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BACKGROUND
How did you get into visual effects?
Dan:
Quite by luck really. I sought to get involved in the movie business,
and was interested in what options were available, I ended up working
for a company in Soho in London called the Computer Film Company
and just began as a runner, washing dishes, answering phones and
eventually that offered opportunities to try out new things. One
thing led to another and eventually a job in the US, and now I travel
quite a bit all over the place.
What were some of those early films
you found yourself on?
Dan:
Muppets Treasure Island was my first screen credit, then I worked
on a bunch of things like Mission: Impossible, Mission: Impossible
2, Sleepy Hollow, The Beach, and Notting Hill, and then moved to
the States and worked on a film called Thir13en Ghosts and then
the Matrix sequels, Reloaded and Revolutions. Last year I worked
on Batman Begins, back in London, and now we're on V for Vendetta.
What were some of the steps you took
from being a runner to now being a visual effects supervisor?
Dan:
The way I progressed or learnt within visual effects is akin to
quite a few of the other departments in the film business. It's
still more like an old apprenticeship system where you are almost
required to start at some of the lower notches and earn your stripes,
learn how to do every component as you move up, gaining gradual
responsibility. When I began in visual effects, it was almost more
important that you needed to do that because there were no rules,
people hadn't really done a lot of the stuff before, so it was all
adventure and exploration. In a way everyone was leaping in at the
bottom and trying to figure it all out. It was a great time and
opportunity there to work out how to explain things and to play
with all these new options; there wasn't a formal hierarchy or system,
certainly no formal training was available, so we just experimented.
I began in '93, and I guess I got onto
the computers a year or so later, in '94-'95. The machines we were
using at CFCÖ there weren't any purpose built computers, there wasn't
any purpose written software for these types of things, so it was
all designed in-house and it was very much an opportunity. If you
saw a need for something, you commented, and you'd have someone
who'd either write it for you or you learned to write it yourself.
We used UNIX based computers that controlled these custom configured
bit-processing boards that inherited parts from NASA and other projects
and kind of brought them together. It was quite hard core.
Did you have any computer background
at that point?
Dan:
Not any specific training, I had played with computers and my mind
had always worked in a logical way, so that it wasn't a difficult
thing for me to pick up. That was all part of the fun and games
of exploring and finding out new things.
Was that time the birth of even being
able to do it?
Dan:
More or less, yes. The late ë80s were really the first time we were
seeing digital stuff significantly on screen, and the early ë90s
was still very young, especially in England, although there were
some big things going on in the States. The Computer Film Company
was at the forefront, really, of discovering a lot of that, and
the founders, Mike Boudry and Wolfgang Lempp, were building these
machines. They were going to purchase a high-powered computer they'd
heard about but that all fell through, it turned out to be a bit
of a con, basically the guy didn't really have the savvy to make
the machine, so they faced the idea of folding the company or doing
it themselves, and they decided to build it themselves. They had
to build everything including a film recorder and scanner, and from
there on in it was a very small but very exciting outfit.
Processing power was a huge limitation
back then and still is to a degree, as are compositing issues; were
you a part of some of the problem solving at that point?
Dan:
In a way everyone was. What was great about the way CFC was set
up was they brought together all these different types of people,
personalities really, more than particular background trainings,
they went for a variety of people. So we had a nuclear physicist,
we had a lot of fine artists, I came from an architecture background,
then there were mathematics people. There was even one guy who was
hired because he could juggle; it was a group of people who all
had different views on life and therefore helped to provide different
views about solving a problem.
How many people were there?
Dan:
When I joined there were around 30 and the other thing that I remember
noting was that it was more or less an even split of male and female,
which was particularly unusual for such a technical field.
So it was an acknowledgment from the
beginning that it had to be more than just technology?
Dan:
Yes, and the founders were very much, not your straight down the
line type businessmen, very much eccentric characters in themselves.
Their company is still very strong today, they merged with Framestore
and are now Framestore CFC, the largest visual effects company in
London. They had very strong hardware and software units, the hardware
side of it split off and became Northlight, which now sells the
leading scanner around the world for digital film scanning, the
software components are also licensed. For example, if you buy Shake
compositing system, Keylight is a part of that, and that's part
of the CFC legacy.
V FOR VENDETTA
How did you first get involved in
V for Vendetta?
Dan:
I was slightly tricked, actually but very pleasantly. I had worked
with James McTeigue, Larry and Andy Wachowski, Grant Hill and Joel
Silver on The Matrix projects. Grant had arranged to meet me at
a bar in London ostensibly to talk about a different project and
he didn't showÖ instead James was sitting there at the bar when
I arrived. It was James who asked for me to be involved on this.
It's his first film - he was first assistant director for Larry
and Andy on all three Matrix films - but this was his first feature
as a director and he wanted a good consortium around him of people
he trusted and knew well how to work with. It was an honor to be
asked and to be involved. That was back in October [2004], and I
was still finishing Batman at that time, but knew that it was coming
to a close and this was starting up in January [2005], it all happened
pretty quickly.
At that point, were you familiar with
V for Vendetta as a graphic novel?
Dan:
I'd heard of it because I knew that James and Larry and Andy were
planning to put it together. So I knew it was a venture and I knew
there was a novel out there, but originally I'd not felt I was going
to be involved in it.
Which did you read first, the script
or the comic?
Dan:
After meeting James I went straight out and got a copy of the graphic
novel and read it. I really liked it, although I didn't doubt that
something Larry and Andy would pick to make a feature wouldn't be
exciting material. I was intrigued at how they were going to get
that much onto screen in a feature length movie, and when I read
the script I was really impressed. It's very well written with excellent
dialogue, and a very clever translation from comic to screen.
MINIATURES
On your first read through of the
script, what jumped out at you from a VFX point of view?
Dan:
The clear two events are the explosions. In fact, initially we thought
three, but Larkhill ended up being more of an in-camera special
effects thing, though we will be adding flames and enhancing aspects
of it. In terms of the visual effects focus, we're building miniatures
for both Westminster and for the Old Bailey, which are going to
be very large, and form a sizeable part of our budget and energies
on this project.
Is the miniature work all taking place
in London?
Dan:
Yes, the miniatures are under construction right now. They take
3 months to build, some of these things, so that has to run in parallel
with the photography here [in Berlin], and the miniature shoot will
take place just after principal photography has finished. We have
a few days of breathing space and then we launch into two weeks
of intense miniature shooting. It is a separate shoot with an entirely
separate crew. Miniatures require specialists; the lighting cameramen
and the operators very often specialize in miniatures.
The film speeds used are usually different,
you're either having to shoot at higher frame rates to compensate
for the scaling of gravity and mass, or, you have to get into motion
control because once you scale your light fixtures they don't put
out the power that they should so you have to do a pass or a version
of it where you expose much longer in order to retain a reasonable
depth of field. You end up using a combination of undercranked camera
footage, which involves a very slow day waiting for a motion control
camera to run by the model, or alternatively, if you're shooting
pyrotechnics or events as we will be, you shoot at very fast speeds
to make up for scale.
How many models are you making for
each explosion?
Dan:
For a film that is probably going to come over as having a higher
profile than its relatively modest budget, we're going to build
two versions of each thing, and have four cameras photographing
each time. So in a sense we come up with, if we're lucky, eight
good takes of everything, which should be plenty to choose from.
It's quite laborious for the craftsmen, especially for structures
that are built to collapse. With a miniature that is just standing
up and looking beautiful and is designed to fit into a plate or
something else, you can build it as casts that can be made up and
painted and decorated like a regular set, but for stuff that blows
up or gets destroyed, you often have to either pre-build the way
that it breaks, or it's built out of a very special plaster material
so it behaves the right way for the frame rate we're shooting at.
That is labor intensive and building a second one is not a fraction
of the cost, but essentially the same as building it again.
What are the scales of the buildings
being created?
Dan:
We're using a variety of scales. The Old Bailey is seventh scale,
which sounds a little strange, but choosing scales is a combination
of what you can physically fit into your stages and shoot for the
size explosions we need, and also trying to keep it large enough
that things don't look miniature. The Old Bailey built to seventh
scale will stand at 20 feet tall, it's fairly sizeable when you
walk up to it. Big Ben will be about 25 feet in height, but the
scale is actually smaller - tenth scale - the full building (we're
not building the entire tower) is over 90 meters tall [295 feet],
so it's quite a beast. Then we're building a faÁade of Westminster,
which is also tenth scale, but it's 42 feet long and almost 6 feet
tall [12.8m x 1.8m]. They're not miniatures you might think of,
like matchbox cars, these are small sets basically.
Where do you get the detail and the
reference from for the details on those buildings?
Dan:
We're quite lucky in basing our reference because they're both real
buildings, so we have the real buildings to evaluate exactly how
the thing should look. Over several weeks the art department drew
up beautiful drawings of the buildings based on historical surveys
and highly detailed photographs of the buildings themselves. For
the lighting, the real Old Bailey is never lit very significantly
at night, so we have to design that ourselves. Part of the director
of photography's job will be to actually create a lighting environment
that looks natural for that, like architecturally uplighting it
all.
For the Houses of Parliament we are
actually sitting the miniature pieces into plates of the real buildings,
so we have to be much more careful about matching the lighting that
is used on the real buildings. Main unit, when they're photographing
there, will also be providing some of their own lights on it, so
we'll be mixing the actual lighting with what they use when shooting.
Will the miniatures unit have what
is shot by the main unit as reference?
Dan:
Yes, which is partly why we shoot the miniatures later. Not just
from a reference point of view for lighting, but also angles and
lenses that we'll need to match up to, based on what they shoot.
LARKHILL
What was your involvement with the
Larkhill explosion?
Dan:
Generally the way we've been trying to do this picture is to get
as much real footage as we can, and unfortunately for Chad [Stahelski,
stunt coordinator] that meant walking through fire with nothing
on, but I think it'll look fantastic as a result. You'll believe
he's there because he was, and what we add will be there to enhance
it, not to create something that didn't exist.
What are some of the things you're
going to be doing in post with that shot?
Dan:
The one thing Chad wasn't going to do as the character at that point
in the story was actually walk through a wall of flame. So as much
to your eyes that it looked like there was plenty of fire around
him, we're going to be putting more in, and have him actually step
out of this inferno to then be silhouetted by it. The flame retardant
gel he was covered in, and he was made up as well with scarring
on his head, the idea with that is that it will actually also look
like charred flesh - nice and appealing - but it does have that
glisten like flesh that's gone bad.
Was that a consideration in going heavy
with the gel?
Dan:
The gel was required for safety. We looked at body suits that he
could have worn, and in all of those instances they just looked
like a body suit so, unfortunately for Chad, the decision was to
really bare it all.
THE OLD BAILEY
What was the first step in the preparation
of the Old Bailey explosion?
Dan:
The first step was actually location scouting. We found a rooftop
that represented the view that James wanted to see - the characters
V and Evey are up on a rooftop watching the explosion - so we found
a physical rooftop near the real Old Bailey that represented the
take. From that the plans were made and storyboards drawn of how
this event should happen. There were a couple of creative decisions
made at that time about the Old Bailey, which probably stemmed from
the fact that the real building is never lit, so they knew we couldn't
ever use that as a true basis at night. As a result every time we
see it in the movie, it is actually the miniature, even before it
explodes.
That gave us a lot more freedom to
light it the way we wanted. It also gave us the freedom to actually
modify the design slightly. The real dome is actually quite a vertical
dome - the idea is that when you look from the ground it actually
looks like a true hemisphere, but when you're up level with it,
it isn't. So we flattened that to make it look like a true hemisphere,
and then because part of the sequence is really about the Madame
Justice statue, Owen [Paterson, production designer] decided to
increase the size of the statue by 20% so she's just a bit more
dominant.
How do you match the miniatures to
the real London backgrounds?
Dan:
The Old Bailey sequences are a bit easier for that. We shot all
the foreground action on a set piece here [in Berlin] with the characters
against a green screen. Based on the location photos we'd taken,
we understood the angles and roughly had a sense of where the Old
Bailey was going to sit and where V and Evey are going to look to
see it. When that was shot we put together little test comps [compositions]
where we put the backgrounds in the green screens, then it goes
to the editor and he plays with that. That footage is now going
to go to the digital company [Cinesite] where they're putting in
explosions and test versions of that, so we can actually start building
timings. Because the whole event happens to music, we're also trying
to integrate that into the design of the sequence.
All of this information, from the angles
and lenses we used on the set, to the timing of the explosions that
we're pre-visualizing with Cinesite, will all be fed into the planning
of the miniature construction and the shoot. We can make decisions
like, because we're always seeing the Old Bailey from one particular
side, we won't be building the other side of it. It'll be dressed
for one vantage point mainly, which is Evey and V's view point.
The timing of the explosions we'll get based on the pre-viz and
the edit. We also did a couple days of pyrotechnics testing of materials
and explosions, getting a feel for the types and colors of things.
How big are you planning to go with
the explosion?
Dan:
Because we have two takes, we'll probably go a medium size with
one and then if that works we'll go whole hog on the second. Essentially
we'll obliterate it. The only thing is that in terms of context,
the Old Bailey explosion (differently than in the comic) happens
first in the movie, and because it's the first explosion of his
that we see (chronologically it's the second because Larkhill is
technically the first), I see it as a bit more of a training thing.
It's not his perfected work of art yet, it's an event that is spectacular,
but it mustn't upstage our final crescendo that happens at the end.
It needs to be designed in a way that's great and looks fantastic,
yet still leaves us room to go bigger in the end.
For the Parliament explosion was there
any thought to matching the amount of gunpowder Guy Fawkes had stored
there?
Dan:
If you look at the conceptual for V's train, if anything, that's
based on that. It'll be one of those great images from the movie:
the underground train laden with explosives of all kinds. The final
set up of the Houses of Parliament will be pretty spectacular. The
event is designed to grow from a gasoline explosive phase into little
streamers that start breaking off, and then it becomes a fireworks
event; it becomes something we know and are fascinated by every
year.
OTHER VFX
You expect visual effects to be a
part of explosions; what is something that's smaller and more subtle
than an explosion, where VFX becomes involved?
Dan:
Things that come up are muzzle flash, it's a simple thing to fix.
Gunfire, when it goes off, is for such a brief period of time, and
a camera shutter is only open for half the time that it's filming,
so it is quite common that you miss muzzle flash. In fact, there's
more or less a 50/50 chance you'll miss it, so quite often what
we'll pick up is that the shot they like needs to have it painted
back in. It's not completely unanticipated, because in a movie with
guns we do usually build in allowance for it, but you never know
exactly where it's going to show up. We will be getting rid of a
few wires here and there, and also because V fights with knives,
there are times when he's stabbing someone where he's either got
a retractable blade or the blade has been removed so he's just fighting
with a stub, so we'll be adding the blade on top of that as he stabs
someone.
One of the types of shots that can
come up unexpectedly would be reflections or booms appearing in
shots, and occasionally someone walking in the background. Whereas
at one time they might have been left in or just used a different
take, frequently that'll be something that visual effects is now
asked to help out with.
Another shot on this film that is very
much a visual effects shot, although the idea is that in passing
it'll hopefully look like, how did they do that? It's actually relatively
simple: it's the first reveal of the mask and we see it from V's
POV. He picks up the mask and brings it to his face, you see the
mask come upÖ and as it's brought to his/our face, you end up looking
through to see V in the mirror as he's putting on his mask. Technically
you have to break it up into bits to shoot because, if you're shooting
from his POV, you see yourself in the mirror, so you actually have
to take the mirror out and go back on the other side of the wall
and shoot back in to get the reflection piece. This has to be done
at a different point in the day or even the next day. Old style,
but it's nice. It combines all photographic elements, so it's a
composited shot and it just needs a bit of thinking about how to
piece it together, and how to shoot the pieces in order to piece
it together.
Do you enjoy that aspect, the puzzling?
Dan:
Very much, yes. It's what keeps the job interesting, and every job
is different because no project comes up with truly the same problems
to pose, everything has it's own different twist on it, the solution
you used last time suddenly doesn't work because now there's water
involvedÖ there's always something.
Is it much more common for filmmakers
to do things in post as VFX have become cheaper and easier?
Dan:
To some degree, yes, there are definitely a lot of things we can
much more comfortably say, ìYes, fineî about than ten years ago.
Back then it was ìOh well, we'll give it a go!î That said, one of
the challenges about this project is actually it's timeline, which
is phenomenally short, both from the way the project started up,
to the very short prep period, to the extremely short shoot, to
the very short post-production period. It is that that makes me
more cautious on this project when a lot of new things come up;
you really want to try to get as much achieved while we're here
shooting, rather than leave it as something that can be done later.
Whenever you can get something in camera,
there's a look that it has that's very hard to recreate in a digital
realm. It's usually more work, even if it's equally comparable in
terms of expense, to put it in later. It requires time and thought
and design processes later that is harder when everybody is fragmented:
production designers and DOPs, they don't usually stay on through
post, it's very unusual. So you really want to get a lot of the
design issues resolved while your shooting is going on.
How long do you have in post?
Dan:
We have seven weeks after the delivery for director's cut. Which
is probably the single biggest challenge. It's also partly the choice
to go with miniatures as the backbone because it's all part of that
aim of trying to get the bulk of it photographed in camera. So the
digital stuff is stitching things together, dropping monitor replacements
here and there. The other big digital aspect we're doing is for
the end sequence when the crowds of V arrive. Although they anticipate
getting somewhere in the region of 500 or 600 extras, it's not as
many as they want for the story, so we're also going to extend those
crowds digitally. With the time restrictions when we shoot on Whitehall
in London, we can't rely on some of the traditional methods of moving
people around in blocks to bulk up the numbers, so we may be actually
using digital doubles for a lot of that.
Have you planned that out in advance,
or do you need the shots to be able to see how tricky it is?
Dan:
Pretty much. We need to work on specific shots, and there are some
storyboards that we know will be very close, so we can begin planning
in terms of volumes of numbers. We're also setting up a motion capture
session so that we can get walk cycles and standing cycles and people
chatting to each other that we'll need for the multiple V shots.
All of that is going ahead, plus we take photographic still sessions
of the character dressed as V and we build the digital model. Luckily
we don't need a completely specific representation of the character
because we're creating the general populous wearing his outfit,
so we can actually rely on libraries of digital figures. We just
need to create the clothes that he has, so Cinesite has examples
of the mask and his hat and his cape for all of that modeling and
building and texturing, so as we arrive in the final stages of post
production it's basically lining up cameras, dropping in walk cycles
and lighting it and rendering it.
Would that just be for wide shots?
Dan:
The idea is we will have 500 extras that will always be in the foreground
to midground of the shot, so we're talking distant extras, not intending
them to be hero. Our shot count will be somewhere around 130 plus
shots, by most normal shows these days that is hardly vast. The
pressure is to get it done in the time period.
Will there be any visual effects on
V's cape?
Dan:
We have a shot we're still trying to resolve at the moment, where
he leaps from one roof to another, which may end up being a digital
version. In which case we'll have a cape flowing and the digital
doubles will have capes, but that's another thing where digital
software has advanced so much that, depending on what you're specifically
trying to do, there are basic systems built into the 3-D packages
these days, that if ever you need to set up basic or even medium
to complex examples of things, it is fairly straightforward for
someone who knows how to use the tools.
THE FUTURE OF VFX
What is your feeling about the current state of animation and CG?
Dan: I think amazing things can be done. I think the realms are nearly infinite, in that given enough time and enough money you can solve most of the problems. But I think wherever it is feasible, even if it's challenging or complex to achieve it for real it should be attempted for real. The relative effort and cost to achieve it in post-production, unless you have to, doesn't always seem sensible to me. Unless you're after a specific look: there may be a super hero aspect to the way a character behaves that reality isn't going to produce. Reality has its own limitations, like gravity obviously, and sometimes you need to get around that for a particular effect, and the digital realm may be a way you need to achieve it.
Do you see it becoming easier to do more and more with CG?
Dan: Certainly, but I think one of the key things that needs to change now is not so much what the computers can do - processing speed will still be an aspect as that inevitably increases as well - but actually to change the interfaces. I think the big future on a lot of technology fronts is the way that people interface with computers, and within visual effects and film technology it's about designing systems that people relate to more than typing expressions in a keyboard, or dragging a mouse around, it's about building systems that work more like a traditional camera. Whether it's VR goggles and gloves that you can put on and you can actually drive animations in a way that is more relevant and tangible and understandable to people who are not computer literate.
Thanks Dan.
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