The Animated Side of Star Wars
Lots of Helping Hands
The key to this production's success was careful planning and
ILM having a well-seasoned staff. Coleman concentrated his efforts
on directing the performances of the digital actors. He divided the
animation production staff into teams. For example, some of the artists
spent two years animating Jar Jar Binks, a leading character. Coleman
says, "This way I didn't have to teach all 45 animators how to
animate every character."
Coleman worked closely with Scott Squires, John Knoll, and Dennis
Muren, the feature's three visual effects supervisors. The four men
met with George Lucas on Tuesday and Thursday mornings from 9 to 11.
They would review the film's progress and depending upon what was
being discussed they would invite other key people to take part in
the meeting.
The labor of the three visual effects supervisors was divided so each
worked on specific parts of the film. For example, Dennis Muren supervised
the underwater city scenes, John Knoll supervised the space battle
sequences, and Scott Squires supervised the Queen's city and the Jedi
battle in the energy room.
About half way into the production Tom Bertino was brought on board
to supervise the ground battle animation. The sequence contains 7000
characters including alien creatures and robotic warriors. Bertino,
who has a long list of ILM credits, joined the company in 1986 as
supervisor of the rotoscope department. He is presently the animation
director on an untitled digital Frankenstein feature being created
at ILM for Universal. Coleman says Bertino was a "tremendous
help" to the Star Wars project.
Coleman also worked daily with several other key people. Geoff Campbell
was head of modeling. Tim McLaughlin was enveloping supervisor (muscles
and fabrics), and James Tooley was the lead technical animator. Jeff
Light was the key motion capture supervisor. Motion capture proved
to be very valuable for analyzing complicated actions. The Droid soldiers
were based on motion capture data. That gave them a smooth mechanical
movement while the organic creatures in the battle were animated by
hand and had a more lyrical movement to them.
Converging Talents We couldn't actually do that in 1997 when we
started the movie, but by 1999 we could. We saved those shots `til
the end of the production. Luckily we made it!"
While most people have some idea about what animators do, Coleman
pointed out that there are dozens of other hands that touch each shot
of film before it is released. What an animator moves on a computer
screen is also the work of a design team, model builders, painters,
composite artists and other artists/technicians.
Important contributions were made by the computer technical staff.
Coleman says, "Digital techniques improved as the show progressed.
When we started the show we knew we couldn't do clothing as realisticly
as we wanted. We have a great software department so we were confident
they could do what was needed. We knew we were going to do a ground
battle with 7000 characters.
Coleman also discusses the importance of the composite people and
rotoscope artists who still do a lot of work by hand. To keep track
of everything there were three composite supervisors on the film and
each had a staff under them to gather and organize all the art elements
needed. ILM's high-end composite system, called Sabre System, along
with a lower resolution system for tests and preliminary work, proved
to be reliable workhorses. Both systems were developed at the studio.
Coleman also spoke highly of ILM administrators. "It was a well
organized production. Our producers are very skilled at determining
what we have to do and when Even though we worked very hard and long
days (8 a.m. to 7 at night), I rarely worked more than five days a
week. I did do a stretch of six Saturdays in a row, but I never worked
around the clock 7 days a week. It doesn't do any good if we burn
out the talent. We need everybody at their top to do this kind of
work. This company is sensitive to that. I've worked at small studios
where it was do 100 percent or 110 percent for the whole project and
not pay anyone for overtime. It's not like that here. They pay for
the overtime and they want you to go home so you are well rested.
It is a great place!"

























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