer.
They must have had artists in mind when they created the interface because
it allows one to get right at the objective. I have created lots of
animation without computers (stop motion, tabletop shoots, line drawings/painted
cels direct to film, etc.), as well as animation created completely
in a computer 3D environment. I love it all, but the Mac is where I
am most at home. I am really comfortable designing on the Mac. I was
fortunate enough to be right on that Macintosh wave while at Parsons
School of Design. I remember when Photoshop came out and blew everyone
away!

Work in progress: Character development
for Rat Race's title
sequence. Click image for larger view.
Eric
Schweickert Wild Brain has a number of different platforms
for different departments. Our CGI animation department is, for the
majority, Unix-based using SGI machines. We also have a 2D Ink and Paint
department that works exclusively in Unix. The Mac for all intents and
purposes is the broadest tool from concept to post. The Mac's ability
to read and write files and share directories in both Unix and Windows
platforms allows it to be at the center of the majority of jobs we do.
In the case of Rat Race, it was perfect because of the portability
of complex multi-layered images from Photoshop straight into After Effects
and the ability to update those Photoshop files through the course of
production without extraneous importing.
CM
Tell me about the puppets. How did you create them? And why did you
do them in Photoshop?
Tortolani
The puppets were created for economy. You know the expression "necessity
is the mother of invention?" Well that's the deal here. My previous
collage work had consisted of all replacement photography, which provides
a similar but different effect. Replacement photography obviously requires
a whole lot of photographs. A lot of work goes into the photo shoot,
and prepping of the photos, isolating the necessary hundreds of replacement
parts, etc. This job had a tight budget and not a lot of time. Plus
we had a lot of celebrities, yet only about four to five images of each
celeb. So the puppets allowed us to create a basic body that could be
used for most poses, and then we replaced the heads and hands and feet
to create the wacky expressions. We also did a lot of work tweaking
facial expressions at the pixel level, little tweaks to eyebrows, eyeballs
and mouths.
Schweickert
You have to look at the pros and cons of 3D models versus 2D puppets.
The nature of photo-collage animation is that it is meant to appear
as flat photographic images mimicking live action with short choppy
motion. By replacing specific body parts or puppetting those parts,
you achieve a surreal photo character experience. Most of the motion
lies on the X and Y axis. In a 3D environment, one could only utilize
the rigging of a puppet for animation and some inverse kinematic functions
for keying poses, but there would be a horrendous job of transferring,
conforming and mapping hundreds of body parts onto planes. The account
of Z space would be lost. Our 2D puppets in Photoshop and After Effects
eliminated any cross platform file transfers as well as having to single
out each body part as a separate file in a character's library. With
Photoshop, an entire character's library of body parts could be summed
up in one Photoshop file. Furthermore, each body part could maintain
its own unique qualitiesfor example scale, foreshortening and
anglewithout having relational distortions to other body parts.
We were able to literally build some poses in Photoshop, import them
into After Effects and key the next pose and let After Effects do the
inbetweening. For the majority of the animation, we used free-floating
puppets, which could be positioned into most any pose.
CM
And you used After Effects 5 for all the animation?
Tortolani
Yes! After Effects rocks. It's been my tool of choice for several years
now. When After Effects 5.0 came out we were on the fence about whether
to stick with 4.0 or 5.0 for about five minutes. The team all knew 4.0
quiet well, and sometimes the software version you know is safer than
the version you don't. But once we heard 5.0 had improved layer parenting
(helpful when you've got literally hundreds of layers) [and] more 3D
functionality (for our multiplane moves) and could allow us to work
in 16-bit space (necessary for film color matching), we were sold on
5.0.
Schweickert
We Started the job in After Effects 4.1, but after testing 5.0, we realized
that the new functionality of "Parenting" was going to save us tons
of time. In addition, The new version of AE 5 has a better ability to
create and convert Cineon files, which was our final delivery format.
This was especially useful for the interior Casino shot that seamlessly
transitions from the photo-collage world into the live action world
of the film.
The negative of
the first scene of the movie was scanned at Cinesite and delivered to
as Cineon files. We were then able to import those Cineon files into
After Effects 5.0 and view what are normally 10-bit logarithmic color
files in a 16-bit linear color space. As long as we replicated the color
space in 16-bit linear identically, it would then go back out to 10-bit
logarithmic Cineon files without any color discrepancies for the film
out.
AE 5.0 also had
no problems handling RAM previews for our outrageous 2.35 aspect ratio
for anamorphic film projection. Each frame translated to 1,828 x 778
pixels. The entire title sequence was 4,238 frames long, or roughly
3.25 minutes of animation. At one point there was a single After Effects
composite that encompassed the whole title sequence with literally between
75 and 100 sub-composites. Our final sequential file delivery for film
out was over 75 gigs. AE 5 was a champion. We normally never switch
applications in the middle of a job, but in this case, it was still
very early in the creative stages.

Work in progress: Parenting character
parts in After Effects.
Click image for larger view.
Parenting in After
Effects 5.0 was a blessing. It allowed us the ability to not only parent
one specific feature of puppet like a character's head, but also allowed
us to parent nested composites such as a pre-comped library of hands.
If you align the anchor points of all the hands in the pre-comp library
to the same x and y coordinates, then you can puppet the whole library
and merely use opacity keys in the pre-comp to change hand poses as
needed. Parenting also allowed relative scaling for some of the more
forced perspective shots that give that title sequence and extra stretch
of reality.
As far as expressions
are concerned, we did do some research into some inverse kinematic expressions
for ease of posing the puppets, by which one can move the furthest extended
tangent object, and the rest of the parented objects would follow. We
found that the expressions we tried were not dynamic enough and had
limited rotational movement. It required further scripting and research,
of which we had no time to develop. In addition, we had experienced
animators who had already done this style of animation in After Effects
4.0, so it pragmatic to work without using expressions on account of
the limited schedule.
CM
Had you done anything similar to this kind of animation prior to this
Rat Race project?
Tortolani
Yes. I have done a few other projects that were similar. One
was Reality Chick for Oxygen Networks. It was an animated TV show about
a pregnant superhero. She and her cast of characters were also created
using digital puppetry. I was fortunate enough to have the same team
of After Effects Animators on this job (the incredible Jason Yen, Jance
Allen and Tau Geber). Because they had worked on Reality Chick, we were
way ahead of the game. The animation these guys can do in After Effects
was what made this project so good. They really brought it to the next
level.
CM
What kinds of animation have you been involved with in the past?
Tortolani
I started out doing cel, but in the last five to six years I have started
to specialize in this photo-collage medium. It's still labor-intensive
like cel, but it's got its own set of issues. It requires actual photography,
which usually means actors, wardrobe, lighting, film, processing [and]
scanning before any character design or animation even happens.
CM
Is commercial work just dead in New York right now? Do you think it
will pick up again soon?
Tortolani
No, commercial work isn't dead. It's a concern to everyone when things
slow down. A lot of people get frightened, and some companies go under.
But stresses such as dips in the economy also strengthen the industry.
You know, survival of the fittest? I think we were living a little too
high on the hog there with all the inflated media commerce. Now its
time to regroup and see how we can be more efficient and cost effective.

Work in progress: The Cineon view.
Click image for larger picture.
The difficult thing
about animation is that the profit margins are smaller than with live
action commercial work. Clients want more control over animation work
because they know you can tweak every frame, and generally we do. Still
it becomes absurd when you are watching a spot and an agency art director
pauses on a frame and scrutinizes the composition of a single frame.
Live action rarely falls under the same scrutiny. Still we roll with
it and make the best of it. It's generally a labor of love around Wild
Brain. The studio attracts artists who are about the quality of the
work. If they were all about the cash, they wouldn't be in this business.
CM
What about studio work? Everybody seemed to rush to get projects done
before the strike deadline, so there's been a bit of a lull. Do you
see that picking up again?
Tortolani
Yes. I do see it picking up again ... slowly. But I so think the SAG
strike did some serious damage. Lots of motion picture work left the
U.S. and went to Canada and other countries. I was pissed about the
strike, it didn't help anyone I know. A lot of people in the business
got hurt. Rushing work in under the deadline probably affected the quality
of the work to some degree. This summer has been pretty hurting for
a good movie. Rat Race was a refreshingly good movie. I hope
people talk it up; it's a good movie that you can bring the whole family
to and still laugh hard.
CM
What are your plans for OS X migration?
Tortolani
We're waiting for the software to catch up. I am looking forward to
the Linux-based 3D packages porting over to the Mac. That will be nice.
Schweickert
Right now we have an R&D G4 running OS X where we're experimenting
with carbonized apps, albeit few. Until our set of Adobe tools passes
the OS X test without failure, we'll be sticking to OS 9.0 and 9.1.
Schweickert has worked
at Wild Brain for five years. In addition to his work in animation, he
has an extensive background in prepress design. His projects include The
Adventures of Rocky and Bullwinkle; commercial spots for Sony, Nike
and Coca-Cola; and a CG short film called Hubert's Brain, for which
Schweickert did the title design.
Tortolani joined Wild
Brain in 1999. Since then, she has directed commercials for Midas, Mattel,
Nabiscos Ritz Crackers, Loup Connect and Parfums de Couer, as well
as station IDs for Noggin Network. Her recent projects at the studio
include "Guilty As Sin," an original Web series for wildbrain.com, and
"Reality Chick," a television/Internet series for Oxygen Media Networks.
She came to Wild Brain from @Radical Media in New York, where her work
included projects for Nike NYC Basketball, Coca-Cola, Microsoft, Ford
and Hardee's. Her animation work also includes a 55-minute animated program
installed with a synchronized light show and surround sound mix at Universal
Studio's Marvel Mania Theme Restaurant in Hollywood.
For more information
on Wild Brain, visit http://www.wildbraininc.com.
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Rat Race Title
Sequence Credits
PRODUCTION COMPANY: Wild
Brain Inc. (San Francisco)
TITLE DESIGNER: Julia
Tortolani
EXECUTIVE PRODUCER: Jeff
Fino
EXECUTIVE PRODUCER/COMMERCIALS: Paul
Golden
PRODUCER: Sandra
Kimberly
TECHNICAL SUPERVISOR: Eric
Schweikert
STORYBOARD ARTIST: John
Korellis
PHOTOSHOP ARTISTS: Scott
Adams, Kevin Bell, Kristen Borges
MAC COMPOSITE ARTISTS: Tau
Gerber, Eric Schweikert, Jason Yen
AFTER EFFECTS ARTISTS: Jance
Allen, Tau Gerber, Eric Schweickert,
Jason Yen
TYPE DESIGNER: Jeff Jankens
EDITOR: Alex Hauser
ASSISTANT EDITOR: Ellen
Schade
PRODUCTION MANAGER: Chris
Bohn
MUSIC: Baha
Men
COMPOSERS: Rick Chertoff,
Jon Carin, David Forman
MIX FACILITY (RECORD): Pie
Studios (New York)
MIX FACILITY (FILM): Hit
Factory (New York)
POST PRODUCTION: Cinesite
(Los Angeles)
CLIENT: Zucker
Productions (Santa Monica, Calif.)
DIRECTOR: Jerry
Zucker
PRODUCERS: Jerry
Zucker, Janet Zucker, Sean Daniel
POST PRODUCTION SUPERVISOR: Kiki
Morris
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Dave Nagel is the producer
of Creative Mac and
Digital Media
Designer; host of several World Wide User Groups, including Synthetik
Studio Artist, Adobe
Photoshop, Adobe
InDesign, Adobe
LiveMotion, Creative
Mac and Digital
Media Designer; and executive producer of
the Digital
Media Net family of publications.
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