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FX: Space Cowboys and Industrial Light and Magic
By Don Lipper
Special to SPACE.com
posted: 02:13 pm ET
11 August 2000

COLLEGE PLANNING  

Christopher Mitchell has worked at Industrial Light and Magic, Lucas Digital’s special effects shop, as an animator on some of its most successful recent films including Men in Black and The Phantom Menace. Talking about his latest work on Space Cowboys gets him rather animated.


SPACE.com: Your credit on Space Cowboys is "lead animator." What does the lead animator do in a live-action film?


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Space Cowboys

Christopher Mitchell: My job was to build and chain a lot of the creatures -- in this case astronauts as well as the shuttle arm, the space shuttle, the satellite, all of that stuff.

An animator actually goes in and hand-animates anything between inanimate objects, such as hard-surfaced satellites, spaceships, shuttle arms -- anything like that -- as well as the characters in the film. In this case it was our computer-generated stunt doubles of the four astronauts.

SPACE.com: So you supervised everything in space that wasn’t a close-up?

CM: Everything that we dealt with in space that was animated, ultimately went through my hands at one point or another. Originally I was the only animator, and I was trying to do a lot of it myself. It think the show earlier on started with around 50 shots and ended up going to almost 350.

So I eventually oversaw other shots that were being done that I was not able to do [myself]. I would go in and get the models prepped and animated, and start most of the hero-animated shots, which were the more difficult ones.

SPACE.com: Which came first in the space sequences, the principal photography or the effects?

CM: Ultimately they work in conjunction. The principal photography is done first, and then when we put our sequences together it would be done with storyboards or rough animatics.

The shots with real people, close-ups, mid shots, whatever, would be done during the principal photography. The rest we would fill in with CG characters as we saw fit, like the astronauts in the airlock or anything outside.

SPACE.com: Just to be clear, you were matching the look of your NASA footage, but you were not actually cutting in any NASA footage?

CM: Nope. It was all completely generated here; we used miniature models that were shot on stage and a cross blend between that and computer graphics. For instance, we would shoot a miniature space shuttle on stage, and if we wanted to animate the shuttle arm, we would actually animate that in 3-D and then we would composite the two together and match them properly with lighting in order to make it look like they’re connected.

SPACE.com: So your contribution to the film really begins once the shuttle launches?

CM: Yes, because I was a 3-D animator there were a lot of other scattered compositing shots throughout the movie. But as a whole, the majority of the stuff that we did once the shuttle had launched -- that was our sequence.

I believe we did some black-and-white jet stuff in the beginning, and we also did some centrifuge editing of the faces when they were spinning around in the centrifuge.

SPACE.com: What is the difference in animating a pod race -- something that we don’t know, we’ve never seen before -- and animating the shuttle, which we’re very familiar with?

CM: That was one of the hard things that we had to come across with Cowboys, because although most people can relate with the space shuttle and astronauts and stuff like that, there has to be that level of realism within that stuff, [but on the other hand] you can get away with a lot doing a pod race sequence.

For me, dealing with these ships that fly 1,500 miles an hour and move in weird ways, there’s a bit of freedom that you have as far as the believability. Whereas you could take raw NASA footage, animate your computer-generated character to mimic that, and you [still] have to get across that it is a real human in a real spacesuit, so you have to keep it pretty close to home for people.

The hardest part I found was the majority of people that would see our footage always assumed that astronauts were moving in slow motion. You know, bounding across the surface of the moon, when that actually wasn’t the case. They move in real time as we do here, they’re just weightless, so a lot of people would expect to see people moving slowly in space, but that’s just a misconception.

If you sit and watch the footage, with these guys moving at the same rate of speed, it almost looks fake.

SPACE.com: Did you have to slow them down?

CM: At some parts, we would have to slow them down and to add a little more weight to them, but for the most part, we were pretty much able to come across with real time.

SPACE.com: Where did you get fancy? What was the headache shot?

CM: Headache shots for me were dealing with compositing a practical model, such as the shuttle. We shot it on stage, had a 7-foot model of the shuttle, and had to smash a CG satellite over the top of that.

So it got a little tricky because we’re blending the two together. You had to match move an element within the same position or to use dynamics in order to shatter those two together. So there were certain things we had to use in order to blend that.

A lot of the other ones weren’t as tricky as you would think because most of them were CG, and if you get them all within your 3-D world, you can interact with each other pretty seamlessly.

SPACE.com: How many shuttles did you have?

CM: We had a miniature, and we had the actual shuttle. The actual shuttle [was used] when the shuttle landed, or when it took off. When it landed, what we did was replace the names, we match animated the names -- "Daedelus" -- and we scarred up the side of the shuttle, and we matched that on every frame so that when it landed, we basically just edited the surface and replaced it. We tried scarring it up a little bit, but that was actual shuttle footage.

Now everything that you saw up in space was the miniature shuttle model. We did not actually have a CG shuttle. The roll in front of the sun, the lens flare, that shot was an actual miniature shuttle shot on stage.

SPACE.com: Why did you use an actual model rather than a CG model? One would think CG would be a lot easier.

CM: It would be lot easier, but it’s actually cheaper to use a practical model. For a lot of the shots we had, a lot of the tricks that we could use [involved] a combination of movement of camera as well as movement of model.

SPACE.com: When you’re doing CG, where does the expense come from? Creating it or render time?

CM: A lot of the shots with CG astronauts deal with the reflections and stuff in the domes of their helmets. Because you’re doing that in CG, you’re not necessarily having [all of the elements in the scene] and you’re trying to reflect that real environment into that glass. You have to reproduce all that in the background in order to actually reflect it off of the glass.

[The render time on] some of the shots could be hours per frame. We used Maya software.

SPACE.com: Did you do the re-entry?

CM: [The re-entry burn] was actually shot on stage with reflective material that we put on the practical model, and by using gels and fans and bits of smoke we were able to create that burning look, straight through the camera lens.

And it was quite unique the way they used the certain types of black light, the gels on the lens, the camera had a shaker, a slight bit of dust used to flow over the model as well as actually using a fan, and filtered cones in order to get that thing to look like it was burning.

As far as the little chips flaking off of the wings during that, those were actually pulled off by strings.

SPACE.com: And did you have wire removal?

CM: For some of the stuff we did, yeah, but it was so dark in the background, a lot of that stuff you were able to get away with. But there was wire removal.

SPACE.com: The scene when Clint opens the airlock door, is in the bay and then jumps over to the MMU station caused a problem for some of the astronauts who were watching the movie.

CM: Because they would always be tethered? The reason that was not done was because in the actual practical footage we were given, there were no establishing shots that showed a tether. To [suddenly] have a tether on him going out the door, people would have said "Wow, where did that tether come from?"

[For reasons of pacing,] we cut to the chase and did "the Space Cowboys maneuver," which means if you’re gung ho, you can just jump.


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