Weekly Newsletter!

Sign up for Mac Alert, the weekly newsletter from the producers of Creative Mac. You'll get news, reviews, features and tutorials, all delivered to your e-mail box.

Sign up now!

 

Our Related Sites

Creative Mac

Animation
Animation Artist
Digital Animators

Audio
Digital Pro Sound

Design
Digital Media Designer

Presentation
Presentation Master

Streaming
Digital Webcast
DMN TV

Video
AV Video
Digital Post Production
Digital Producer
Digital Video Editing
DV Format
DVD Creation
Film & Video Magazine

Our Related User Forums
Creative Mac
View All Forums A-Z
Mac Sites We Like

Ramseeker PowerBook CentralMacinsteinLowEndMacMacs OnlyMacWindowsGo2MacMacSpeedzoneMacReviewzone

 

 

Q&A AUGUST 24 , 2001
Rat Race's Wild Titles

[Page 2 of 5]

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 qualities—for example scale, foreshortening and angle—without 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.

GO TO PAGE [ 1, 2, 3, 4, 5, Complete, Home ]

Post a comment or question on the Creative Mac World Wide User Forum!

Read More Columns.


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.

[an error occurred while processing this directive]