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In that respect Kopelman commented,
 
In that respect Kopelman commented,
 
<blockquote>"We use mathematics to figure out the field of view for our computer camera. Since the cube is a very simple perspective object, we can use it to confirm that our mathematics are correct. We'll create a computerized cube thew same dimensions as the physical cub the actor is holding, line them up, and make sure that any lens issues are resolved perfectly. And we use the gray ball as a lighting reference. On such a simple geometric shape it's very easy to get all the directional information regarding the lighting environment. We'll place a computer generated sphere in the same space as the real sphere and play with the lighting until it is pretty well matched on each. When the computerized sphere looks just like the reference photo, we know we're almost there.(...)The biggest chore is the rotoscoping. We created a CG hand in rough animation, and then we had to match each move of the animated hand in the computer to the real hand. It takes a lot of time.''"</blockquote>
 
<blockquote>"We use mathematics to figure out the field of view for our computer camera. Since the cube is a very simple perspective object, we can use it to confirm that our mathematics are correct. We'll create a computerized cube thew same dimensions as the physical cub the actor is holding, line them up, and make sure that any lens issues are resolved perfectly. And we use the gray ball as a lighting reference. On such a simple geometric shape it's very easy to get all the directional information regarding the lighting environment. We'll place a computer generated sphere in the same space as the real sphere and play with the lighting until it is pretty well matched on each. When the computerized sphere looks just like the reference photo, we know we're almost there.(...)The biggest chore is the rotoscoping. We created a CG hand in rough animation, and then we had to match each move of the animated hand in the computer to the real hand. It takes a lot of time.''"</blockquote>
Chiming in, Baldo added, "''We also shot the resin model for reference. It told us the scale, how the light hits it and how light interacts with the fur, which is different from the skin. So the model wasn't only a tool to help actors visualize, it was also a tool for us back at the studio.(...)We take all our cues from the live footage. |We even have to know what film stock [[Matthew F. Leonetti|Matt Leonetti]] uses because we have to match the film grain in our CGI world.''" (''[[The Secrets of Star Trek: Insurrection]]'', pp. 154-155)
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Chiming in, Baldo added, "''We also shot the resin model for reference. It told us the scale, how the light hits it and how light interacts with the fur, which is different from the skin. So the model wasn't only a tool to help actors visualize, it was also a tool for us back at the studio.(...)We take all our cues from the live footage. We even have to know what film stock [[Matthew F. Leonetti|Matt Leonetti]] uses because we have to match the film grain in our CGI world.''" (''[[The Secrets of Star Trek: Insurrection]]'', pp. 154-155)
   
 
The enormous amount of work at the time notwithstanding, Visual Effects Supervisor [[Jim Rygiel]] did state somewhat proudly, "''I think they pulled it off pretty well. It's something you've never seen, but it had to have the fine detail of a living, breathing thing. They managed to make it look cute, as opposed to looking like a slug.''" (''[[American Cinematographer]]'', January 1999, p. 46)
 
The enormous amount of work at the time notwithstanding, Visual Effects Supervisor [[Jim Rygiel]] did state somewhat proudly, "''I think they pulled it off pretty well. It's something you've never seen, but it had to have the fine detail of a living, breathing thing. They managed to make it look cute, as opposed to looking like a slug.''" (''[[American Cinematographer]]'', January 1999, p. 46)

Revision as of 12:31, 18 March 2013

Template:Realworld

Rhyl

Artim's rhyl

The rhyl, convincingly as it might have seemed at the time, was neither a real-world mammal nor a real-world marsupial, but rather an imaginary CGI model. As one of the two major effects houses charged with providing the production with the digital visual effects, it was Blue Sky/VIFX, responsible for the planet-bound VFX for the feature, that was to construct the CGI model of the rhyl. Scene 87 of the script read, "EXT. VILLAGE - DAY - (OPTICAL) Artim is playing with a tiny 'palm-pet', a colorful cross between a caterpillar and a jellyfish that crawls over his hand and between his fingers, as Sojef moves over with Picard and Data...", and as "palm-pet" it would remain known for the modelers at Blue Sky.

Design

Rhyl preliminary designs

Breshnahan's preliminary rhyl designs

First-off a general design of the creature had to be come up with as Animation Director Mark Baldo recalled, "That was extremely quick. They needed us on set with a maquette two weeks after they gave us the go-ahead. What was so exciting was that there was nothing, not even a cocktail-napkin sketch, to start with, although the script described the creature as a cross between a caterpillar and a jellyfish. Some of the early designs were pretty wild. Everyone who wanted to submitted a design, and it came down to a core group of our modelers and animators, including Mike DeFeo, Sean Cusick, Jim Bresnahan and myself, all drawing and going crazy trying to get ideas. Sean Cusick's sketches ended up being closest to what they had in mind, so that design was selected and refined. We then had our artists start sculpting. The first unit was shooting the scene that introduces the Palm-Pet during our first day on the set". (American Cinematographer, issue January 1999, p. 45) Continuing, Balbo elaborated, "We opened it up to all the designers at our company to get ideas. We submitted about a dozen different designs to Jonathan and Rick, which got narrowed down to one, tailored to their specifications." Nevertheless, getting there was an arduous process as Digital Effects Supervisor Mitch Kopelman recalled, "Some of the original sketches were quite absurd. And they were all very humorous.", not few of them resembling a little seal at one point, to which Baldo added, "(...)with a big head, a big neck, a tapered body and four little flippers." It was left to Senior Animator Jim Breshnahan to actually produce a variety of concept illustrations.

Yet, thanks to Jim Hourihan's particle generating software, by then incorporated as a module in the Maya CGI software, the CGI software package of choice for Blue Sky, a plush felt was soon applied to the naked "seal". (The Secrets of Star Trek: Insurrection, p. 151)

Study and CGI models

Rhyl study models

Rhyl study models

Yet, that being said, form and texture was only part of the big problem of getting the rhyl to life, or as Kopelman has put it, "The biggest question, since there are no actual palmpets to base it on, was "How does this thing move?"" Part of the solution was to have three-dimensional study models built, for the CGI modelers to mull over. Those models were built by Modeler/Animator Cusick (The Secrets of Star Trek: Insurrection, pp. 151-153), the final one being presented to Director Jonathan Frakes, fondly remembered by Balbo, when he "(...)showed Jonathan Frakes the maquette — I'll never forget this as long as I live — he held it in his hands and said, 'What's not to love?'". (American Cinematographer, January 1999, p. 45)

Rhyl preliminary CGI model

Rhyl preliminary CGI model

In the meantime, Balbo and Animator Doug Dooley, watched countless hours of tapes of caterpillars, seals and an assortment of rodents, just to determine a concept of movement of "(...)how this little creature moves, how it reacts, and what it does. We developed a background for how it behaves.", as Baldo elaborated. Consequently, Modeler Shaun Cusick constructed a CGI wire-frame model of the palmpet, for Dooley to manipulate to see if the model was up to the required tasks. Cusick then, "(...)made a little sculpt of it, which we cast in resin so it could travel. We even put a little fur on it.", Baldo reiterated.

Rhyl CGI transfer as executed

The CGI transfer sequence

It was this sculpture, to be handled by Michael Welch, playing Artim, and his counterpart, Brian Scheu, playing Artim's friend, that provided the raw footage for Blue Sky to build their finalized CGI model upon, and as it also conveyed the very tasking CGI composition (at the time) of the palm-pet transitioning from one hand to another. Continuing, Baldo has stated, "Jonathan graciously allowed me to work with the boys, to explain what the little CGI palmpet would be doing and to show them what to do with their hands. I told Michael Welch, who plays Artim, to make sure that his hand drops down a little bit when the other boy hands him the animal. That will help the animators, because it gives them a physical cue as to when the full weight of the creature is in the actor's hand." It subsequently took further advanced manipulation of the footage to produce the final footage as featured, including the use of two small physical objects, a plastic cube and a light gray ball, shot for additional post-production film footage. (The Secrets of Star Trek: Insurrection, pp. 153-155) In that respect Kopelman commented,

"We use mathematics to figure out the field of view for our computer camera. Since the cube is a very simple perspective object, we can use it to confirm that our mathematics are correct. We'll create a computerized cube thew same dimensions as the physical cub the actor is holding, line them up, and make sure that any lens issues are resolved perfectly. And we use the gray ball as a lighting reference. On such a simple geometric shape it's very easy to get all the directional information regarding the lighting environment. We'll place a computer generated sphere in the same space as the real sphere and play with the lighting until it is pretty well matched on each. When the computerized sphere looks just like the reference photo, we know we're almost there.(...)The biggest chore is the rotoscoping. We created a CG hand in rough animation, and then we had to match each move of the animated hand in the computer to the real hand. It takes a lot of time."

Chiming in, Baldo added, "We also shot the resin model for reference. It told us the scale, how the light hits it and how light interacts with the fur, which is different from the skin. So the model wasn't only a tool to help actors visualize, it was also a tool for us back at the studio.(...)We take all our cues from the live footage. We even have to know what film stock Matt Leonetti uses because we have to match the film grain in our CGI world." (The Secrets of Star Trek: Insurrection, pp. 154-155)

The enormous amount of work at the time notwithstanding, Visual Effects Supervisor Jim Rygiel did state somewhat proudly, "I think they pulled it off pretty well. It's something you've never seen, but it had to have the fine detail of a living, breathing thing. They managed to make it look cute, as opposed to looking like a slug." (American Cinematographer, January 1999, p. 46)