Weta Digital Conference in Milan

Hey on 26.04.2004 Alias Wavefront, presenting its new software Maya 6.0, organized an event in Milan with Shawn Dunn from Weta Digital. He showed the making of The Return of The King, being involved in it for almost a year. I was there, and I was lucky enough to interview him! He is really friendly and forthcoming, even if he couldn?t say anything about ROTK extended or King Kong! However, before passing to the interview and the report, let me thank Oronzo Cilli of the Italian Tolkien Society who indicated to me the event, and to Alias which provided to me the entrance.

A brief interview with Shawn Dunn, Weta Digital Animation Technical Director.

-When did you join Weta digital crew? How was the atmosphere there?

I joined Weta Digital in March of 2003, it was during the postproduction of Return of the King

-Are you involved in the next Weta Digital projects, as KK?

Yes, I?m still working with Weta, and I?ll be there for another couple of years, so I?ll work on King Kong and the other projects.

-When you were working on Return of the King, did you feel as you were working on a eleven-oscars movie? Weta Digital must be proud of its 3 oscars in 3 years!

I think it. Working on RotK was an incredible experience. And I?m really proud to be involved into the project. When I got there and started to see the scenes that people were producing, I began to have the sense that I was doing something really, really amazing and huge. And you can look at it: look some of the shots, later during the conference. I was involved into that, I followed the making of that scenes step by step, but every time I see that movie on the screen, it makes me goose bumps! It?s pretty amazing being part of that team.

-What about your 2 thousand processors? Is it true they are actually onleasing? Who is renting them currently?

I don?t exactly know who is currently renting them, we have this huge rendering-wall, which is divided in two parts, and I know that we are currently leasing one of them. The other part we?ll use for our current projects, like I, Robot or Rotk EE. But be sure that for King Kong that render-wall will be really busy?

-What an average day involved during last year of postproduction?

Well, for ROTK I was the Animation Technical Director. My role was primarily to support the Animation Team, so I was building tools for them, I was helping them to solve the problems, making work flow? We worked a lot, many times we thought it was impossible. Some days we finished a scene and had to begin with two, and my work was to keep them working well.

-a very important question. The leader of the Mumakil that?s killed by Eomer. Was he totally real? Or totally animated?

I guess he was real only in really close ups. Anyway, it?s totally photorealistic.That?s real during the really close-ups. When he plays the horn, he?s real (p.s. in fact, during the conferende, we saw a live action plate with an actor in a bluescreen studio playing the horn). But in wide scenes, and when he?s shot by the spear, that?s completely cg. That scene, when he falls down from the mumakil, and the mumakil itself hurts another olyphaunt, is one of my favorites scenes.

-Did you animate the olyphaunts totally by keyframing?

Yes. It?s not something we can do motion capturing for, it’s hard to get an elephant to stand into a studio and so on?!

-speaking of the Extended Edition of rotk, we know that the new scenes have just been finished. How many new visual effects scenes have been added?

I can’t talk about that, sorry. How many more S.E. scenes? I can only say that they are a lot. When I left them they said to me: you can talk only about some things?these aren?t into that things. Just because isn?t released yet, you know…

-what about king kong and Evangelion?

All I can say is that we are working on King Kong?sorry

-No matter. Thank you very much and good job!

See you!

The conference was pretty amazing. He projected many parts of the movie, and explained how they did them. Many scenes were ?dissected?, so we could see how was the clean plate, and then, layer after layer, the finished plate compositing itself. It?s really amazing to realize how much work is behind this trilogy, especially the third movie. I?m serious: It?s really impressive the huge amount of work they had, and the passion and the devotion they invested during this years.

It began with a reel of clips from rotk, before that he spoke. The clips were the most important visual effects scenes of rotk, and obviously involved Minas Morgul, the trolls, shelob, the mumakils, the monsters pulling Grond, the nazguls and the Fell Beasts, Legolas on the Mumakil and? Gollum.

After that he explained the difference between Weta Workshop, which makes physical effects, and Weta Digital, which makes visual effects. He said that they are quite different, and even if now they work separately (W.Workshop?s working on Narnia and other movies, W.Digital made some scenes of Van Helsing and is working on I, Robot and the extended edition of Rotk), they?ll reunite for King Kong, which is currently on pre-production (Weta Digital is currently developing the technology for Kong).

For RotK Weta Digital had a huge amount of work, and it was a run against time.

They finished the last scene only one week before their last deadline. It had more than 1,527 visual effects shots. Whereas FOTRhad accumulated 7.5 terabytes of online data, and TTT 30 terabytes, ROTK amassed 72. They had 600 workstations and increased the amount of processors of 1200. He said that if they would processed the movie with only one of their 2,100 processors, it would take 11 millions years to render all the three movies. He showed, projecting the display of his personal computer, Weta Digital?s pipeline: a diagram that organizes all the steps of the postproduction of a movie. This is linked to a sharing of data that has to be really functional and quick, and to an organization of the data really tidy. Most of the creatures were modeled and animated using Alias? Maya, that software

was involved almost in every step of the pipeline (modeling, creatures, cameras, animation, environment?).

To make a creature they would do many sketches as first step, then sculpted many models in clay. Than Peter approved one, than they scanned it with ad high-resolution scanner by hand (unto 60 millions of polygons). After that they generated a low-resolution model and compared it with the hi-rez model. Between them they did many displacement map. The ending was a low resolution model easy to animate, but working in high-resolution (with a lot of details) when rendered. Gollum was animated in many different ways. They usually motion captured Andy Serkis: as we know, he acted on location with the other actors, and then re-acted all in a motion capture studio. Other times it was ?rotoscoped? on Andy Serkis, and other times was totally animated by key-frames. The face, for instance, was inspired by Serkis? acting, but was totally key-framed, using a library of facial expressions too. For RotK Gollum was really improved. He showed us that amazing scene that?s when he speaks with himself sleeping. He said that they improved the lips, as you can see in that scene they are stickier on themselves, wet, and more realistic in the dynamics. They improved the eyelids, the way they move and flow closing themselves; and the way the muscles swell: he said that they use a plug-in they wrote for Maya to make the muscle system of LotR models. For RotK they also worked on Gollum Model making that thinner and haggard, as the character evolves in the book. So it began even more difficult to transfer Serkis? movements on Gollum Model, because of the difference between the proportions.

Gollum was also the only creature that had close-ups needing an interpretation and some kind of ?presence?. For RotK, they improved their library to more than 600 different facial expressions.

He opened the Facial Animation System, and showed us some of the facial shapes. They used to combine and melt different expressions to make a facial animation, using keyframe.

But also every part of the face was animable separately: the eyes, the tongue, the lips, the eyebrows? The wireframe model of the head wasn?t a low-rez model, but a medium-rez, because of the complexity of it. Obviously the hi-rez details came from the displacement maps during rendering. He showed us many interfaces Weta Digital uses to organize the pipeline and the data. First of all there was the Weta Digital Manager, a database of models or scenes divided by movie. On the left there was the LotR section, the Van Helsing section, the I, Robot one and?the King Kong one. Obviously he opened only the LotR one, and I began to drool thinking that there was kept some of the early Kong CG models!!

Then into the Setup he showed us many models they made for LotR: Ents, gondorian soldiers or riders, digital doubles of the actors, the King of the Dead?s body?and the King of the Dead?s head! Thanks to that ?organizer? and that interfaces, every animator was able to search and obtain every kind of data or model he looked for. Every time someone finished to work on a shot, ?published? it on the Weta Digital Animation Publisher, so the shot could go to an higher step of processing.

The Fell Beast Model was really complicated to animate, because of the neck and the tail which were long and supple. Every time they moved them, they had to pay attention the dynamics wouldn?t make the model hurt something in the scene: a soldier, a building?

Shelob was really complex. They decided to change the position of the eyes (that in a normal spider are located in another part of the ?head?) because they wanted her to interact with Sam during the fighting. In that way she could see him during the fight. He said that when she rolls up Frodo in her web, that is totally CG.He showed the clean plate, which was shooted in studio with only stones and a painted background, and then they added the CG Shelob and Frodo. He said the web was really complex to animate. And the fight scene is almost totally CG, unless in close-ups. When Sam hit Shelob with his feet, he is real, Shelob is digital, and Sam?s feet are digital too!

The strange triceratops-beasts that draw Grond were something they go really proud. They appear only for few shots, but for that they produced sketches and models and worked a lot! All is digital there, Grond is a real miniature only in some close-ups. The Trolls were 6 and were different each other. They were really high-detailed, thanks to the displacement maps. The problem with them was that because of their size, they had to control everything worked ok, every movement they did. He showed us many scenes in which the Trolls destroyed everything, squashing people and launching soldiers, and said that some animators liked that ? really sadic!

Then he showed the destruction of Barad-Dur: that was a model, too, and they literally destroyed it. The pieces of the tower were animated using Particles Dinamics in Maya. He showed us their Eye of Sauron Model: it was made of 60 melted layers that formed a 3D texture, so that it was transparent and three-dimensional. We saw how they made the enormous ?hole? in the ground, as the tower explodes, and he said that it was all animation, not a miniature. He added that on the Black Gate we can see the Trolls of The Two Towers fall and die: they animated them, but almost nobody see them!

Showing us the enormous, magnificent miniature of Minas Tirith, he explained how they realized a digital model of it, but used only for pre-visualization and 3D environment to track Gandalf digital double during the raising to the citadel. He said that almost all the scenes with Minas Tirith were made with the miniature, because is more realistic: their motto was to do the most possible with real effects, because are cheaper and more real than digital one!

He showed how they carried out that amazing scene that?s the descent of the Nazguls on Minas Tirith: we saw the clean plate, that was made with motion control (that?s a technique indispensable for this visual effects shots) with the miniature and nothing else, then came the 3D environment, so they could work on the shot adding the ground and the mountains and other elements, then came the backgrounds (amazing 3D matte paintings and mountains totally generated, not with photos), then the animation of the Fell Beasts and the Massive Agents on the citadel terrace, then the clouds? Really a fascinating process.

He said that the catapults are all completely CG, unless in some close-ups where they used miniatures. The Siege Towers were digital, too: full of Massive Agents. He showed us some of the common problems they had with the animation: in a wide shot of the Siege Towers, after rendering it all the night, they came in the morning and saw the Siege Towers literally spinning around, with the Agents flying miles away! He also showed a joke the animators did: they animated a scene with some orcs shouting and bringing on a catapult one drunk orc (he took an X bottle in a hand!!), throwing him and exulting! He-hee, quite mad..

For the Horse Massive Agents they had an enormous database with data of the motion captured horses (we saw one of them: it was quite strange to see it full of sensors, but it wasn?t sad, I guess!). They did some Models and then Massive randomized them and produced thousand of horses.

The sequence with the eagles fighting the nazguls was made by two really skilled animators: they made it in only two weeks.

Thanks to the pre-visualization, Peter Jackson could strictly control all the postproduction process. He knew very well what he wanted, and using the 3D pre-viz (which were largely used in RotK) he could visualize perfectly all the complex scenes. Saying ?I want the final shot completely identical to the pre-viz? he could obtain exactly what he wanted, because after all he compared them?

In the end, he showed us the Mumakil Models and said that they were different each others, with different sizes, tusks, colors and textures. The towers they brought were 3D Models, but they didn?t animate them: they followed the Mumakil dynamics. They filled them of Massive Agents, but also of Live Action actors, as he said to me during the interview. You can see the photos of the event here: let put them on your scrapbook, if you want! ^__^

Andrea F.

2004’s Tolkien Weekend at Sarehole Mill is going to be even bigger than last year! This is the fifth such event, and is now an annual item in the Birmingham calendar. Sarehole Mill was the “original” for the Mill at Bywater in the Shire in The Lord of the Rings.

  • A miller will be demonstrating his craft with the mill running, and Sarehole Mill will be open for extra hours.
  • Displays from The Tolkien Society and Hall Green Library about Tolkien’s life and works within the mill itself.
  • Dramatised scenes on walks within Moseley Bog from The Lord of the Rings by Shire Productions.
  • A Tolkien tent featuring, Elvish lessons, displays from Isengard (the local smial), calligraphy and storytelling.
  • Guided walks taking in Tolkien’s childhood haunts, the local ecology, and history of the Cole Valley.
  • Poetry Pavilion featuring readings from Beowulf, The Lord of the Rings, folk-songs and local poets.
  • Discover the Birmingham’s Two Towers and visit them on vintage bus.

On the green and around the mill there will also be:

  • Birmingham City History Bus, Rangers Caravan & Hall Green Historical Society displays
  • Environmental displays and information from the local groups that made up the Tolkien Partnership.
  • Woodcrafters and a willowworker will be demonstrating their skills
  • Games Workshop will be running demonstration games
  • Waterstones will have a sales stand of middle-earth books
  • Pony rides, Face-painting, archery practice for kids young and old with the Bowmen of Swanshurst
  • Refreshments, naturally enough for hungry hobbits.
  • Wythall Amateur Radio will be providing a special event station chatting to people across the world.
  • Re-enactment from the Dark Age Vikings and War of the Roses re-enactment societies.
  • The Black Adder Morris Dancers (Sunday only)

Displays from: RSPB, British Woodcarvers Association, Henna Art, woodland craft demonstrations, handcrafted jewellery, Bee-keepers Association, Morris dancing, Guild of Spinners and Weavers, wildlife information, woodcraft tools, textiles and aromatics and Dough Crafts.

Any queries regarding this Press Release should be addressed to:

Ian Collier, Publicity Officer, 45 Caldew Maltings, Bridge Lane, Carlisle, CA2 5SW

publicity@tolkiensociety.org

Ringer staffer Garfiemao reminds us of the latest release from Master Replicas:

Dear Collectible Enthusiast,

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Available on April 30!

Sting Sword, FX Collectible
When you wield Frodo’s trusty weapon, you’ll know when Orcs are near because the sword glows blue! Not only that, but you’ll experience the clash and clang of battle with digitally recorded sound effects controlled by a motion sensor inside the replica. The die-cast metal handle has a wood-grain pattern and silver leaf filigree accents. Limited quantities available – $119

Sauron One Ring
Watch in awe and horror as the Elvish script on The One Ring, still encircling Sauron’s armor-clad severed finger, emits its sinister red glow. Limited Edition: Only 2,500 available worldwide – $199

Light of Earendil
You’ll never be in the dark again! This replica of the elegant Light of Earendil will shine “when all other lights go out.” Limited Edition: Only 2,500 available worldwide – $149

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Queer Lodgings:

The Company ride on the eagles’ backs over the Misty Mountains, and Bilbo is very glad when he is finally deposited back on the ground. When the eagles depart, Gandalf leads them to the house of one of his friends from whom he intends to procure some assistance. This friend is however something of an original and steps must be taken to ensure that the Company will be welcomed to the house of Beorn.

What manner of being is Beorn exactly and how does he treat his visitors? What is Beorns house like? Where is Gandalf off to at the end of the chapter? Where do you think Tolkien got the idea for Beorn and his house from? Join us in #thehalloffire as we take a look at Chapter 7 of ‘The Hobbit’ – Queer Lodgings.

upcoming topics:

weekend 080504-090504: The Hobbit – Chapter 8
weekend 150504-160504: Mythological Creatures in Tolkien.
weekend 220504-230504: The Hobbit – Chapter 9
weekend 290504-300504: The Hobbit – Chapter 10

Times:
Saturday Chat:
5:30pm ET (17:30)
[also 11:30pm (23:30) CET and 9:30am Sunday (09:30) AET]

Sunday Chat:
7:00 pm (19:00) CET
[also 1:00pm (13:00) ET and 5:00am (05:00) Monday morning AET]

ET = Eastern Time, USA’s East Coast
CET = Central European Time, Central Europe
AET = Australian East Coast

Do you have a possible topic for Hall of Fire? Drop us a line at
halloffire@theonering.net

Greetings,

I saw a report at Theonering.net about Miller Park, the stadium that is home to baseball’s Milwaukee Brewers playing music from FOTR.

I wanted to go ahead and clarify the accuracy of the report for you…

My name is Colin Deval, I am the Audio Producer for the Milwaukee Brewers. The music we play is actually a 9:45 mix from multiple selections in the three LOTR scores by Howard Shore. I’ve put pieces of the following selections into a seemless mix:

Foundations of Stone (Two Towers)
Minas Tirith (Return…”beacons of Gondor” scene)
Bridge of Khazad-dum (Fellowship)
The Uruk-hai (Two Towers)
Treason of Isengard (Fellowship)
Amon Hen (Fellowship)

It was nice to see that report on your site!!

Ringer Spy Roheryn went to the Cincinnati Flower Show last year. In the spirit of Sam Gamgee, their theme was “Fellowship of the Shire: A Celebration at Bag End.” Roheryn’s sent a report and some excellent photos of the event.


Click for more photos

It’s time once again for the Cincinnati Flower Show, going on now through Sunday! This year, one of the displays is entitled “A Wizard’s Garden,” though it is geared a bit more toward the Harry Portter crowd.  But last year’s show had some great Middle-earth themed displays that I’d love to tell you about!  I didn’t submit this report last year because at the time, I didn’t have a computer or scanner.  But I do now, so I hope my fellow Ringers still find it of interest! 
 
At the 2003 Cincinnati Flower Show in mid-April, the largest exibitor in the main Marquee Tent was local landscape/florist Delhi Garden Centers.  Their theme was “Fellowship of the Shire: A Celebration at Bag End.”  Their enchanting display had two full scale Hobbit holes, Bag End and #3 Bagshot Row, with lots of special touches that Tolkien fans would recognize.  Bilbo’s home was in a state of preparation for the Long Expected Party, with the “No Admittance” sign on the gate, and the “Happy Birthday Bilbo Baggins” banner around back, along with a cart of fireworks.  Gandalf’s staff was propped by the big green round door, and Bilbo’s pipe and books could be seen on a bench just outside.  It doesn’t show up that well in my pictures, but inside, you could make out the fireplace and mantlepiece with the ring case on it, a writing table with scrolls and quills, Sting in a scabbard and a mithril shirt draped over a chair.  Vegetation was themed, too, such as Brandywine Tomatoes and Firecracker Loosestrife.  Across the aisle was Sam & the Gaffer’s hobbit hole, surrounded, appropriately, by many different kinds of roses.  Rustic gardening tools were placed by the front entrance, and a sign nearby said #3 Bagshot Row.
 
My friend, Nancy, a delightful lady of hobbit-like stature, was kind enough to let me commandeer her disposable camera to take some photos of the exhibit.  As we were under a tent, most of these are a bit underexposed, but I think you can get the general idea of how charming this exhibit was.  The event judges must have agreed, as Delhi won the Royal Horticultural Society of England Silver Gilt Flora Medal for Best of Show in the Grand Marquee at the Cincinnati Flower Show for an unprecedented 5th time!  The web site for this year’s flower show features a picture of the Hobbit hole exhibit under their “Awards” section, and lists several other awards that it received last year.  [Winners here]
 
I am including a scan of the handout that they had for the Hobbit holes.  Even novice Tolkien fans will note certain misspellings, such as “Gandolf” and “Mithrail.”  Whether these are due to carelessness or a conscious attempt to avoid copyright infringement, one can only speculate.
 
I should also mention that several new varieties of plants are introduced at this show every year, and last year this included the “Hobbit jade plant,” also call the Gollum jade.  It is a succulent cactus that has unusual long skinny green leaves with odd tips that really do look like they could be Gollum’s fingers!  Here’s a web site I found that has some good pictures of it.
 
I have also sent along some information about a vendor booth at the flower show that caught my eye.  Aesthetic Metal Studio presented an array of garden art that looked as if it belonged in Lothlorien or Rivendell.  The artist is Chaz Kaiser of Batesville, Indiana.  With a long blonde braid and the well-defined muscles of a blacksmith, Chaz looks as if he would fit in very well with the Riders of Rohan, but he is at heart a true Elven smith.  A huge garden gate in the the graceful form of a beech tree (11′ x 5′ – stainless steel, copper, & bronze) dominated his modest booth.  Smaller fountains in the shapes of lilies and irises also abounded.  I pulled a few shots from his web site as illustrations of his craft, though they hardly do him justice.  Apparently there is a bit of Hobbit in Mister Kaiser, as his home/workshop is partially underground, built into the side of a hill!  To view a gallery with more samples of his work, check out his site.
 
And as our friends at West of the Moon remind us:  Your gardener … don’t leave home without him!
 
Roheryn
(Kathleen Myers, Cincinnati)