3D World

PIXAR AND DIGITAL ANIMATION

How a now ubiquitous name became a cultural giant, and rapid developmen­ts in stop-motion

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Digitally animated films have arguably become most well-known through the work of Pixar and Dreamworks. At Pixar, short CG pieces like Tin Toy and Luxo Jr. were produced in the 1980s and early 90s as ways of pushing the envelope to gauge what was feasible for computer animation. These led to its first feature film, Toy Story, which saw the studio apply its Renderman software.

Almost 30 years since its release, Toy Story continues to stand as a milestone in cinema. The film built on many convention­s that had been long-establishe­d in animation, in terms of expressing the inner life of characters through their actions and reactions. By setting the film within a world of toys that come to life when there are no humans in the room, Toy Story allowed the studio to elaborate on work it had done in its short films and create a movie that was a fusion of buddy and adventure film.

From the outset, Pixar fused the new world of hardware and software with the traditions of animation for character and action. Digital has also allowed working processes to become more holistic and for all involved to access each other’s work across a production.

The tendency towards photoreali­sm asserted itself and characteri­sed Pixar’s feature film work with increased subtlety in simulation­s of light, texture and shading. It’s important to note here another animated CG film: the short film Bunny (1998), written and directed by Chris Wedge at the Blue Sky Studios he founded. The film was modelled and animated using Softimage, and texture painting was handled by tools including Photoshop. Bunny was a dazzling iteration of what could be done in creating textures and nuances of light and shade.

In issue 238, the magazine took a big picture look at Pixar’s evolution in its feature film production­s, and made abundantly clear the relationsh­ip between technology and creative process as the studio committed research, developmen­t and its applicatio­n to real-time rendering.

One of the features of Pixar’s movies had been the nuance and detail of its lighting and texturing. With Ratatouill­e (2007), the studio made significan­t upgrades to Renderman and in-house lighting software were instigated. Widespread use of subsurface scattering made the many dishes, vegetables and general kitchen atmosphere more appealing. Several years later, for Monsters University, point-based global illuminati­on was perfected. The film arguably marked a moment not only in Pixar’s visual nuance, but more widely in the increasing visual sophistica­tion of the digital animated movie, where a group of algorithms could calculate the way light bounces from surface to surface within an environmen­t.

The issue’s coverage noted: “The end result being a beautifull­y soft, natural-looking effect – but only if you’re prepared to wait for the effect to be added once the animation has been done. Animators can now produce the frames of their work while the lighters can give them all the gorgeous lumens they require.” Meanwhile, Steve May of Pixar noted: “We’ve also gone through a transforma­tion and push with Renderman. In the production of Finding Dory, the software was at a stage to make it possible for the crew to fully embrace path-tracing, enabling more complex lighting, with a lot less work from artists. It grasps more complex geometry more efficientl­y.”

While Pixar has enjoyed so much recognitio­n and success globally as an American animation studio, the digital realm has notably enhanced and allowed for the evolution of work undertaken in the stop-motion animation space. In conversati­on for this issue, Jim Lewis, a senior VFX supervisor at Aardman Animations, notes: “The change in digital clean-up has also influenced how physical sets are actually constructe­d. Before, access hatches for animators could be incorporat­ed into the constructi­on of the sets to allow an animator access to the characters they’d be

animating. Now it’s common to capture images of the full, complete set before an animator starts a shot, then remove the parts of set to allow access to the puppets.

“Proprietar­y software was developed for our third feature film production, which displays the most recent cut of the film/project all the way down through each department and directly to the animation tower on the studio floor, enabling animators to see shots in context, shot length, reference, shot numbers and so on. The fundamenta­l role of this software is to communicat­e the evolving changes to a film editoriall­y as fast and accurately as possible across all department­s through the company, digital and physical. This can now include even more valuable and technical informatio­n, for example if HDRS are required, set scans and tracking passes.”

In terms of the digital space allowing artists to work with various iterations of a shot, Lewis notes: “Over recent years, production­s have started to take advantage of Dragonfram­e [stopmotion software] and the use

“[RENDERMAN] GRASPS MUCH MORE COMPLEX GEOMETRY MORE EFFICIENTL­Y”

Steve May, chief technology officer, Pixar Animation Studios, speaking in 2018

of multiple camera exposures, or XPS. When an animator captures a frame, the system will cycle through all the different lighting states that have been pre-determined by the director of photograph­y [DOP] and VFX supervisor. This is invaluable when a DOP may want two lighting states for a shot and comp them together, or mix between the two looks. A

VFX luxury is XPS, which are often used at Aardman for a bluescreen­only pass, where only lights that are illuminati­ng the bluescreen are on, resulting in a bluescreen silhouette; a huge time-saver for keying and despill work. UV lighting is often used as another XP; areas of the set or even characters are painted in UV paint to give the VFX team matte-runs for those areas.”

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University showed the increasing sophistica­tion in digital animation
Left: Monsters University showed the increasing sophistica­tion in digital animation
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 ?? ?? Above: 3D World #238 saw us go in-depth with the artists and technology at Pixar
Above: 3D World #238 saw us go in-depth with the artists and technology at Pixar
 ?? ?? Above: Ron’s Gone Wrong saw Locksmith Animation team up with DNEG
Above: Ron’s Gone Wrong saw Locksmith Animation team up with DNEG
 ?? ?? Below: Stereo footage was used by Aardman Animations for the snow effects in Robin Robin
Below: Stereo footage was used by Aardman Animations for the snow effects in Robin Robin
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