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Every so often a commercial comes along
that's a little bit special. Sometimes it's humour that makes it
memorable; sometimes it's a jingle or slogan that lodges in the
public consciousness; and once in a while it's something that's
rather less easy to define...
Call it beauty, call it boldness, call it wonder; a few commercials
present you with a set of images so striking that you watch them
again and again just for the sheer pleasure of what you're seeing.
In the past, Framestore CFC has helped create some of these memorable
spots - Guinness 'Surfer' and Levi's 'Odyssey', for instance. Now
'Fish', a new spot for Johnnie Walker whisky, is the first contender
for 'spot-you-most-hope-to-see-again' in 2003.
'Fish' starts with the camera moving over the surface
of a blue-green
ocean. It submerges and we catch our first glimpses of what appear
to be
multitudes of shoaling fish. The images are familiar from nature
documentaries - the 'fish' darting in different
directions, the many
acting as one, the shoal seeming almost an entity in itself. As
the
camera closes in on the shoal, we realise that the creatures we
are
seeing are not fish but people - arms by their sides, legs together
-
driving themselves through the water with great speed and grace.
The pace picks up as we see the people near the surface, and
then they
start to leap out of the water. From above we see not one or two,
but
many, many men and women shooting out of the water like dolphins
playfully racing each other. It is exhilarating and impossible.
We
finally return under the water, now in the shallows. One of the
men
touches his foot down onto the white sand. He stands up. He walks
forward onto the beach of a tree-lined bay, others emerging to
follow
him. As he moves purposefully inland, we fade to black and the
slogan
'Keep Walking'. This brief description of the action
of the spot barely
does justice to the beauty and power of the images - you
really do have
to see it to get it.
'Fish' was directed by Daniel Kleinman and produced
by Spectre for BBH.
The script arrived at Framestore CFC in August 2002. Several weeks
of
planning followed, with Framestore CFC Inferno artists on board
as
Co-Supervisors. Australia was finally selected as the location
for the
shoot - the rig designers down-under had come up with some
really
elegant and practical solutions to the problems posed by the 'racing
dolphin' shots.
As preparations for the shoot continued, animatics prepared by
Kleinman
gave the team an idea of what was going to be needed. It quickly
became
obvious that there were three levels of activity needed: the background
shoaling, where the fish form a virtually undifferentiated mass
of
hundreds of individuals; the mid-range shots, where there are
large
numbers of people - around 100 - but they can be seen
in some detail;
and the front shots - close-ups of one or two people. Each
of these
levels demanded a different approach from the 3D team as they
devised
the tools that would enable them to create the CG elements of
the
shoals.
The 3D team worked in Maya, using the Mel scripting language,
to
generate the CG people. They found that they could describe the
shape of
the shoal using a few key people and then interpolating from that.
Intelligent interpolation was a guiding principal throughout the
CG
process, used when creating the individual movements of the people,
and
when creating their physiques. For the physiques two basic female
and
two male body shapes were created. Once variables such as hair
length
were included, a huge variety of different people could be generated
from the same basic materials.
The CG people needed to have enough variety so that they didn't
look
overly synchronised, like marching troops, so a character sheet
was
devised which gave different swimmers different swimming styles.
There
were 'travellers', 'powerkicks', 'generics',
'gliders' and
'coastdwellers'.
The CG process whereby the shots could proceed from animatic
to finished
shot operated via several stages:
i) a shot plate was created, often tweaked for lighting effects
by the
Inferno operator,
ii) rough paths were sketched over a still of the shot plate within
Photoshop, giving an indication to the animators for the swim-paths.
iii) the animators 'blocked' out the scene with a
small number of
low-resolution people.
iv) with a small amount of tweaking, the 'random people
generator' would
then create hundreds of the high-resolution, fully defined people.
v) the shot would then need to be rendered.
Smaller models of the swim cycles were developed for the the
early shots
featuring the huge shoals. The power of 'particle'
technology in Maya,
meant that a vast number of people - at times reaching 8000 -
could be
created.
It was now mid-October and, as the 3D development continued,
the shoot
commenced off the coast of South Australia. The team had decided
that
any medium or close up shots of the swimmers should, if possible,
be
live action. Various methods were deployed to provide an extra
dimension
of speed and power to the swimmers movements. A winch was used
to drag
them past camera in one shot; and specially made perspex flippers
helped
propel them while being easy to remove in post. In certain shots
a large
number of different takes were used to construct a scene; with
the
swimmers being directed into different positions to allow the
Inferno
artists to multiply the 10 swimmers into many more. Many of the
figures
would then be vari-sped or moved in the Inferno to give the impression
of fish-like rapidity and ease through the water. CG characters
were
then added to compliment the live action composites - and were
often
used far closer than originally planned due the quality of animation
and
lighting. Particles and sunlight effects then helped give the
shots a
dramatic feel.
Another challenging section was the 'dolphin leap'
shots. The Framestore
CFC team were very impressed by how game the swimmers were. A
team of 10
local Australian stunt performers created the leaps, and they
were all
really up for it. Since being 'up for it' entailed
being strapped in to
a rig that then hauled them out of the water at high speed, it
was a
pleasant surprise to see the swimmers eagerly queuing up so as
not to
miss their turn.
With all the ingredients prepared, the final mix could begin. In
terms of the overall impact of Framestore CFC's work on 'Fish',
if one single facet deserves pinpointing it would surely be the
masterly synthesis of CG and practical elements produced by Framestore
CFC's Inferno artists. Their shots expertly use the elements created
for them by the CG team, while simultaneously pulling the eye's
focus and attention toward the human beings filmed in Australia.
The overall result is an astonishing and seamless sequence of shots
that provides the most fun you are likely to have seen during a
commercial break for a very long time.
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