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Spotted these on fxblog. Very informative stuff incl a cut Phoenix sequence.
From VFXWORLD:
http://vfxworld.com/?atype=articles&id=2897&page=2
From VFXWORLD:
Source: http://www.vfxworld.com/?atype=articles&id=2897&page=1X-Men: The Last VFX Stand
The VFX stakes were definitely raised for X-Men: The Last Stand. Tara DiLullo discusses the challenges with Cinesite, MPC and Weta Digital.
By Tara DiLullo
[ Posted on June 01, 2006 ]
Eleven vfx companies were called to duty for X-Men: The Last Stand. All images and © 2006 Twentieth Century Fox. All rights reserved. X-Men character likenesses and © 2006 Marvel Characters Inc.
When it came time to prepare the last of Foxs mutant-themed trilogy, X-Men: The Last Stand (which broke box office records during its Memorial holiday debut), there were some firm absolutes: One, there would be the addition of new mutants, including impressive examples of their powers in action. Second, the eye-popping visual effects set pieces would raise the bar. Third, the scale and the mortal stakes for the X-team would be raised as well through the complex vfx sequences conjured up by writers Simon Kinberg and Zak Penn. Their epic ideas proved to be so vast and challenging, that 11 visual effects companies were hired. Vendors such as Soho VFX, Framestore CFC, CIS Hollywood, Rhythm & Hues, New Deal Studios Inc., Kleiser-Walczak, Hydraulx and Lola Visual Effects all contributed work to the film, with The Moving Picture Co. (MPC), Cinesite and Weta Digital contributing the largest sequences. The latter three companies will be the focus of this article.
Cinesites work in the Danger Room required showing the transition from VR training to reality.
Cinesite: The Danger Room
Responsible for the opening sequence of the film, Sue Rowe, visual effects supervisor for Cinesite, details that their participation on Last Stand was a project they aggressively pursued. We were keen on working on the show as soon as we heard it had been green lit. Cinesite had worked on both previous films, with Cinesite L.A. having done the majority of work on X-Men 2, so we had a good understanding of the shows needs. Also, the overall vfx supervisor, John Bruno, was a good friend of Cinesites, as we worked on Alien vs. Predator with him a year before.
Explaining the specifics of their contributions, Rowe offers, We did the more unique, boutique-type shots rather than whole dedicated sequences, which was great as we were able to enjoy the creative process more with Bruno. The film was spread across the globe and we all got a selection of shots, some more challenging than others. There was previs work to follow as a guide and, in some cases, we stayed with it and in others we were able to embellish the original concepts.
For example, the film opens with the Danger Room, which has not been seen before in the earlier films. The concept was to go from a VR training program, which then reveals itself to be an empty set. Ironically, we really go from a real set with CG lasers and missiles and fireballs into a totally 3D environment. Here the concept was to dissolve into a wire frame to show the transition from VR to reality. We discussed a design concept with Bruno and he liked the idea. We used a graphic visualization of point cloud data, which brought the concept right bang up into todays software capabilities. The actual room that is revealed is a 3D build. We made it dark and moody with a sexy brushed metal floor. The scenes no longer dissolve from one to another; the structures diminish into particles, which have an eerie x-ray quality to them. Bruno loved it he said it was *****in-tastic! she laughs.
Thrain Shadbolt, Cinesite CG effects supervisor, adds, We modeled the live-action geometry in the plate, then used RenderMan to create point clouds of the geometry. This was read into Maya as particle systems using custom scripts, and then animated within the shot using Mayas dynamics tools and particle expressions. This was combined with a more traditional wire-frame look to give the appearance of the structures dissolving as the virtual environment gave way to the real world. Many layers of particles were used in addition to the multiple layers of motion control.
Cinesite also created a number of X-jet shots after shooting the plates in the Canadian Rockies.
As for other sequences created, Rowe says they also did a number of X-jet shots. The plates were shot in the Canadian Rockies, so the photography was spectacular! Asked their biggest challenge, Rowe admits, Time constraints and a very fluid brief! We had a team of about 30 working in small teams; I think thats the best way to work when your creativity is what drives you. Even the conference calls to L.A. every night were amazing. We showed our work via Rising Sun Researchs cineSync and then discussed the shots eye-to-eye, via a web cam every evening. Our vfx producer Martin Gabriel was incredibly organized, which is imperative on a production this size, so it was a pretty dynamic production on both sides of the water. We already have an established smooth 2D/3D pipeline and now we can work with any time zone now! Also, I think the relationships we have built on this film will mean Cinesite will be seen as an individual creative place to bring your work rather than just for its capacity.
MPC: Dark Phoenix and the Exploding Lake
Bruno also went to recent collaborators MPC to take on key vfx sequences for the film. Nicolas Aithadi, visual effects supervisor at MPC, explains how they were drafted onto the project. We were supposed to do a lot more than what we ended up doing. In the beginning, there were less visual effects companies, maybe three or four, so the movie was divided into bigger pieces. Quite quickly, we all realized the time we had to do the effects, it was too big and we had to give up on some of the effects and concentrate on what was possible in the time, because it was a really short project in terms of time. For the biggest sequence we did, we got the shots somewhere in December and had to deliver them in March. It was quite tight in the schedule so we preferred to concentrate on what we could do.
MPC created and destroyed the all-CG den for the violent fight between Dr. X and Jean Grey in 90 shots. The vfx house put together a visual bible of the actual set and broke down the images using proprietary software.
Able to select the sequences they were to keep, Aithadi reveals the work they asked to create. We worked on six sequences ranging from effects, like replacing windows, to the biggest and most challenging sequence featuring Dr. Charles Xavier (Patrick Stewart) and Jean Grey (Famke Janssen). For that, we had to create an all CG environment, which was the den inside Jeans house. We had to completely create it and destroy it. It was the biggest sequence in terms of shots 90 shots. The idea was that Jean is in her house and Xavier and Magneto (Ian McKellen) come to see her. She is possessed by the Dark Phoenix that makes her do things that she cant control. She loses herself and starts destroying her environment, starting by atomizing the walls. We had to create a system to actually peel the wallpaper off and break the plaster and wood planks underneath. It was one part of the effect. The most challenging part wasnt destroying, because we do that a lot, but the challenge was making the inside of the room look like a mundane room in the house. It was the most complex thing to make a table look like a table. It ended up being a big challenge. Its easier to do a creature than a table, he laughs.
We spent a lot of time looking at details, like adding plugs to the lamp, hundreds of books or any number of details, he continues, They initially shot in an actual set and we went to Vancouver and we took thousands of pictures of the actual room from which we created a bible showing each corner of the room. We started to break down the whole thing using proprietary software. The first one was called PAPI, and it was built for Kingdom of Heaven. We used it to break the siege towers and its a rigid body dynamics system. Everything that was flying or being pushed or falling was animated with PAPI. We then created another tool, which was a soft-body dynamics system, which allowed us to take the wallpaper and draw black-and-white mattes, deciding which part of the wallpaper was actually peeling off. If it was white, the wall wasnt peeling, if it was black the wallpaper was peeling and if it was gray, it was peeling off but stayed attached to the wall. So the whole thing needed to be choreographed.
The whole sequence was maybe 10 minutes and there were 30 shots of wall, so we were sending the sequences to John Bruno and we were working on all the shots at one time to make sure the continuity was working. It was quite tedious and once we, and John Bruno, were happy, we segmented the whole thing into different shots and we went back and had to do detail on each shot. That was just for the walls! We had to do the same thing for all the furniture, with chairs breaking and pieces falling off. We added some shattering capability to our proprietary software and we, by hand on the CG model, controlled where it will break and the kind of debris it would create. The first pass we did, the breaking chairs were looking like marble because they were breaking like stone. It was those kinds of interesting details that we had to work on to make it more realistic. One of the things that made us happy is that when you look at the sequence at the end, people dont really know what we actually did that the whole thing is CG. There is a moment when Jean is standing up and soon as she does, everything in the room is computer generated except for the actors. Its really rewarding when people ask us, What did you do? and we can say, Everything!
http://vfxworld.com/?atype=articles&id=2897&page=2