Sergio Rosa Interviews Kirk Dunne
[AgentSmith]
Longtime Renderosity member, and former Bryce Moderator, Kirk
Dunne (better known here as AgentSmith), recently sat down with Sergio Rosa to
answer some questions on his recent work in film and how he got his
start in 3D. As a 3D data and asset tracker on motion capture film
productions for Robert Zemeckis' Image Movers Digital located in
Los Angeles, he shares his experiences working on
"Avatar" and "A Christmas Carol," and what it
takes to get started in the industry.
For those who don’t know you, could you share your
background with us? How did you get involved with computer
graphics?
It began around 1997. I was writing some screenplays at the time
and I was on the hunt for an easy software solution for my producer
to join in on creating storyboards alongside me. It just so
happened that one of the possible results that popped up was Poser
3 by MetaCreations. Storyboards aside, Poser planted that 3D bug in
me that slowly secured it's claws over the next few years and I
started to browse more for online 3D images made by at-home
users.
Eventually, while searching for more CG renders, I happily
tripped over Renderosity. At the time, the great thing for me about
Renderosity was the variety of all the various programs that were
being used and discussed. It gave me more insight on what to try
next. I was still using Poser, yet I was wanting to add upon that
and further what I was doing and learning. The last straw, so to
speak, was discovering hobbit's and Beton's artwork here, and after
pouring over their galleries I learned they used Bryce to create
their renders. Bryce ended up fitting me perfectly then, and
although I now also use many other more expensive programs, I still
utilize Bryce even to this day.
When it comes to computer graphics, what drives you and
what inspires you?
Definitely by looking at all the artwork everyone else is doing,
it actually inspires me to a fault. I go off on these tangents by
browsing all the various types of renders and getting all these
offshoot ideas to try on my own. Sometimes it may just be seeing,
say, an underwater scene and saying "hey, I haven't tried
this yet, I gotta go do that!" Or, it may even be
someone's radical color scheme that makes me want to attempt to
inject more color into what I do. I also get inspired to
incorporate technical ways to simulate abilities of higher-end apps
that my Bryce didn't have at the time. So, for example, by 2002 I
was faking HDRI lighting, and stuff like that. In the end, it's
always the artwork that everyone else is doing that fuels me to
keep stretching myself artistically. That and a pair of headphones
full of movie soundtracks.

Bryce Billiards (Hi-Res) by AgentSmith
You mentioned you were hunting for storyboard solutions
for screenplays you were writing. We didn't get to know if you
turned any of those into a movie, though. Do you see or hope this
to be the start of your very own filmmaking career? Could you
briefly pitch one of your stories to us?
I've written four screenplays, and unfortunately while they have
not been purchased and made into movies, when I was writing them I
did purposefully create smaller versions of two of the screenplays.
That way, yes, I will take those and eventually just direct them
myself as film shorts. At the time of writing them (mid 1990's), if
your independent film-making budget was very small, your picture
quality would have to suffer. On micro budgets of less than $25,000
you had to settle for video, usually high 8mm, and part of your
budget might have to be put aside for converting the finished video
over to film, which was very costly.
Nowadays, the game has completely changed. With DSLR's costing
around $5,000, you can have a camera that will record full 1080HD
video, whose cinematic quality will start to rival most of what you
have seen inside of a theater. In fact, LucasFilm is on the edge of
starting to use these DSLR's for some of their future projects. So
today, I could use that same budget and have an industry standard
image quality. And with the advent of digital projectors, I also
wouldn't need to pay to convert the video to film and I could use
more of the budget for post-production. One of my screenplays in
particular calls for some 2D/3D VFX work, which fortunately now, I
can do myself at home. So again, yes, I am looking at directing one
of those two film shorts within the next few years. As far as my
stories go, I will need to continue to keep even the basics of
those plots close to my vest, as they contain elements that I
haven't really seen used anywhere else and, well, I like surprises,
don't you?

Image courtesy of the Official Avatar Movie Flickr page
© All rights reserved
A few years ago I heard you were pursuing a career in
Visual Effects, and that you were going to work on Avatar. That was
especially amazing news because I’ve been waiting for that movie
for around 4 years. How did you get a job on such a big
production?
I get that question the most. It boiled down to luck, who I
happened to know, hard work during very long hours, and what has
truly helped me keep getting promoted, was my knowledge of 3D I had
taught myself all those years. It went down like this: I didn't
know it but I had lived right next door to a concept artist for a
couple of years, his name is Rafael. He had just graduated from the
American Film Institute and we bumped into each other one very late
night while he was walking his dog and I was about to make a
caffeine run to the store.
Now, AFI will have film industry professionals come in to talk
to and critique their students. One such professional happened to
be Rick Carter, Production Designer extraordinaire. He was quite
taken with Rafael's senior thesis and told him to call him once he
graduated. Needless to say, he did call Rick who was working on
Avatar alongside James Cameron and so he brought him in. Later on,
Rafael then brought his new friend (me) to do a stint on the movie.
Avatar led to a friendship with Anthony Almaraz, the man who
creates pretty much every Motion Capture suit that is used on all
these movies. He gave us the heads up about Robert Zemeckis' "A
Christmas Carol" starting up. I went over there (literally across
the street) and have continued now through to "Mars Needs Moms" and
we will most likely be starting up on "Yellow Submarine" in early
2010.

Image courtesy of the Official Avatar Movie Flickr page
© All rights reserved
What was your role in the movies?
For "Avatar" and for the first couple of months on "A Christmas
Carol," I started out like everyone else, in the bittersweet job of
Production Assistant, lol. It can be a hard job as you are doing
literally whatever is needed at any given moment, and it's normally
the work no one else wants to do. But, what is great about the job
is you are "utilized" (used) by everyone in every department, so
you get to see absolutely everything art and design-wise, which is
mind-blowing.
For the last few months on "A Christmas Carol," IMD moved me
into being the Physical Asset Tracker. The final result of the job
entails having to know precisely what objects are onstage (called
the Volume) in every take, of every scene, for the entire film -
all in real-time. That could be a HD camera, an actor, a piece of
set decoration or a prop, all referred to as Assets. There can be
hundreds, or in the case of "A Christmas Carol," thousands of
Assets.
Four to six weeks before filming begins, I will start
cataloguing the assets that will be used on the film. Every asset
has a specific name which is translated into a barcode, which is
printed out and attached to that specific object. Along with
photographing the asset, and creating a quick motion capture of the
object, I also fill out a laundry list of details about said asset.
Every shred of this data is incorporated into our computer
database. This asset processing will normally keep going on even
throughout the duration of filming as more and more assets are
being manufactured by our prop department for upcoming scenes.
Now, during production, say right before a scene is captured,
all the assets for that specific scene will start to be brought in
through me as I use a handheld laser scanner and check in all the
barcodes on the assets. This is what gives us the list of assets at
any given time during filming. I check the assets as they go in or
out of the Volume throughout the day and everything is updated in
real-time across everyones' computers in the building.
A larger reason for doing all this is because later on if you
were to bring up a motion-captured scene and play it on a computer,
you see nothing but moving swarms of dot "constellations." IMD has
a huge team up north that needs to know what each group of dots
actually really is, so that is where my work has done its part by
detailing out what each of those group of dots is and all that
various data can be referenced by anyone at anytime throughout not
only production, but also during the two or so years of
post-production.
Subsequently, on my second IMD film, "Mars Needs Moms," I
started training in Data Tracking, which is the cleaning and
manipulating of the actual actor Motion Capture data that comes in
from the Volume. It's very labor intensive and complex, but it's
such a blast to see the final result applied to the body/face rig
of a 3D character and see the real actors performance drive the
virtual character!

Image courtesy of the Official Avatar Movie Flickr page
© All rights reserved
Is there anything particularly funny or special that
happened while working on a movie? And generally, what was it
like?
I could go on forever, but the one general aspect I will always
mention to people is being able to witness first-hand the
incredible talent every day. I mean, for me being such a movie
fan/geek to begin with...then to be standing right next to Cary
Elwes and Robin Wright (Westley and Buttercup from "The Princess
Bride"), Bob Hoskins ("Roger Rabbit"), Colin Firth
("Bridget Jones' Diary"), Gary Oldman (Leon / "The
Professional"), and of course Jim Carrey ("Ace
Ventura")...is all just an exercise in self control! Being
able to see them work their craft was amazing. They would be there
just quietly talking to Zemeckis, and then action would be called
and they would literally, instantly, come to life in their
character, as if some mysterious switch had been flipped. I know it
may sound like a small thing, yet to experience it was almost
jarring at times. Their ability to immediately activate these
various emotions, and then to literally project them out like this
powerful wave, it at times would force you, unwillingly, into that
emotion yourself. The strength and talent of every one of these
actors is something I'll always keep as an irreplaceable
memory.
And, there is no way to leave out being able to see director
Robert Zemeckis at work. All my life I have absolutely always loved
learning as much about movie making as possible. And after watching
Zemeckis' films for so many years (my faves being: "Romancing
the Stone," all three "Back To The Future" films,
"Death Becomes Her," "Contact," "Cast
Away" and "Beowulf"), then seeing this powerful
director every day, right in front of me doing his thing, is just
ridiculously wonderful. And, really...there is not much to describe
in his way of directing. He had obviously discussed characters and
scenes with his actors beforehand to what I would believe to be a
great degree. I mean, Zemeckis was almost casual in his directing:
very calm, quite, confident. He seemed not concerned with
micro-managing his actors into getting what he wanted. He knew what
he wanted and seemed to know they would all arrive right where they
should be. With what I saw as a deft touch from years of
experience, he was very much just enjoying the ride. Truly, for me
being able to "be there" in the center of this production and
around these talented people is one of the highlights of my life.
The cool factor was truly off the scale.
For all the good memories, believe me, the time spent working on
a movie can be intense. The days are long and whatever needs to be
done, usually needs to be done yesterday...and hopefully perfectly.
But, I would be wrong in not mentioning the other, even more
prevalent, aspect of my job which is all my co-workers which are
just amazing to be around. I've never worked at a greater place
with nicer people. We are all quite aware of the cool factor of our
job and are very happy to be there, doing what we love. I count
myself as very lucky and, like most, hope that the luck keeps
coming.

Ebenezer Scrooge (JIM CARREY) "DISNEY'S A CHRISTMAS CAROL"
©ImageMovers Digital LLC. All Rights Reserved.
You've shared your experiences with "Avatar,"
"A Christmas Carol" and "Mars Needs Moms." Each
movie with a different role, and different director. This may be a
difficult question, but I was wondering which one was the most
enjoyable, not only from a work point of view as movie making is
about the whole experience and not just the part you're asked to
do.
It's like picking a favorite child, but I have to keep going
back to "A Christmas Carol." It was the breaking point
and time for so many things. I believe if one is lucky enough, is
blessed enough, a time can happen in which everything seems to come
together and you are simply able to walk through a nearby door that
you hadn't seen before. My time on this movie felt like that for
me. Yes, it was an amazing experience and it was wonderful being
around these famous, talented people, but it was truly more than
that. Somehow it ran a little deeper, and so in some intangible way
this particular movie did mean more to me. It was that I could look
straight at it all and at that very moment realize that this, right
here and now, was the real brunt of my beginning, you know? I felt
I didn't need to wait for the perfect vision of hindsight to
understand that my time on "A Christmas Carol" would be
the time to remember fondly. I absolutely knew it, right then and
there. I felt aware of it all, and try to continue to be so to this
very day.

Left to right: Ebenezer Scrooge (JIM CARREY), Tiny Tim (GARY
OLDMAN) "DISNEY'S A CHRISTMAS CAROL"
©ImageMovers Digital LLC. All Rights Reserved.
Do you have anything planned after "Yellow
Submarine"?
As far as IMD and Robert Zemeckis is concerned, they have around
seven movies in line that are on some level of development for
motion capture. Recently announced has been "Roger Rabbit
2" and "Real Steel" with Hugh Jackman. These both
will be a blend of live action and motion capture. Another cool
property, still in very early development, is called "The
Stoneheart Trilogy." The three books were written by Charlie
Fletcher, and they are a children's fantasy series about a London
boy in a mystical world where statues come to life. So, the motion
capture future for IMD looks quite bright.
James Cameron did have Weta start a year ago on pre-production
art for "Battle Angel," and that property will continue
on along with his producing and directing a segment of the new
"Heavy Metal" movie. Very recently, it came out that
Cameron had secured the rights to "Last Train from Hiroshima: The
Survivors Look Back" by Charles Pellegrino. It's about the atomic
bombings of Hiroshima and Nagasaki, and will obviously be very much
a drama (and not motion captured). And, lastly, let's not even
mention what he may have in mind for the next (possibly two)
"Avatar" sequels. Yes, possibly two more.
My own personal plans are to continue pursuing my on-the-job
training at IMD in Los Angeles as much as possible for now. The
knowledge to be gained in Data Tracking is essential, and the
various 3D disciplines that branch off of there are fairly large.
Then, on top of that, there is the IMD pre and post production
facility in Marin County, California, and the 2D and 3D
opportunities there are endless. So, bottom line, I will continue
to learn and work my way onwards even whether or not that is at IMD
or another studio. With the combination of 2D, 3D, motion capture
and the movie industry, I am definitely in there to stay. Now,
beyond film work, I have recently started on a long talked about
project between myself and another writer for me to illustrate a
small series of children's books, using 3D rendered scenes to
ultimately look like 2D paintings. I'm very excited to take that on
and have already started on creating concept art.
I also heard somewhere that the technology developed for
movies is intellectual property of the film director (for example,
WETA came up with some solution for the virtual cam used in
"Avatar," but it belongs to James Cameron). Is this
correct?
I believe that may be correct only in the particular case of
"Avatar." My short answer is that the intellectual
property of the cameras belongs to Cameron, because he (and a
couple others) were the ones to initially conceive of these
specific models. What you are most likely referring to are two
things: the on-set, virtual camera system, used to view the ongoing
scene in realtime 3D, and the stereoscopic 3-D "Fusion Camera
System," used to film the live-action sequences in 3D. The latter
camera being developed by Cameron and Vince Pace, both of these
items were basically the idea of Cameron and company, so that is
why he would be reserving rights to them.
With all these developments on Performance Capture (from
both James Cameron and Robert Zemeckis), do you think interest in
computer animated features will grow?
The interest in computer animated features is definitely growing
very rapidly with both viewers and directors. "A Christmas
Carol" was a huge technical leap over not only "Polar
Express," but also "Beowulf." And with
"Avatar" setting a high bar in overall realism, I can't
but have an even greater interest for "Mars Needs Moms,"
"Yellow Submarine," "Battle Angel," etc. Then
you look at Tim Burton's "Alice in Wonderland" and what
Peter Jackson and Steven Spielberg will be doing with
"TinTin," and that really helps set the stage for
performance capture to be another great tool for use not only in
filmmaking, but the continued and necessary part of the actors to
do so much more than just add their voices to a 3D character.
And, admittedly, we all need for the price of performance
captured films to come down as the budgets are, shall we say, a
little steep? But, with technological repetition comes efficiency
and lower prices, so we will eventually see the further production
of larger scale, performance captured, computer animated features.
And, really, it should be mentioned that not every movie can just
be, or will be turned into this kind of movie. Not only do you need
to have the right kind of environment and story in your script to
call for the massive task of every single object to be modeled,
textured, rigged, lighted and animated, but you also need the right
kind of director. You need a director that truly desires to spend
two to three years directing the creation of every nuance of the
world that will occupy that story. While it may not be for
everybody, I don't think it's going to stop those who want another
movie-making tool to try out, and it certainly won't stop us from
going to check them out.
Considering motion capture setups don't come cheap, do
you think that kind of technology will ever be available to
independent-but-professional filmmakers wanting to create their
animated features without having to spend countless years
keyframe-animating their shots?
Now, what you see with Zemeckis and Cameron is absolute bleeding
edge tech. What will later exist as industry standard procedures
and technology will be dictated by the movies they are making right
now. And, as we all know, all technology eventually runs downhill,
both in availability and price. And, really, the base of what they
are doing now are just upscaled, very high resolution versions of
what is done every day in video game creation, of which has used
motion capture for fifteen years now! So, I foresee that motion
capture will steadily become less expensive on the prosumer level.
For those of us that have been to Siggraph, we have always seen the
multitude of companies selling their lower cost rigs. And while
those are still coming down in price, what I am excited to see is
the possible future, emerging technology of software and camera
alone capturing human movement. If and when we could have human
movement, even halfway decently captured by video cameras and
software alone, that would blow the roof off of 3D home users.
Someday, 3D technology could be an almost boring, everyday tool in
how anyone could choose to tell an animated story, and I believe
that will be the day when we discuss less of the image tech in
front of our face, but even more of the meaning behind the
story.
Do you have any final words you may want to share with
our readers?
I would like to thank the multitude of members and staff here at
Renderosity that have hung out with me in the forums over the last
10 years (Wow...seriously, TEN years?!). Well, without your answers
to my early noob questions, without everyone's artwork to inspire
me, without the monthly forum challenges to drive me...I honestly
don't think I would be in the position I am today. So, my sincere
thanks to all of the usual suspects. And, I'll also take a moment
to drive this home to anyone that is looking to aspire to any
art-related job: I started with just Poser 3 and Bryce 4, and was
taught everything I know from the forums here and online tutorials.
Believe me when I tell you, the success to be had out there does
not lie within how much your tools or your education cost you. It
will always lie within yourself. Inspiration, motivation...and when
those two fail, determination.
We invite you to visit:
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permission.
Sergio
Aris Rosa [nemirc], is Sr. Staff Writer for the Renderosity Front Page
News. Sergio discusses on computer graphics software,
animation techniques, and technology. He also hosts interviews with
professionals in the animation and cinematography fields. You can
follow
him on Twitter, and if you want to see what he's up to you can
visit his
blog.
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