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    E. B. White’s charming children’s book, “Charlotte’s Web,” two of the creepiest critters in the barnyard, a rat named
    Templeton and a spider named Charlotte, save Wilbur, a humble pig loved by an adorable young girl, from the Christmas dinner table.

    The animals talk in this fairy tale (although not when humans are present), so for Paramount Pictures’ film ‘Charlotte’s Web’, visual effects crews played a major role. Wilbur the pig (Dominic Scott Kay) and most of the barnyard animals - the cows Betsy and Bisty (Reba McEntire, Kathy Bates), the sheep Samuel (John Cleese), and the horse Ike (Robert Redford) - are live action animals with muzzle replacements in 3D for lip synch. But Wilbur’s naturally repugnant rescuers Templeton (Steve Buscemi) and Charlotte (Julia Roberts) are always digital.

    Rather than dividing the film by sequence, visual effects supervisor John Berton chose to cast individual studios for the digital animals. Tippett Studios in Berkeley, California created Templeton, and Rising Sun Pictures in Adelaide, Australia concocted Charlotte and in doing so, created a rat and a spider that audiences could love.

    In addition, Rhythm & Hues, famous for its work on the ‘Babe’ films, handled muzzle replacements for Wilbur and all the animals except the geese. Fuel International (Sydney, Australia) flapped the beaks for Gussy and Golly the geese (Oprah Winfrey and Cedric the Entertainer) and animated CG baby spiders. Tippett handled beak replacements for the crows and created digital doubles for a few shots. And Digital Pictures Iloura (Melbourne, Australia) created Wilbur’s digital stunt double.

    “We couldn’t have one vendor do everything,” says Berton. “It wouldn’t have been cost effective or creatively effective. Tippett had the best Templeton. Rising Sun had the best Charlotte. We let each facility concentrate on what they were best at.”

    The strategy worked: Critics praise the film. ‘Charlotte’s Web’ has earned nearly US$70 million at the box office so far. And, crews who worked on the film recently received three nominations for Visual Effects Society awards: one for “Outstanding Visual Effects in a Visual Effects Driven Motion Picture” and two for “Outstanding Animated Character in a Live Action Motion Picture” - for Templeton and digital Wilbur. They’ll compete against ‘Pirates of the Caribbean’ and ‘The Fountain’ for outstanding effects, and ‘Pirates’ Davy Jones for outstanding character.

    All told, Digital Pictures Iloura, which created the “outstanding character” nominee digital Wilbur, worked on around 50 shots for the film. The CG pig does stunts - Wilbur gets tangled in a web and falls over, for example – as well as a few close-up emotional moments. For example: “When Charlotte says, ‘Wilbur, take a look around and tell us how you feel,’ that was a digital pig,” Berton says. “We didn’t have footage.”

    But, the two CG characters with the most screen time were the rat, brought to life at Tippett Studio, which is well-known for its animated animals, and the spider, which was Rising Sun’s first CG title character.

    Tippett Studio’s animated dogs, cats, bears, bunnies and other animals have starred in many films and TV commercials, so creating yet another furry creature wasn’t the challenge; the studio’s “furocious” software, which works with Autodesk’s Maya and is rendered through Pixar’s RenderMan, would be up to the task. The challenge for the studio was in making the rat believable in scenes with the live action animals, even though Templeton talked and behaved in ways a real rat wouldn’t.

    Because filming took place in Melbourne, visual effects supervisor Blair Clark worked on set with Berton and director Gary Winick while Co-VFX Supervisor Joel Friesch managed the crew in Berkeley who built Templeton. Once the show moved into production, the two vfx supes shared the challenges.

    For reference, they bought a real rat from a snake vivarium, which they named Master Splinter. “The rat looked like Templeton,” says Friesch. “But Paramount wanted a white rat. We explained that white rats are lab rats.” Eventually, they compromised by giving Templeton a warm gray coat. Meanwhile, the real rat helped animators develop Templeton’s performance. In the film, Templeton scurries through the barn, drops down into his rat hole, runs across a net, through a tunnel, drinks from a wax soda bottle, wallows in buttermilk, and covers himself with caramel corn and mustard.

    At the studio, because the Tippett crew wanted to see real rat behavior, they didn’t attempt to tame Master Splinter. Sometimes to a painful degree: “We fed him through the cage to see how he tried to grab with his mouth and front legs,” says Friesch. “I got bitten six times and infected once. He bit everyone.”

    But, by filming and observing the real rat, the crew developed a sense of a rat’s heart rate and breathing, how a rat ran and crawled, and how he moved his muzzle and cleaned himself. Todd Labonte, Tippett animation supervisor, twice bitten by Master Splinter, also used video reference of New York City rats to develop Templeton’s gross body movements.

    “Todd and the animators were always walking a fine line,” says Clark. “Templeton is anthropomorphic - he interacts with props in a humanistic way. But he had to read as a real rat. They didn’t want him to act like Stuart Little, and yet he looks at mirrors and plops on beds.”

    Labonte drew that fine line by attending to tiny details, from the tail to the ears. “His tail was tricky,” he says. “A rat’s tail is extremely stiff and unappealing. A rat holds its tail off the ground and it looks fake, like a tree branch. We wanted it to be pleasing to the eye, to add follow-through. So, sometimes we stuck his tail in the ground or obscured it with straw and put on another next to it.”

    To control Templeton, animators working in Autodesk’s Maya used multiple rigs. With these rigs, they could, for example, move the rodent’s rear without affecting the front of his body and could give his tail inverse kinematics for ground contact, but forward kinematics for flopping.

     
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  • Labonte springs out of his chair to demonstrate some rat behavior. “Like all animals and babies, the rat leads from the head,” he says, looking left and right, his shoulders following. “The eyes lead everything with a slight delay.”

    Then, he continued describing how they animated Templeton. “When he decides to stop, his back legs pull up and he becomes a furry ball,” Labonte says. “He never stands; he pushes back on his haunches and sits. And when he’s walking on four legs, he has a particular waddle. He has a ton of butt motion - lots of junk in the trunk.”

    To create the waddle, the animators pushed Templeton’s pelvis up with each step. The rat would scoot, his pelvis would roll, and then the animators would pop his back legs quickly. “There’s a scene when he’s walking along the trough with that big butt that’s fantastic,” Labonte says. “His tail is there just for leverage, he couldn’t wag it like a dog or cat.”

    Templeton didn’t express emotion with his ears, either. “They’re just listening devices,” says Labonte. And, unlike Stuart Little, he didn’t gesture with his hands. “The finger work on Stuart Little was really cool,” Labonte says, “but it doesn’t work in the barnyard. We kept his hands like little mittens in front of his body.”

    For Templeton’s face, the animators used a series of small, incremental blend shapes. “There aren’t any brows, so we used a lot of sliding flesh on the forehead,” Labonte says. And, to keep him from looking too rat like and scary, the animators played him nose down - no teeth.

    “He has to do a lot with his nose,” says Labonte. “He has extremely small whites in his eyes. We didn’t make him wide-eyed, so we couldn’t do any eye rolls. And, his facial performance was often deadened by fur. It’s like if you cover your face in three-inch thick paste. It doesn’t telegraph subtlety.”

    When animators blocked out Templeton’s actions in low res, they could toggle a shell that gave them a sense of how much the fur would affect the silhouette. “We’d have him do his rat thing,” Labonte says. “He’d sniff, talk, move his nose back and forth. We’d make sure his metabolism matched the [voice track], and then we’d nail the lip synch. Steve Buscemi’s performance was so juicy that we never had to overplay the performance.”

    Although Templeton often appears in shots with other animals, usually the camera switches from one to the other because the scale is so different - particularly, when Templeton talks to Charlotte the spider. Sometimes though, characters created in various studios shared shots. Berton managed the compositing chaos at Paramount.

    “Everyone played ball,” Berton says. “Everybody understood that it was necessary to share images. We were very clear about what we wanted from the vendors so that everyone was sending the same file sizes.” Berton used iChat and CineSync, developed by Rising Sun Research, which allowed the studios to view dailies using QuickTime over the Internet - a particular advantage once Berton moved back to California while work on Charlotte and other characters continued in Australia.




    Because Wilbur, the unassuming little pig, befriends Charlotte, the spider helps save the pig from his predetermined fate as a roast pig for Christmas dinner. She does this by spinning words into her web. “Some Pig” woven into a web in the corner of the open barn door attracts the attention of the townspeople, which buys Wilbur a reprieve. When attention fades, Charlotte spins “Radiant Pig.” And then, well, that would be a spoiler.

    Nearly 300 people at Rising Sun Pictures worked on Charlotte and her web words over a period of around two years. “A lot of that time went into the design process,” says John Dietz, visual effects supervisor. “Because of the iconic nature of the story and everything it entails, she had to be motherly and endearing, but at the same time she had to be a spider. She had to talk to Wilbur, who was a real pig with face replacement, so she had to be real.”

    The crew started with concept art, moved to maquettes, and then began producing renders onto which they’d refine the design using Photoshop. Rising Sun uses Softimage XSI for modeling, rigging, and animation, 2D3’s boujou with Visual Appliance’s Hype to remove lens distortion for tracking, 3Delight, a RenderMan compliant renderer, and Apple’s Shake for compositing.

    To help soften her spider-ness, the designers gave the spider’s face a heart shape. They also moved her secondary eyes above her eyebrows. “She doesn’t have a nose or a mouth or anything else that translates to a human except her eyes,” Dietz says. “So we created sort of a human eye with an almond shape, but kept the dark hollowness of a spider. We used an off nodal rotation so the middle of the eye is set back. When her eye darts, it drags some of the skin on the outside with it.” In addition, sometimes the suggestion of a human iris and pupil is visible, depending on the lighting.

    By using the line between her fangs in combination with her eyes, the animators helped her look sad or happy by using the line to suggest a smile, for example. For lip synch, the crew used the spider’s fangs to imply the spider had a mouth behind. “The fangs are too big to hit every sound,” Dietz says. “That would be way too busy, so we have them move on the major phonemes. And, she does a kind of loose movement with the fangs when she’s stressed. The main goal was that the lip synch didn’t stand out.”
    Much of the animation effort went into Charlotte’s overall performance. Animators key framed the motherly insect, working with rigs that controlled the spider’s eight legs, each with four joints. “There were no short cuts,” says Dietz. “We could have done the animation procedurally, but it needed to be done right. Spiders are great because of their form; we took advantage of her eight legs to compose silhouettes. Directing that composition per shot made a big difference.”
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    There was one short cut, though: When Charlotte stepped on the web, her feet automatically adhered to the fine threads. The webs, it turned out, were more technically difficult than Charlotte.

    “Spider webs are pretty insane,” says Deitz. “They’re made of three different types of material. Anchor lines, which are hefty, hold things together like a foundation. The lines that spoke out are a different material that’s not as strong, but is more elastic. The spiral lines that have the glue for catching bugs are a little more gossamer and not as strong. Each material behaves differently and has a different look.”

    To create the webs and have the material move dynamically, the crew first tried cloth simulation software, but that didn’t work. No off the shelf solution could handle the combination of materials, let alone accommodate the spider’s mass. So, Rising Sun wrote custom algorithms that worked within XSI to provide wind dynamics and various controls.

    “The web moved quite a bit even if there was only a little bit of wind,” says Dietz. “The glue threads have a higher frequency movement, which causes it to billow on top. So, all the wind dynamics in the web use our proprietary dynamic engine.” And, when the spider walked on the web, her mass affected the dynamics.

    But as she walked, the animators could also affect the web’s movement with specific tools. “We could set the ‘on/off,’” says Dietz. “We’d attach the feet, they’d made contact, and then when they let go, the web snapped back. We could also control the stretch and pull.” When Charlotte first spins words into the web, the web has clean lines. By the end, the web is less precise to emphasize a particular story point.

    To render the gossamer threads, Rising Sun wrote shaders to control specularity and noise. “We rendered different variations of specularities in pie wedges so we could isolate different wedges and dial in the specularity sparkle in the composite,” says Dietz. “We did a lot of art directing on a per-shot level to get the magic we needed in the shots.”

    To render Charlotte’s translucent exoskeleton and the fur on her face and back, the crew used Mental Ray in XSI and then exported the data with a proprietary RIB exporter to move it into 3Delight.

    “We’re super proud of the final result,” says Dietz. “You always work hard on stuff, but we had good people who definitely understood the book and the nature of her character - that being so endearing and motherly was such a big part of the story, but also the unlikely friendship between Charlotte and Wilbur and how that friendship flowed off onto other characters in the story. I think the people here understood that and brought a lot of passion to it.”

    “We went into this film as effects artists in an effects company,” says Dietz. “We came out of it as filmmakers.”

    And that’s Some Effect.

    • Charlotte’s Web movie site
    • Rhythm & Hues
    • Tippett Studios
    • Digital Pictures – Iloura
    • Rising Sun Pictures
    • Fuel International (Sydney)
    • Rising Sun Research
    • CineSync
    • Visual Appliance Hype
    • 3Delight
    • Autodesk Maya
    • Softimage XSI
    • Pixar Renderman


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