Looting CG Treasure From Dead Man’s Chest — Part 2
Tasked by director Gore Verbinski to come up with more complex and authentic-looking CG characters in Dead Mans Chest, since Davy Jones and the crew of The Flying Dutchman would be interacting closely with the live actors, Industrial Light & Magic put its R&D team to work on a new incarnation of its proprietary motion capture system, dubbed Imocap. The results of Jones are so impressive, in fact, that people have already begun talking about the sea-encrusted villain with his creepy tentacle beard as the next great CG performance breakthrough.
Weve done a lot of computer vision work here in R&D for the last several years and we were hoping to apply that to motion capture work outside of the MoCap studio some day, remarks Steve Sullivan, director of R&D at ILM. Dead Mans Chest provided an opportunity for [remote MoCap] and a clear case of [requiring] that same quality on set where we needed those actors together in a scene for those hero performances. So we worked with the production team to nail down constraints of what we could get away with and whats off-limits.
Imocap became a new protocol for measuring the actors and obtaining data during the actual shoot for the creation of skeletal motion in the computer. The software contained added functionality and new ways of tracking data. Special sensor-studded suits for the actors playing CG characters were created, which were more comfortable than typical MoCap outfits, as the actors were required to wear them in a variety of simple and treacherous conditions.
On set, I wore a gray suit, which had reference points comprised of white bubbles and strips of black-and-white material, so that when they come to interpret your physical performance, theyre better placed to do so, adds Bill Nighy, who plays Davy Jones.
According to Sullivan, the suits needed to be dignified. They had to be comfortable and not look stupid. There were a few iterations of the material itself, which started out as a cotton blend but ended up being a stretchy, semi formfitting material. And we arrived at a neutral gray to help with our lighting calculations... and we used some markers and bands to help with the capture process itself. Those needed to be comfortable as well. Cameras were based on location and shooting conditions.
For shots where we used reference cameras, Kevin Wooley, our Imocap lead, housed some cameras in watertight enclosures and wired them to a computer for storing the images, explains animation supervisor Hal Hickel. This was great for the onset stuff. For beaches and jungles, we used untethered cameras with lightweight tripods. They were a little more trouble on the backend because they werent synchronized to each other, but both solutions worked well, and will continue to be used on the third Pirates movie [At Worlds End].






















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