"RUNNERS" The Klondike Ice Cream company recently joined forces with Bent Image Lab, in Portland Oregon to create a new spokesperson (spokes bear?) for their new 98% Fat Free Ice Cream Bars. Here is the result. New Production Team: The newly formed CG team was headed by veteran Director David Daniels, who had also directed a number of the famous M&M's commercials back when the characters were done in Lightwave 3D, at Will Vinton Studios. My main responsibility was the creation and application of the CG fur (using Sasquatch), modeling and Element breakdown for compositing, but during the nearly 4 months of my tour at Bent, I got to do a bit of everything. During the design phase for the bear, I added a nose from one of my canine models & the teeth from an old model to help speed up production. Those teeth were extensively reshaped to make them much less scary looking, for the client. I modeled and textured the wallet & made the holes in the original CG version of the ice cream bar. And I tweaked the animation on the wallet shot and got to key frame the final scene animation for "Runners", where the bear gets to wiggle his toes as he lustfully anticipates the joys of his 98% Fat Free Klondike Bar. FYI: 'Jill' is played by the warm & charming Madaline Smith & the voice of 'Slim-A-Bear' is performed by Jim Connor. And the in-house code name for the final version of the bear's 3D geometry was 'Andy'. |
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"Slim-A-Ball" The first commercial suffered from a number of technical issues. Some of them easily solvable, some of them not so easily dealt with... With the idea that we could do a lot better, we learned from some of our mistakes, pressed forward and came up with some new methods to get around these production issues. Compositing Fur Elements: One of the biggest technical problems for "Slim-A-Ball", was how to composite the scarf OVER the fur, yet keep from having to do a lot of manual roto work with splines, on every frame where he self intersects. Fur typically creates a very irregular, natural looking edge when you see it, and it just didn't look right when it was cut into by hand-- it was just too perfect. After brainstorming late one night, one of the techniques that Christian Smith and I came up with, was knocking holes into the Alpha Channel of the body's RGB Fur Pass with Alpha Matte Objects. This way, the Compositor could use the same RGB elements of the scarf either under the intersection areas, or on top if a soft, overlapping edge was desired. The geometry of the body was rendered using Area Lights, with the Fur Pass later applied on top of the naked bear. To help the scarf look more 'real' on close ups, barely visible red fibers were grown from the cloth to simulate the organic softness of yarn. It worked quite well, although it did take more time to process. BTW, the original texture of the scarf came from a sweater owned by Pascal Champion. Even in OpenGL, it looked quite convincing. Exercise Ball Effector Rig for 'Andy': I created a simple deformation Rig for the exercise ball, using Polk's Poke Plugin and Lightwave's Follower, which allowed the ball to rotate while still keeping the 3 effector nulls horizontal as it rolled. It was effective at simulating 'Slim's' weight on the object and was very quick to set up and animate. The top effector simulated weight pressing down where the bear was. The middle effector was used to maintain volume, and the bottom one was used to fake interaction with the floor. "Slim-A-Ball" looks far better than the first spot, thanks to teamwork and the desire to continually improve upon what was done before. |
FINAL ANIMATION |