Peter Lord’s Aardman Adventures in CG
During the production of Aardman Animations Chicken Run (2000), the idea for a feature involving rats in love, in a sewer came to light from animator Sam Fell. Fell had previously worked as stop-frame animator on Peter Lords directorial short, Wats Pig (1996), so he knew the Aardman co-founder well.
Everyone at Aardman was encouraged to come up with ideas for features for the DreamWorks partnership, says Lord. We liked Sams idea and he, myself and [development executive] Mike Cooper developed it into a storyline before pitching to DreamWorks. The trick was to find a project both companys liked and this one fit the bill.
"The pitch was simple: The African Queen with the gender roles reversed, according to Lord. "We swapped the spanner-wielding, oily rag working class character which Humphrey Bogart played to a female and made Katherine Hepburns very proper, out-of-her-depth, gentrified lady into an upper-crust male character.
Classic British comic writing duo Ian Clement and Dick La Frenais (The Commitments, Goal!) were assigned to the script, which was originally planned as a stop-motion feature to follow Wallace & Gromit in The Curse of the Were-Rabbit.
Then, for one reason and another, Curse got later and later, delayed a year from its original release date while Flushed Away got ever more ambitious, says Lord.
Creating the Ratropolis The final issue was recreating the water environment. Fluids are notoriously difficult to reproduce in stop-frame. We discussed long and hard about the various permutations and spent an interim period exploring a mix of CG backgrounds and set-extensions with stop-motion foregrounds, but we finally realized that CG was the right route for this project.
The decision was certainly not a question of cost, he declares. Flushed Away is way more expensive than any previous feature weve done.
It soon became clear that animating rats meant designing unfeasibly large sets to create an underground Ratropolis the films working title. The Wallace model stands 10 inches (24.5cm) high any bigger and it would be too cumbersome and any smaller and youd lose detail, Lord explains. If Wallace walks through a doorway we can build the door 12 inches (30.5 cm) high. But if we take the scale of a rat and make the rats 10 nches high and everything in the real world proportionate to that, you realize youd have to build 30-foot (9.14 meters) high structures. Everything becomes proportionately much larger. It which would push the budget up and require more studio space.
At that point in 2002 the characters had been designed; the first half of the script nailed down and storyboarded. I had qualms about moving to CG, he admits as production switched from Bristol to DreamWorks Glendale, California, studio.
I guess we were quite arrogant in saying We dont want any of your questionable CG tricks here. We wanted to do it our way and to steer the DreamWorks crew to work in our style.
DreamWorks wanted us to do that too. The Aardman trademark look and feel is a style we are famous for and its also a selling point. But it was also a challenge to us and them to create a digital animation style, which didnt resemble other CG films. Our style shows the edges, its deliberately not silky smooth. We could have made the fur furry and the environments slick, but we dont want everything to look beautifully rendered and lit. Our priority is achieving a good acting performance from the characters and not to get the characters to gesticulate excessively which they do in a lot of CG.


























Post new comment