![]() (2006) First Flight: DreamWorks Stretches Its WingsRenee Dunlop finds out how directors Kyle Jefferson and Cameron Hood stretched their wings on First Flight, the first 3D-animated short from DreamWorks Animation. |
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Getting Started It was the perfect opportunity for the artists to stretch their wings in a direction they might not otherwise get to go. One artist was working at DreamWorks as a lighter, but on First Flight had the opportunity to set up master rigs. People that were working in technology could work as vfx artists. It also created a sub-culture. Studios usually work on large projects with a large team and artists can get isolated as they buckle down within the pipeline, but on a small project it’s a little club, and everyone hangs out to share ideas and work together. Jefferson and Hood experimented with a variety of looks before settling on the highly appealing impressionistic one of First Flight. One attempt was a “shower door” look, but they found they were losing a lot of the acting, where they couldn’t read the eyes, the small animations and the clarity of the silhouettes of the hands. The painterly style was inspired by artists such as Joe Soren, Ashley Wood and Odd Nerdum. With the help of Raymond Zibach, a DreamWorks top production designer, they came up with the signature style. “We felt the story lent itself better to that particular look, with what falls away from the camera and what is going to read clear,” Hood said. “We made a lot of choices that could have been risky.” Flight Takes Wing To help strengthen the darks, netting was included in the exposure pass, adding a variance to the black so there were small white dots throughout, so it was not just a flat dark shadow. “The result was the color had this nice moist and blended look,” explained Jefferson. “It helped to strengthen some edges and loosen others.” They also added elements to Swift when he was resurfaced, giving him a bright red nose, bright cheeks, bright blue eyes. “We overdid it so that when we blended the color out and put it back over top he had this nice storybook look, very natural.” Great Talent Music was one voice that was important in supporting the film. The directors experimented with a variety of styles trying to find the appropriate mood, playing music in the background as they developed the arc. When the opportunity arose to work with James Michael Dooley who scored The Da Vinci Code, they were thrilled. His score coupled with the story leaves the viewer with a smile and a tear. Jeffrey Katzenberg was just as enthusiastic about the project as anyone. Jefferson summed up one meeting: “There were times when Jeffrey was literally acting like The Bird. He helped us to step away from the canvas and take a look at the progress. It was a charming moment to say the least to sit on the couch and have Jeffery jump around like The Bird to help get things to read.” The Bird’s wings proved to be a real challenge, requiring enough mobility to convincingly open and close during two scenes. “That goal doesn’t sound like much but it takes a lot of real estate to give that much control,” Hood explained. It took roughly nine months to achieve the goals they set for the wings alone. In the end, they decided on three birds: one with wings closed, one open and one in transition.
The Final Shot When a scene is that complicated, even the best rig will fall apart. Enter Mitch Cockerham, who had experience with “reverse transformation” from working on The Polar Express. Reverse transformation is a sort of illusion trick where, in the perspective view where the animator works, everything looks fine, but the controls for the set are on the character. If they needed to move the Swift character forward, for example, they would grab the set control on the character, and move the set back. Swift wasn’t moving at all, but the illusion in the render is convincing. Flight Times The film is now traveling the festival circuit, showing in Vancouver, Seattle, Tribeca, Croatia, Winnipeg and Malibu. “Having people who have never seen the film emotionally connect with your work was really exciting,” Jefferson enthused. “We have been living in a world where we have been looking for mistakes, sitting too close to the canvas. We are getting calls from places we’ve never even been, but where the film is going to show. The film is now out there traveling, literally, with a life of its own.” Renee Dunlop has worked in film, games and multimedia since 1993. She currently works at Sony Pictures in Culver City, California, and freelances as a Maya lighting digital artist and as a writer for several trade publications. |
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