• {digg}
    Everything about Beowulf is extreme: The legend itself, the old-English bane of high school and college students, which turns humans into gods and heroes. And now, the film, which takes that legend and twists it into an immersive, stereo-3D reality where human-powered animated characters become fallible heroes who fight strangely sympathetic monsters, and slay golden dragons.
    Sony Pictures Imageworks created the bawdy epic under Robert Zemeckis’s direction for Warner Bros, which reportedly poured US$70 million into the production. People will make comparisons to 300, a now legendary film about other historical heroes who fight naked battles, but of course, Zemeckis cast Beowulf’s stylized characters from an entirely different mold.
        
      

    To develop the stylized look of all the characters, Imageworks organized a human look development team. “Their job was to create standards,” says Jerome Chen, visual effects supervisor at Imageworks for the all-CG film. “We needed to bring the characters to a level of realism where they were lifelike enough to make the performance compelling enough to engage you in the story.”

    To create the compelling performances, Zemeckis directed all the CG characters by capturing the action of actors on stage. To do this, Imageworks built a 25 x 35-foot stage and surrounded it with 244 Vicon MX40 cameras positioned to capture data from as many as 21 people at a time.  “We had a version of Vicon’s Blade software customized for us,” says Demian Gordon, Imageworks’ motion capture supervisor.

    Capturing Characters

    Actors wore markers on their faces, bodies, and hands, and in addition, a device called an EOG captured eye movement. To help the actors deliver a realistic performance, the crew provided costumes made from transparent material so the cameras could see the markers, and filled the stages with markered props. By the end of production, the motion capture crew had captured data from more than 250 props.

     
      
      
     
  •  
      

    Data from the actors’ body markers, 78 on each actor, recorded by 44 cameras dedicated to realtime capture, streamed to offstage computers where data checkers and a “Director’s Layout” crew prepared shots for Zemeckis to review each day. Working in MotionBuilder with a camera operator who manipulated a virtual camera using a real camera head, Zemeckis laid out the camera moves and tweaked the shots.

    “He would have a rough idea of the shots on set,” says Sean Phillips, digital effects supervisor, “but when he had the CG characters in MotionBuilder in a rough environment, he could refine the shots. The characters were walking in realtime and he could move them in realtime.”

    The refined shots went to editors who cut them into sequences on an Avid. Data integrators tweaked the data in MotionBuilder and then applied it to higher-resolution rigs in Maya for the animators adding matching data captured from the actors’ eyes, faces and hands.

    Animation supervisor Kenn McDonald oversaw the data integration, that is, the application of the motion capture data to the characters’ bodies and faces. “We captured performances for all the characters except the dragon,” he says. “Teams of specialists did the solves, cleaned up the data, and applied it to the rigs.”

    One team worked on the body performances and another on facial animation. McDonald worked closely with both to adjust the data – tilt the head toward camera, tweak a smile, and so forth – before it moved on to the animators.
        
      

    Monster Moves
    Applying the data wasn’t always a one to one match. For such characters as Grendel’s mother (Angelina Jolie) the CG model closely paralleled the human actor. Fifty-year old Ray Winstone, a five foot ten inch actor, however, plays Beowulf, a six foot three tall hunk of a Viking. And the most extreme difference is the 12-foot tall monster Grendel played by normal-sized actor Crispin Glover.

    The team used the same techniques to animate, skin, clothe, groom, and render all the characters, but of all the characters, Grendel represents the most extreme in animation and character design – human, but not human.

    Now only was Grendel much bigger than Glover, one arm was longer than the other, and his face was asymmetrical. “That made the animation, in the end, asymmetrical,” says Sebastian Kapijimpanja, senior character animator.

    Animating characters that need to match a performer precisely has its own challenges, but animating a character with a different physique to match a performer is particularly difficult. “Robert [Zemeckis] saw the performance he liked on the shooting day and that’s what he wanted on screen without too much interpretation,” says Kapijimpanja. “So, that’s where the creativity came in, in making the performance work on an asymmetrical character. It was all tweaked by hand.”

     
      

    More so than with the digital humans. “For the humans, we stuck with the captured performances,” says McDonald. “But we used the performance capture only as a basis for Grendel. We had to work it over so much.”

    Kapijimpanja started with body capture that he used for blocking and with the facial capture. “A lot of the body stuff worked really well. With facial expressions, we sometimes worked on top of what was captured and sometimes not.”

    To create facial expressions for Grendel, as with the other characters the animators used video reference as well as the performance capture curves. “We had a camera dedicated to capturing close ups of the primary performers,” McDonald says. “And within a Maya scene file, had the video on image planes. The animators could bring up the high res video to a large size and compare the facial performance frame by frame.”

    All the facial rigs start with the same generic system, but with controls added and nuances dialed in for each character. Because McDonald came up with the idea of paralyzing one side of Grendel’s face, the monster’s facial rig had limited movement on that side of his face. “When we applied the performance capture data, the rig limited the range of movement,” says McDonald.

    Meet the Artist now on CGTalk. Talk to Kenn McDonald and discuss the 'Beowulf' production.

     
      
      

    Kapijimpanja worked with two monitors. One played Glover’s reference video, one had Grendel’s model. For facial expressions, he’d start with the motion capture, dial down the paralyzed side, and then look for the key frames. “I would do a playblast, look at the performance, and choose the key frames,” Kapijimpanja says. “Then, I’d emphasize the poses and rebuild the performance, layering detail on top of detail, triggering the muscles, until I came up with something that looked good.”

    He spent less time refining Grendel’s body performance. “I might have exaggerated the performance when Grendel was leaping through the air, because the capture wasn’t as exciting as what we can do, but it was pretty much always Crispen [Glover],” Kipijimpanja says.

    Kipijimpanja also animated other characters in the film, including Beowulf and Hrogarth, but Grendel was most interesting. “I had a little more freedom working with Grendel,” he says. “It was fun. He was mean from the perspective of the humans, but he was kind of tortured. He’s both a child and a monster and we see both sides in the film. He’s grotesque, but he’s loved by Angelina’s [Jolie] character.”
        
      
  •  
      

    Beautiful on the Inside?
    You’d think that with a mother who looks like Angelina Jolie, Grendel might have been a handsome brute, but no such luck. Brian Steiner, CG supervisor at Imageworks, worked on Grendel’s look development.

    “Doug Chaing had done concept work but there were a lot of images and we’d hear, ‘We like this part of this image and that part of that image,’” Steiner says. “So, we did some of our own concepts based on that. Once we had some models, we painted on top in Photoshop.”

    Grendel, Grendel’s mother (Angelina Jolie), and the dragon (aka the golden man) have a glittering characteristic in common - a golden sheen. Grendel’s mother appears to Beowulf coated in gold, Grendel and the dragon have golden scales.

     

     
      
      

    “The idea behind Grendel,” says Steiner, “is that he is a malformed version of the other characters, that he was meant to be one of those creatures, probably a dragon, but he ended up being tormented. He tears off his golden scales, rips holes in his flesh, and he has areas of torn-away flesh, raw skin, and different layers. Our job was building all those layers and figuring out how to get them to work together without becoming too complicated.”

    Imageworks uses Maya for modeling, with ZBrush adding details. In addition, the Beowulf pipeline included MotionBuilder, Houdini, Photoshop, CINEMA 4D, RenderMan, and proprietary lighting and compositing tools. Most of Grendel’s layers are texture maps, but some of the detail is in the model, and some in displacement maps.

    “When the skin is torn away, it reveals another layer,” Steiner says. He might have a scab where he peeled away some scales and the skin next to that might have a fresher wound where you can see fat and muscle. The edge might be tattered where it transitions into layers under the skin, but most layers have discreet boundaries.”

    The artists painted separate maps for each of the layers – pieces of bone, raw meat, fatty tissue, skin, scab and scale – to control where pieces show through. Sometimes the model dictated what parts would show. For example, you can see exposed organs and intestines in Grendel’s midsection. And on the right side of his face, the paralyzed side, you can see muscle tendon in an indentation.
        
      

    “That was a combination of modeling and texturing,” says Steiner. “We modeled a big crevice in his cheek and then put tubes through it for muscle fibers. In the back, we painted more muscle fibers to give it depth. To blend those in, we fanned out the edges and turned them more into tendons.”

    Most of the painted texture maps were 4K resolution, although some on the face were 8K. Touchups with projection paint fixed places that showed up larger than expected in a shot.

    Each layer had two sets of displacement maps, one for gross displacement and one for fine detail. In addition, each layer had a color map, a specularity map, maps to control the amount of subsurface scattering, and isolation maps to control specific areas. “When we were all done, I think we had around 50 maps for him,” Steiner says.

    Getting the displacement right on the scales to have them look like they overlapped was particularly difficult. “They are tricky to paint,” Steiner says. “The painters had a pattern that would align itself in the direction they were painting. Also, the scales had more maps than the other layers. We used RGB channels in Photoshop.”

    One map provided random values so that some scales would render with a waxy look. Others controlled the look of the edges of the scales. “We had a soft one for the front edge, a couple put different specular qualities on the edge, and some made the scales hazy on the edge,” Steiner says. “We also had a grad over the scales so let them go darker toward the top.”

    And then, they added “goop.” “We wanted to have different levels of moisture on each layer, with dry skin, very dry scabs, wet fat and wet meat layers,” Steiner says. “But in the end, they wanted to see more wetness, so we built a goop layer with a thick wetness and put it over everything except the scales.”

    All the grotesque goop, scabs, scales and torn flesh pushed Grendel further and further away from man who played the role. “That was one of the difficult things in look dev,” says Steiner. “We wanted him to reflect a little of Crispin Glover’s look because he played Grendel. So some of the hard work on his face was adding Glover’s look.”

    Glover’s hairstyle helped. Grendel and Glover both part their hair on the left side. “We made him semi-balding,” says Steiner, “with patches of hair coming down over his face to help define his look.”
        
      

    Like the other human characters, Grendel also has body hair. “We did a full pass of body hair, whether peach fuzz, or arm hair and chest hair on all the characters,” says Phillips. “Even the female characters have fuzzy body hair. Without that, they feel synthetic.” Grendel’s body hair is wirey and crinkled. “The main thought was that there are a lot of backlit dark shots, so the rim lighting would catch these hairs.”

    A hair and cloth team led by Sho Igarashi developed methods for moving hairstyles from one character to another in the large population of human actors, and give the characters their scruffy century look. “We also had specific rigs to nudge the hair in certain ways, so we could give Jerome [Chen] what he wanted,” Igarashi says.

    For clothes, the team cut patterns that matched costumes created for the actors, and then built simulation models from those patterns. To handle the interaction between clothes and hair, Igarashi had one person work on both simulations per character.

    “When Grendel attacks, there are hundreds of people watching,” says Chen. “It was a huge challenge to make all the characters feel real enough to not be distracting.”

    This is the third time Imageworks has created an entirely CG film by applying performance capture data to digital characters and putting those characters into an entirely CG background. Polar Express was the first, Monster House, which received an Oscar nomination for Best Animated Feature, was the second.

    “We took what we learned from Polar and Monster House and applied it to this film,” McDonald says. “Beowulf is a huge leap ahead of the other films. We really stepped up. The look is stylized, but moving toward realism. I’d like to do another, to apply what we’ve learned to another film. We’ve set a bar to aim at.”

    Some people might question why Zemeckis didn’t film Beowulf rather than use animated characters. Beowulf’s animation supervisor has an answer: “Even though it feels like live action, there were a lot of shots where Bob cut loose,” McDonald says. “Amazing shots. Impossible with live action actors. This method of filmmaking gives him freedom and complete control. He doesn’t have to worry about lighting. The actors don’t have to hit marks. They don’t have to know where the camera is. It’s pure performance.”
        
      
      

    Related links:
    Meet the Artist on CGTalk. Kenn McDonald, Animation Supervisor.
    Beowulf site
    Sony Pictures Imageworks
    Warner Bros.
    Paramount Pictures
    Vicon Blade
    Autodesk MotionBuilder
    CGTalk MotionBuilder thread
    Autodesk Maya
    CGTalk Maya thread
    Pixologic ZBrush
    CGTalk ZBrush thread
    Side Effects Houdini
    Adobe Photoshop
    CGTalk Photoshop thread
    MAXON CINEMA 4D
    CGTalk Cinema 4D thread
    Pixar RenderMan

    Discuss this article on CGTalk


        
     .0

blog comments powered by Disqus

The Society

The CGSociety is the most respected and accessible global organization for creative digital artists. The CGS supports artists at every level by offering a range of services to connect, inform, educate and promote digital artists worldwide

Contact | Privacy | Advertising | About CGS