<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7596544822102501916</id><updated>2011-09-28T17:40:37.108-07:00</updated><category term='Making of 2012'/><title type='text'>Making of 2012</title><subtitle type='html'>Director Roland Emmerich and composer-producer Harald Kloser co-wrote a spec script titled 2012, which was marketed to major studios in February 2008</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>12</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-3206073927783758789</id><published>2009-11-28T06:51:00.001-08:00</published><updated>2011-04-09T04:00:28.841-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>The Making Of 2012 Interview Part 5</title><content type='html'>http://www.youtube.com/watch?v=1aPNcUJuiLYendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;Can you tell us about working digitally and the pipeline that you developed for 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; Our movie 2012 came along and was fully digital and this was the first time Roland Emmerich ever worked on a fully digital movie, previously he shot on film. Dean Semler being our DP loves to work with our genesis camera. Starting from that, we embraced it from the get go, we only worked digitally for the last ten years and haven&amp;rsquo;t touched film since. On a movie of this scale the flexibility that it gave us was just amazing. There was a huge service set up at Sony so that we could produce on this project. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; We wanted to introduce an entirely digitally automated pipeline. We did this together with Sony Pictures; we built a 400-terabyte server that would store every digital frame that was ever shot. We would have automated tools that would convert the EDLs that editorial would send over, even if it was just a single shot. Or even if it was a sequence of a hundred and twelve shots it would immediately convert it into a XML format and send it over to that server and that sever would pull all those frames send them over to us and rename them based on our visual effects and conventions and pop them into the folder. It would notify us and the artists working on it that the shot is now there. That process would be literally two to three minutes. While if you did that with 35 ml you would have to pull the negative, clean it and scan it. Instead you send the drive over and rename it you put it in your folder. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; All of a sudden Roland says &amp;rsquo;I need a change eight more frames on this shot.&amp;rsquo; &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; It literally would just take a minute, to get those eight frames in. The compositor would get them in front and could extend it. That was a very powerful tool and we always tried to do a lot of automated tools to take the stupid work away from the artist. To let the artist really do what they do best which is making the shots or elements within the shot. It was also good for us because at the very end when you do a backup of these things or when we need to find making of stuff then we know exactly where it is because it is in our database through the whole process and it&amp;rsquo;s all correctly named. It&amp;rsquo;s very easy to find stuff and that helped alot. &lt;/p&gt;&lt;img style="PADDING-BOTTOM: 15px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-10.jpg" height="248" width="720" alt="2012-10" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; Sometimes when you work with so many companies and each company has its own way of working. It&amp;rsquo;s not so easy to get all this together and make it work together especially when we are the hub and everything goes through us. Eventually you have to make a system that makes files named the right way otherwise it&amp;rsquo;s being sent back. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; We built software tools for that too that would work on Linux, Mac and PC. That we would give to every single company out there and they would run it. They would do a first run it through the tool and the tool would first check everything. Is the naming correct and so on and then send it over to us. Our system would ingest it and immediately send it over to the playback system. There was as little human interaction as possible on this because it is stupid work and if you could to have a computer do it then why not?&lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-3206073927783758789?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/3206073927783758789/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-5.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/3206073927783758789'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/3206073927783758789'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-5.html' title='The Making Of 2012 Interview Part 5'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-7833290378252424687</id><published>2009-11-28T06:51:00.000-08:00</published><updated>2011-04-09T04:00:28.841-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>The Making Of 2012 Interview Part 4</title><content type='html'>http://www.youtube.com/watch?v=nyPy-a7HrnEendofvid&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; My favorite example is of the limo driving away from us in a residential neighbor hood it&amp;rsquo;s also in the trailer; it&amp;rsquo;s a very quick cut in the trailer though. There is so much stuff going on in just the logistics of that; to look for a mile into the distance and see things shaking and crumble. Just to rig that as a miniature you would have to lay so many parts and composite it together. The triggering of say five hundred events that all have to work at hundred percent would be logistically impossible. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; The same thing in practical effects not just miniatures. They have the same limitations on set if you shoot something. We had that problem we wanted to shoot some real cars and have a few shots where the freeway starts crumbling and cars are tumbling out. We have the parking garage on the right side that crumbles too and cars are tumbling out. We said hey it would be great to have some real cars falling out too. We worked with Mike Vezina on that the special effects supervisor on that and did some tests. It turned out we could only use very little and do very little because it&amp;rsquo;s so specific because when that parking garage crumble the cars have to tumble out in a very specific angle. You can drop cars from a crane and have cars swirl through the picture but just to have it at it the exact right angle is a huge set up. If you think about how much it costs to have a second unit team shoot this and get maybe two or three takes a day and you&amp;rsquo;re destroying two or three cars a day with that, after a while it just isn&amp;rsquo;t worth while anymore. We know we are going to have to build the cars anyway in CG, we say &amp;quot;let&amp;rsquo;s just do them all in CG.&amp;quot;&lt;/p&gt;&lt;img style="PADDING-BOTTOM: 15px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-8.jpg" height="227" width="720" alt="2012-8" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; It is a little bit of a mix, in the parking garage sequence there is a real car falling and smashing and one is tumbling over. At the same time the practical effects came in handy for everything where we had to interaction with the actors. That&amp;rsquo;s when Mike Vezina set up this big rig shaky floor that was six thousand square feet, so that the actors did not have to act like they were on a plate form that was wobbling. Wavy motion like a real earthquake was set up. When they went running from out of the house, the house was crumbling behind them, which was all CG, but they were literally running on this floor and getting into the limousine as the floor was shaking. Roland said as a mandate from the beginning &amp;quot;we can&amp;rsquo;t do like in the old Star Trek movies where they do the Shatner, where they hold on and act. As if the Enterprise is doing something like this&amp;quot;. Roland said &amp;quot;No, the actors have to have the fear on their face and it has to be real.&amp;quot; That is why that whole floor was built; which proved to have additional challenges for us later in post, like tracking. &lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;Is it cheaper to make a movie of this scale today with the current developments in the software?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; I recently had a discussion with somebody about that. It&amp;rsquo;s very fascinating that it is absolutely true that that is happening. The question that came up was can you do things cheaper with the software but at the same time while that is happening where the cost goes down the expectations go up. What you have to deliver with this movie it somewhere evens out. You are always on the same track with what you actually have to show and do. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; Good point because after every project we think the next one is going to be so much easier because now we know how to do it. Then there is a whole new set of challenges because now everybody knows how to do it. We say we want to do something that nobody has seen before. You now are at the same point you were at two years ago, where you have to reinvent something new. Stretch the computing power and software to its absolute limits. If you look at any sequence in this movie there were horrendous render times. Horrendous simulation time and new software development time. &lt;/p&gt;&lt;img style="PADDING-LEFT: 15px; PADDING-BOTTOM: 5px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-9.jpg" height="190" width="425" align="right" alt="2012-9" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; There was a nice little statistic we did about computing time. It took days to render the early sequence of the earthquake. If we would render that on a single machine it would be sixteen years to actually do that. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; If you think back, doubling up every eighteen months, wasn&amp;rsquo;t that long ago but eighteen years ago according to Moore&amp;rsquo;s law this would have been double that! It would have been thirty-two years and so on. You can think about how long this would have taken just ten years ago. It wouldn&amp;rsquo;t have been possible at all. A lot of the scenes we have done here wouldn&amp;rsquo;t have been possible five years ago. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; There were some new developments that were just happening when we were making the movie like Thinking Particles from Cebas, which we actually implemented. We actually worked with a company that built a plug in for 3D studio max. We said we need it earlier than you guys will have it finished. We actually made a deal with the company to hire additional programmers and whatever it takes to get it done early. Then they can use it for their official version. We have it to use on our movie, which nobody else had at that point. &lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-7833290378252424687?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/7833290378252424687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-4.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/7833290378252424687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/7833290378252424687'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-4.html' title='The Making Of 2012 Interview Part 4'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-2630394895385997281</id><published>2009-11-28T06:50:00.000-08:00</published><updated>2011-04-09T04:00:28.842-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>The Making Of 2012 Interview Part 3</title><content type='html'>http://www.youtube.com/watch?v=FodtX8C2SCAendofvid&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;Did you have any political problems when destroying other cities? There are a lot of famous monuments that get trashed in the movie. Did it present any problems for clearances? &lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; Yeah, the clearances were always a fun story, because the studio of course is always afraid of that. That did make us change a few things but they were very minor changes. There are some obvious Las Vegas buildings the Vin, two towers. For instance, the Wynn casino, we went back and forth on, and it was a V and an N and we ended up changing some name on some buildings to not get into these kind of problems. Overall the consensus with that is also with the lawyers actually they say, they can only really sue you if you single out certain things. Let&amp;rsquo;s say for instance you don&amp;rsquo;t destroy anything in LA but this one single building; they can say, &amp;rsquo;oh you really want to hurt us.&amp;rsquo; However we are destroying absolutely everything, so they can&amp;rsquo;t all possibly sue us for destroying/singling them out, because it&amp;rsquo;s literally almost everything gets destroyed. We didn&amp;rsquo;t have much of a problem there except for a few minor changes. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;Digital Domain did a lot of work for the earthquake Cessna escape sequence. Could you give us an overview of other studios work on 2012?&lt;/h2&gt;&lt;img style="PADDING-RIGHT: 0px; PADDING-LEFT: 0px; PADDING-BOTTOM: 10px; MARGIN-LEFT: 15px; PADDING-TOP: 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-6.jpg" height="322" width="426" align="right" alt="2012-6" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt;&lt;em&gt; Scanline&lt;/em&gt;. They also had two other sequences that they did in the third act of the movie the flooding in the Himalaya, that&amp;rsquo;s a huge sequence that was the bulk of the work. Then there is Washington DC, where you see in the trailer the shot of the John F. Kennedy [aircraft carrier] rolling towards it and then destroy it. That is a Scanline sequence. In India there is a huge mile high wave rolling over India and that is another sequence they made. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;em&gt;Double Negative&lt;/em&gt; in London did the Yellow Stone sequence, from the start where Charlie the Woody Harrelson character and John Cusack are meeting on the top of the hill. The entire caldera explodes and they get chased by the ash cloud and firebombs raining and pieces of landscape falling down as they are trying to get to their plane to get out of it. They are some fantastic shots in that too and a lot of them are in trailer. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; While we&amp;rsquo;re at it,&lt;em&gt; Sony Imageworks&lt;/em&gt; did about a hundred and fifty shots of all the stuff and also in the last third of the movie these giant ships and the places where they were constructed that don&amp;rsquo;t include any water. &lt;em&gt;Scanline&lt;/em&gt; took over for the point where the water comes in. Beyond that it is &lt;em&gt;Scanline&lt;/em&gt; and everything before that is &lt;em&gt;Imageworks&lt;/em&gt;, for example. &lt;em&gt;Pixomondo&lt;/em&gt; did allot of crash scenes, they did alot of pre-vis for us. They also did a whole finished sequence for us, where the Russian transport airplane crash lands onto a glacier. &lt;em&gt;Hydraulx&lt;/em&gt; did several sequences throughout the movie.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; Starting from the very beginning with the large solar eruptions, part of the cruise ship sequence and the very end actually. The breaking of the super market was one of the very first smaller destruction sequences, very intense destruction sequences. The final shots we see literally a zoom out and seeing those three arches and then open out and seeing the earth in space. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;With the influx of newer technology, do you find that practical effects play less of a part in movies made today?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; Yes, definitely, we had the discussions in the beginning, a while ago in my notes; even before I was hired I did the first break down. I had this list with all the possible miniatures. It wasn&amp;rsquo;t that much from the get-go but it was at least things or so that I figured we could do or at least augment. It was like tumbling cars or stuff like that and then it ended up being one; which was the top of the Eiffel tower in Las Vegas where the transport plane hits it.&lt;/p&gt;&lt;img style="PADDING-BOTTOM: 15px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-7.jpg" height="226" width="720" alt="2012-7" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; We talked a lot about it because we love miniatures, it&amp;rsquo;s a lot of fun standing on the set and do the three, two, one and bang! The stuff really explodes; it&amp;rsquo;s so much more fun then waiting for a computer, waiting five hours to have a simulation done. The fact is that as much fun as that is... there are two different problems with it. One is physical limitation, where obviously in a movie like this we are literally driving with a limo through this earthquake or flying with a plane through it. Just physical limitations with camera rigs, and trying to make that house, tree, building what ever it is break and fall at this correct timing. As well as have the camera drive through it; there are certain limitations to the motion control rigs that simply don&amp;rsquo;t allow us to get the shot the way we wanted. Also once you get that shot, you are stuck with exactly that. If the director comes up and says I don&amp;rsquo;t like the way the tree falls, it&amp;rsquo;s like sorry that&amp;rsquo;s how it is. With CG you can totally change that. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;The second thing is budgetary limitations. May sound weird on a movie like this but if you have a scene where an entire area of Los Angeles -obviously part of it would always be a matte painting- even the stuff that is close is an entire residential neighbor hood or an entire commercial street like Wilshire Blvd or all of downtown. If you had to build all of this as miniature and make it crumble and shoot it, it would become outrageously expensive and absolutely not possible to do. In the computer we can clone the houses, we build three or four and retexture, color and multiply them. There are a lot more options, trees the same thing if you build it as a miniature you have to build every single tree. &lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-2630394895385997281?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/2630394895385997281/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-3.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/2630394895385997281'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/2630394895385997281'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-3.html' title='The Making Of 2012 Interview Part 3'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-6861036761530692151</id><published>2009-11-28T06:49:00.000-08:00</published><updated>2011-04-09T04:00:28.842-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>The Making Of 2012 Interview Part 2</title><content type='html'>http://www.youtube.com/watch?v=XAtgPaggeTMendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;How much interaction did you guys have the other studios that worked on 2012? &lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; A lot of interaction with the other effects houses, we had out own in-house set up with our own company Uncharted Territory. We did the bulk of the work 422 that we did in house out of the 1315 shots that the movie has. Then the rest of the shots were divided up between the 14 other houses that we work with. There were really like 5 or 6 main houses and then there were the other houses that did like 5 or 12 shots. &lt;/p&gt;&lt;img src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-3.jpg" height="248" alt="2012-3" width="425" align="right" border="0" /&gt;  &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; The scope of it varied on depending on where they were. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; We were the hub, that was the important thing. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;After handling the bulk of the shots and supervising how they&amp;rsquo;re handling it at the other studios, what became the most challenging shots that you had to deal with?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; Two sequences, one was the water mass rushing through the Himalayan Mountains. You have enormous scale and water. Scanline handled that and it was believed that because of their propriety system that they were the only ones that could pull that off in such a short time, with such a short turn around.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; From the get-go you know once you start discussing this like world wide two or three companies could handle something like that. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; The second one: the early earthquake is split into two parts, one was an in house sequence. Where they would drive a limo through earthquake as everything is breaking apart and moving and falling. The second part done by Digital Domain where we taking the Cessna plane and flying through a chasm that opens up and eventually through downtown as it&amp;rsquo;s crumbling. Those two were for sure the most challenging scenes in the movie.&lt;/p&gt;&lt;img style="MARGIN-BOTTOM: 15px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-4.jpg" height="228" alt="2012-4" width="720" border="0" /&gt;  &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; The earthquake sequence was so challenging because in the screenplay it was about three lines! They are running out of the house and into the limousine as the house was crumbling around them. They are going towards the freeway, go take the freeway then the freeway crumbles… and pretty much at the airport they arrive; which became a 114 shots in three minutes. It was three-minute sequence in the movie and it was very organic. We worked with Roland -not really while we were making the CG shots- but very early before we started while we were doing pre-visualization on it. It just became a pre-vis sequence that was so minute in detail that if you play it side by side with actual film it was ninety-five percent the same. We were happy to have a director, who doesn&amp;rsquo;t come to set and reinvent the whole thing after we did the pre-vis for several months. He actually shoots the pre-vis. That of course is a dream come true for us. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;Were there any shots that had to be cut due to time? Or money restraints? which you wanted to make it into the final cut?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; While you are working on the shots you get stopped because the editor decides to re-cut it. However it was not an entire scene which is sometimes the case, so we wont have any of that for the DVD unfortunately. Fortunately everything for us is in [the theatrical release].&lt;/p&gt;&lt;img style="PADDING-RIGHT: 0px; PADDING-LEFT: 10px; PADDING-BOTTOM: 15px; PADDING-TOP: 0px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-5.jpg" height="241" alt="2012-5" width="427" align="right" border="0" /&gt;  &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; That is so typical for Roland; it was the same way for Independence Day. The studio came later and said hey we want to do the director&amp;rsquo;s cut and the extended version and so where are all the visual effects that were not finished? And we said we didn&amp;rsquo;t have any. There was one shot with a bus that was crashing through a Stargate billboard. It was not composited in it was just a single model shot that we did. Once it was actually cut in we all looked at it. It was in the middle of a serious destruction sequence, where people&amp;rsquo;s lives were at stake. All of a sudden it was this finy moment of this bus crashing through a Stargate billboard and it was just not working. You did not want to laugh at that moment.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; All the decisions to edit the shots are usually done while we are in the post-vis stage or the shots are about to be built and then the editorial finds out the pacing doesn&amp;rsquo;t work out one hundred percent or like in this one it doesn&amp;rsquo;t quite fit in there because it&amp;rsquo;s too funny or too serious or what ever. It&amp;rsquo;s really just little shots here and there, but nothing that we wish we could have done and didn&amp;rsquo;t do. Really everything we planned and wanted is in the movie. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; For example, the freeway breaks down and there is a cement truck rolling down and it&amp;rsquo;s crashing into a gas station. Originally there were two more shots but there were at least one more where you&amp;rsquo;re looking out the back of the limousine window and you see the fire still going and shooting over the street. That was detailed in pre-vis but didn&amp;rsquo;t go much further than that.&lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-6861036761530692151?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/6861036761530692151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/6861036761530692151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/6861036761530692151'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-2.html' title='The Making Of 2012 Interview Part 2'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-4972105987352624732</id><published>2009-11-28T06:48:00.000-08:00</published><updated>2011-04-09T04:00:28.842-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>The Making Of 2012 Interview Part 1</title><content type='html'>http://www.youtube.com/watch?v=zY_pTTp2QBsendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;How did you get involved in the making of Roland Emmerich&amp;rsquo;s 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Volker Engel:&lt;/strong&gt;&lt;/span&gt; It was in 1988 when I met Roland in Stuttgart while I was studying graphic design. I started working on he is last movie he did in Germany, which was called Moon 44; it was only a very small three million dollar picture. I became Visual Effects Supervisor on that picture, I started as a model maker and three months later I supervised the whole film, which was great. That was my entry as Effects Supervisor in to the industry on my first movie. Then I did Universal Soldier with him, not Stargate I went back kept on studying, finished my studies in Germany. I went to a film school where Marc and I met. Then Roland called me up to supervise Independence Day, that&amp;rsquo;s when I moved over. Marc was already in the United States at this point. &lt;/p&gt;&lt;img style="PADDING-RIGHT: 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-1.jpg" height="182" width="432" align="left" alt="2012-1" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Marc Weigert:&lt;/strong&gt;&lt;/span&gt; We met at film school, originally I was studied producing and directing. That was just the time when our film school got five brand new silicon graphics work stations with Alias Wavefront version 3.2 or what ever the Hell it was. It was when Terminator 2 was released and I thought I have to learn that [vfx], that&amp;rsquo;s really cool. It would give me an edge later as a producer or director or whatever. We did not even have a teacher over there yet, so they said, &amp;quot;Here are the manuals, &amp;quot; - stacks about this big - and said “knock your self-out.&amp;quot; I sat there day and night with those manuals while Volker was doing a stop-motion movie next door. So we were always the two that stayed late at night and that is how we became friends. Eventually I decided to come over to the States to learn more about screen writing, since I felt the European Auteur movie weren&amp;rsquo;t really my thing, so I thought I have to go, somewhere else to learn that. I was there for a year and then Volker came over and said hey I want you on board we are doing Independence Day, I thought sure why not? &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; I talked to Roland; we were looking for people more on the organizing side. I told him I know just the right guy and he is here in LA! Marc became Project Manager for visual effects on Independence Day, and I was one of the two Visual Effects Supervisors together with Douglas Smith. &lt;/p&gt;&lt;img src="http://s177.photobucket.com/albums/w218/seeucom/actress10/the_making_of_2012-2.jpg" height="204" width="430" align="right" alt="2012-2" border="0" /&gt; &lt;br /&gt;&lt;h2&gt;On 2012 you&amp;rsquo;re both co-producers as well as visual effects supervisors?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; Yes, it&amp;rsquo;s something that really came out of the history we started in &amp;rsquo;99. To open our own production company, Uncharted Territory. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; Ten-year anniversary!&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Weigert:&lt;/strong&gt;&lt;/span&gt; We thought &amp;rsquo;hey we need to do more&amp;rsquo;; we don&amp;rsquo;t just want to be doing visual effects because visual effects became so much more integrated in the whole production process. It wasn&amp;rsquo;t so much about pre-production, shoot, and post production anymore, everything become more intermingled. We thought we have to expand our own role and plan this better and the only way to this is to become co-producers. So we started producing our own small little adventure movie called Coronado, which we did in 2001. We tested the concept, it was our first movie we produced everything from the very beginning. Even until the end when we did the 16 by 9 and scan-in ourselves in After Effects. We literally edited everything; it was our second film school so to say. With that concept we continued on and did several more projects. Until Roland came again one and a half years ago and said &amp;quot;hey guys I would really like to do that with you. I understand how your concept works and would really like to have you on board.&amp;quot; &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Engel:&lt;/strong&gt;&lt;/span&gt; There was no discussion about us becoming co-producers. It was us coming on board as co-producers and visual effects supervisors. &lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-4972105987352624732?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/4972105987352624732/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-1.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/4972105987352624732'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/4972105987352624732'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/making-of-2012-interview-part-1.html' title='The Making Of 2012 Interview Part 1'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-828216014751028144</id><published>2009-11-28T06:37:00.000-08:00</published><updated>2011-04-09T04:00:28.843-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>What was the biggest challenge on 2012? Part 3</title><content type='html'>http://www.youtube.com/watch?v=uHrdGzGSaUkendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;In the end of the Los Angeles escape sequence we see huge slabs of earth sliding into the ocean. What methods did you use for this visual effect?&lt;/h2&gt;&lt;img style="MARGIN: 0px 0px 10px 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd05.jpg" height="242" width="430" align="right" alt="2012-dd05" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Larsson:&lt;/strong&gt;&lt;/span&gt; The big slabs were actually modeled and hand animated. If a big slab lifted up the effects team would go in and shatter the edges. We used the same kind of tools we generated the box with, we would just add crumbling on the sides. It was all custom made and only for two shots, it was all a little built from different pipeline even thought same tools wee used.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;How do you determine where to draw the line between realism and entertainment in developing the effects?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens: &lt;/strong&gt;&lt;/span&gt;Ultimately, in almost everything in individual effects, it&amp;rsquo;s always about visual expectations. If you watch the discovery Channel, or anything where they are going to show a real earthquake, volcano or tidal wave. Normally, it&amp;rsquo;s more spectacular than you would imagine. Other times it is obviously subdued or subtle. We very rarely see these events so the audience, in their minds are actually pulling from other experiences. For example you&amp;rsquo;re watching a glacier shatter, you mind is wondering how glass is shattered, or something you know what it looks like when it shatters. You start trying to push towards what the brain is trying to expect. In something like this in the earthquake and buildings falling over, it&amp;rsquo;s trying to tap into what the audience would expect or the director is looking for, or build on that and come up with something even more spectacular. The physics of it you&amp;rsquo;re trying as best as you can to make sure weight and mass get conserved, so that your brain doesn&amp;rsquo;t say that texture looks too light ir that moves too fast. It&amp;rsquo;s allot of dramatic license trying to hit both the audiences expectations of what looks real and what the director is trying to push for dramatic effect. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;A lot of landmarks get leveled in the destruction. Did you get to destroy Digital Domain?&lt;/h2&gt;&lt;img style="PADDING-BOTTOM: 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd06.jpg" height="242" width="430" align="left" alt="2012-dd06" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens: &lt;/strong&gt;&lt;/span&gt;As it turns out its only visible in one shot in the film, where California is sliding into the ocean. I don&amp;rsquo;t think we actually crumbled the building but unfortunately one of the planes fuselage is actually on top of that area, so unfortunately, as far as we know DD doesn&amp;rsquo;t get dunked into the ocean. What I really wanted to do was when the Santa Monica airport gets collapsed, there&amp;rsquo;s actually a very nice restaurant that a lot of us go to called Typhoon and it&amp;rsquo;s right there on the runway and I wanted to get the building in there and destroy it with us in the windows but unfortunately it just didn&amp;rsquo;t work out.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;What was your take on finishing Digital Domain&amp;rsquo;s effects in the most devastating disaster movie?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens: &lt;/strong&gt;&lt;/span&gt;Just the fact that we lived to tell the tale was a big part of it. It was a lot of data and many months and many cases for the larger shots. It was almost like giving birth at that point. A tremendous since of relief in some cases and of course the thing is that you&amp;rsquo;re so close to it, so when you&amp;rsquo;re watchn it you can&amp;rsquo;t really see anything except all the flaws or things that you wanted to change. You see it a few months later and you&amp;rsquo;re like well, that&amp;rsquo;s really kinda cool. That&amp;rsquo;s the happy part creating the effects for 2012 and it makes it worth while. &lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-828216014751028144?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/828216014751028144/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part_2301.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/828216014751028144'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/828216014751028144'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part_2301.html' title='What was the biggest challenge on 2012? Part 3'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-851401655033194362</id><published>2009-11-28T06:36:00.000-08:00</published><updated>2011-04-09T04:00:28.843-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>What was the biggest challenge on 2012? Part 2</title><content type='html'>http://www.youtube.com/watch?v=uHrdGzGSaUkendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div id="main1"&gt;&lt;img style="MARGIN-LEFT: 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd03.jpg" height="242" width="430" align="right" alt="2012-dd03" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Ryo Sakaguchi:&lt;/strong&gt;&lt;/span&gt; When we first got on the project, the tools that we had in hand, did not handle this amount of destruction. In the beginning there was a phase for about three months that we were unsure if we could do this size of destruction. We ended using the Bullet route, but even when we were developing it obviously we were doing a lot simulation tests, it took us three months to even tell ourselves that &amp;quot;oh maybe we can do this project&amp;quot; with the route we took. There was definitely a phase when we were we scared of whether we could really pull this thing off or not. &lt;/p&gt;&lt;br /&gt;&lt;h2 style="PADDING-TOP: 70px"&gt;At what point did you know that you could pull off the required effects for 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Sakaguchi:&lt;/strong&gt;&lt;/span&gt; There is usually one test that we run. Which we had run which was in the third month, it was a small building test where it fell over and it looked really realistic when it fell down. It fell down on the ground and it squashed in half, those are the moments we were like maybe you can this project after all. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;How do you know where to put the most work into a shot?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Sakaguchi:&lt;/strong&gt;&lt;/span&gt; We kinda know usually when it is far away we can get away with a lot of hacks and tricks. If you go right up on the breaking building we know it&amp;rsquo;s going to be tougher, so we tackled the close up ones first to make sure we can handle those close ups.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;What was your favorite sequence to work on?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Sakaguchi:&lt;/strong&gt;&lt;/span&gt; There is one shot were the plane is flying through, the camera pans, and it kinda goes with the plane. You basically so the whole Miracle Mile collapsing, starting form the Japanese building, the Samsung building over here and the Graves church over here, pretty much the whole street of Miracle Mile collapsing. That would be my favorite shot, for the sheer amount of destruction we got to show off.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;How were you able to create such realistic effects for the earthquake sequence?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Sakaguchi:&lt;/strong&gt;&lt;/span&gt; I think it&amp;rsquo;s the complexity of the destruction and we achieved that by considering physical building structure within the model we were building. So we ran allot of test to try to collapse this bungalow model, to get that to realistic we first start with chop the building up and let it collapse. That looked kinda okay but it did not look that realistic. What we ended up doing was we made all the pillars with in that structure, pretty close to what the physical architecture would do. We had the pillars running vertically on the wall and we and the roof top holding pillars, these were all modeled to do precisely to what the real thing would do. We would even set constraints on the wall to be a little bit stronger or the supporting structure to be stronger. Then you run a simulation and the roof would collapse fast because it&amp;rsquo;s built that way. The strength is weaker and you see some parts of the house are go first but you can tell the supporting structure is trying to hold on to it. That kind of detail in how we modeled it, constrained it and rigged the dynamics really added to the complexity of the simulation.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;Can you tell us about how your team was able to pull off the effect of the earth splitting during the wide shots of the escape?&lt;/h2&gt;&lt;img style="MARGIN: 0px 0px 0px 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd04.jpg" height="242" width="430" align="right" alt="2012-dd04" border="0" /&gt; &lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Marten Larsson:&lt;/strong&gt;&lt;/span&gt; We had a lot of what we called the fissure. We were concerned with how far you could see in the fissure, and how to generate that for so many shots. You normally see a few miles down the fissure so we actually came up with a little library system. Where we basically took a chunk of the ravine or the fissure and pre-simulated it. We pre-simulated dust for it and even a few things that could fall over. Then we generated a few of these blocks and repeated the blocks with a little bit of offset and timing down the fissure. That way it worked out pretty easily and fast so we could dress up the first pass of the fissure. We could just draw path and it would put these blocks down. We started up with random offsets on each block and pretty fast we got a first test of what the shot would look like and hand adjust timing or swap out blocks. That&amp;rsquo;s kinda how we avoided redoing the fissure in every shot. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;Initially, our plan was for each of these blocks we would simulate the top surfaces as well as the road, building and cars. In the end we realized that it&amp;rsquo;s pretty forgiving with the dirt collapsing but you could quickly see repetitive patterns or the director wanted specific things to fall down and add an extra house here. It ended up being more work than it was worth to actually pre-simulate all that. After we had the fissure we started hand placing things we were gonna throw over the fissure. They did not interact much with the dirt because they were free falling. We could simulate them separately. &lt;/p&gt;&lt;/div&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-851401655033194362?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/851401655033194362/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/851401655033194362'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/851401655033194362'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part.html' title='What was the biggest challenge on 2012? Part 2'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-5739180009965386703</id><published>2009-11-28T06:34:00.000-08:00</published><updated>2011-04-09T04:00:28.843-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>What was the biggest challenge on 2012? Part 1</title><content type='html'>http://www.youtube.com/watch?v=uHrdGzGSaUkendofvid&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;&lt;h2&gt;Can you give us an overview of Digital Domains work on 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;David Stephens:&lt;/strong&gt;&lt;/span&gt; The bulk of the work picks up basically about half way through the Escape from LA sequence. We actually pick up with a nice shot flying over the Golf course which is at the base of the Santa Monica airport. Which you see a big crack open up and swallow several houses and trees. Then it picks up basically at the airport. There is actually a small number of shots where the family is sitting there on the tarmac. They had a moving set that had the ground actually able to flex and wobble. We had to extend that off in to the horizon. Add on all the planes and other props that were on the runway&amp;rsquo;s reaction to that, so they had to wobble the buildings. Of course, structures and hangers would be falling down.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;From there that leads into the actually collapse of the runway. The enormous fissure that opens up, and the flight through that and they emerge of course downtown and fly through it. It eventually ends up with the last two shots of seeing California sliding off into the ocean. That chunk defines the majority of what we did. We did do a little in Washington DC, with some ash shots, and the Washington Monument collapsing. The vast majority of everything was in the latter half of the Los Angeles sequence. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;What was the biggest challenge on 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;img style="MARGIN-RIGHT: 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd.jpg" height="242" width="430" align="left" alt="2012-dd" border="0" /&gt; &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens:&lt;/strong&gt;&lt;/span&gt; Mostly data load, you&amp;rsquo;re talking about a tremendous number of buildings and structures, large scale land scapes and what not that were crumbling. Most of this was an exercise in trying to apply rigid body type techniques and various things. Very, very large scale scenes, large numbers of buildings a lot of complexity in the building or structures. Having that tied in with a vast array of volumetric effects also that had to cover these very large areas. Lots of planning and logistics in terms of trying to put together so many things that had to be so many different layers. Of course your later layers had to depend on the previous ones, it&amp;rsquo;s just that whole thing of trying to organize that and keep it straight, it was a lot of work. &lt;/p&gt;&lt;br /&gt;&lt;h2&gt;&lt;/h2&gt;&lt;br /&gt;&lt;h2&gt;How do you go about creating the destruction in Los Angeles scene?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens:&lt;/strong&gt;&lt;/span&gt; When we started off we had a lot of extensive previs done on the shots that we received,. At that point we had allot of choreography they had actually planned out for when what building tips into what building and various things. The first part of it would be just going through and blocking and make sure we had gotten the director&amp;rsquo;s vision of the action going on in the scene. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;img style="MARGIN: 0px 0px 10px 10px" src="http://s177.photobucket.com/albums/w218/seeucom/actress10/what_was_the_2012-dd01.jpg" height="242" width="430" align="right" alt="2012-dd01" border="0" /&gt; &lt;/p&gt;&lt;br /&gt;&lt;p&gt;You have to start off usually with the primary the largest structure or objects that we were having to break up. This would have to go through the demolition pipe line which the buildings themselves were all most of them were picked out of real buildings from downtown and others were things that had been modified or changed a bit. You had to have the buildings built to spec, so that it would work with the destruction chopping gizmo, that would actually break the thing up into small pieces. It would then go through an effects rigging process to have all the joint strengths and constraints that glues the building back together so that it essentially remains a cohesive whole.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Then you would have to apply whatever previs animation that had been done. That would have to be applied so that if the building is actually falling over. That initially was supplied by the animation we were doing, then selectively the parts of the building were released and turned dynamic and those things actually crumble and look pretty. At that point it&amp;rsquo;s really getting those performances bought off on and getting those looking nice. Then if other simulations around them whether it&amp;rsquo;s like small debris and glass or the dust and volumetrics. All those would be starting on those buildings or if that building crashed into another one then in allot of cases you would sim that second building after the fact using the first one as a collision body. You just keep stacking these things and working down stream until you have built up all the layers necessary.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;How did Digital Domain incorporate Bullet (RBD system) into their pipeline for 2012?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="COLOR: #999"&gt;&lt;strong&gt;Stephens:&lt;/strong&gt;&lt;/span&gt; Yeah, Bullet is actually a good part of the pipe. Essentially, I think this is becoming more common is taking the game engine physics and being able to bring that in to one of the large packages. In this case it was Houdini, but we essentially wrapped up Bullet into a plugin in Houdini and built a pipeline around that. That eventually ends up being everything from a lot of the things that actually chopped up the geometry and glue them back together, joints and constraints. All that is then set up to work with basically help bullet conceptualize those dynamics, joints and constraints between objects. You basically end up with a series of plugins or networks that support the basic Bullet engine at that point, that was a big part of our process. &lt;/p&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-5739180009965386703?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/5739180009965386703/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part_28.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/5739180009965386703'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/5739180009965386703'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/what-was-biggest-challenge-on-2012-part_28.html' title='What was the biggest challenge on 2012? Part 1'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-4430704814107852401</id><published>2009-11-28T05:47:00.000-08:00</published><updated>2011-04-09T04:00:28.844-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>'2012' Special Practical Effects</title><content type='html'>http://www.youtube.com/watch?v=Ut58svgzCt8endofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;Behind the scenes look at shooting special practical effects on the set of '2012'.&lt;br /&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-4430704814107852401?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/4430704814107852401/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-special-practical-effects.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/4430704814107852401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/4430704814107852401'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-special-practical-effects.html' title='&apos;2012&apos; Special Practical Effects'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-776666942459779559</id><published>2009-11-28T05:45:00.000-08:00</published><updated>2011-04-09T04:00:28.844-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>2012 Movie Behind the Scenes- Vegas in Ruins</title><content type='html'>http://www.youtube.com/watch?v=EML3i0_7q1Mendofvid&lt;br /&gt;&lt;br /&gt;[starttext]&lt;br /&gt;A behind the scenes look at how the director and crew used some amazing CGI to destroy the hell out of the Las Vegas strip. The featurette is titled Vegas in Ruins, and it will get you some perspective as to just how much goes into creating a film of this magnitude. Post-apocalyptic Vegas looks a little rough!&lt;br /&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-776666942459779559?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/776666942459779559/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-movie-behind-scenes-vegas-in-ruins.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/776666942459779559'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/776666942459779559'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-movie-behind-scenes-vegas-in-ruins.html' title='2012 Movie Behind the Scenes- Vegas in Ruins'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-8882725739088921323</id><published>2009-11-28T05:29:00.000-08:00</published><updated>2011-04-09T04:00:28.845-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>2012 Making of the Earthquake EXCLUSIVE</title><content type='html'>http://www.youtube.com/watch?v=7YsaezrbM8Yendofvid&lt;br /&gt;[starttext]&lt;br /&gt;2012 Making of the Earthquake EXCLUSIVE&lt;br /&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-8882725739088921323?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/8882725739088921323/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-making-of-earthquake-exclusive.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/8882725739088921323'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/8882725739088921323'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/2012-making-of-earthquake-exclusive.html' title='2012 Making of the Earthquake EXCLUSIVE'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7596544822102501916.post-8209623636082724162</id><published>2009-11-28T05:24:00.000-08:00</published><updated>2011-04-09T04:00:28.845-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Making of 2012'/><title type='text'>Exclusive-making of 2012</title><content type='html'>http://www.youtube.com/watch?v=NxqX9fV5Qokendofvid&lt;br /&gt;[starttext]&lt;br /&gt;Director Roland Emmerich and composer-producer Harald Kloser co-wrote a spec script titled 2012, which was marketed to major studios in February 2008.Sony Pictures just released this cool Special Effects videos of this film.starring Thandie Newton (W.), John Cusack (Stopping Power, 1408), Amanda Peet and Danny Glover as President Wilson&lt;br /&gt;[endtext]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7596544822102501916-8209623636082724162?l=makingof2012.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://makingof2012.blogspot.com/feeds/8209623636082724162/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://makingof2012.blogspot.com/2009/11/exclusive-making-of-2012.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/8209623636082724162'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7596544822102501916/posts/default/8209623636082724162'/><link rel='alternate' type='text/html' href='http://makingof2012.blogspot.com/2009/11/exclusive-making-of-2012.html' title='Exclusive-making of 2012'/><author><name>sara2002</name><uri>http://www.blogger.com/profile/12386729810797876800</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
