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The Digital Revolution

Page 2 of 6

 

Creative Freedom

Locations

Aside from the few who are leery of digital technology, there is no denying the creative freedom now available thanks to the technological breakthrough of Jurassic Park. After witnessing ILM’s accomplishments during post-production, Lucas felt his company had finally reached the level it had been striving to attain for ten years (Thompson, 70). After testing digital crowds, sets, and characters in the Star Wars Trilogy Special Edition re-release in 1997 (“Making”, NP), Lucas took his newly found creative freedom and dove into Episode One. This film is important because of the enormous amount of digital images is uses; such a large project has never been attempted before. According to Lucas, 95 percent of the film incorporates digital technology (Parisi, 137). “There are only 200 shots [out of 2200] (Corliss 87) we didn’t alter digitally, and we’re funneling them through the computer anyway to have an all digital master” (Parisi, 137), states Lucas. “A typical summer movie has 2000 shots,” says John Knoll, ILM visual F/X supervisor, “with, say, 250 effects shots,” with the exception of Titanic, which had around 500 effects shots (Corliss, 87). The ability to implement digital technology on a large scale provides the capacity to portray nearly anything the mind can imagine.

 

“It’s like sketching with a pencil, and suddenly someone gives you paint, and you’ve got all these colors. And you’ve always seen what you’ve been painting in color, but you’ve never had the color to do it with,” says Lucas. “So no, finally, I’ve got color” (60 Minutes, NP). Lucas also says he likes paining the way he originally envisioned his creations. It is obvious Lucas enjoys using digital technology to achieve what he cannot in reality. One way computer animation enhances creative freedom is in the design of extremely elaborate sets and environments.

 

Many of Episode One’s key locations exist only in the computer (60 Minutes, NP), and the rest of the sets were created at Leavesden Studios n London and were only built up to six and seven feet high, just above the actor’s heads. After filming, these sets were extended in the computer (Corliss, 87). This process tremendously lowers the cost of the film and at the same times, adds to design flexibility. Set designs more elaborate in nature can be utilized because there is no need to physically construct them. This adds to the illusion that other worlds do exist.

 

Characters

Another way to create a convincing fictitious world is to populate it with exotic creatures. In past films, large, expensive puppets and body suits were used to develop exotic aliens. This technique is limiting because properly articulating a puppet or mask can be difficult; and in the case of body suits, the creature designs are limited to the shape of the human body. This is not the case with CG characters, as seen in Episode One. “I think the greatest strides in the prequels will be made in the area of character animation,” said Rick McCallum (Madsen “D”, 8) while production was getting underway on Episode One. As it turns out, Lucas says this film will “have the first photo-realistic character that acts” (Corliss, 89).

 

The character Lucas references is Jar Jar Binks, one of the 66 creatures created in the computers at ILM, five of which have speaking roles (Coker, 88). Jar Jar is not a minor character by any means as he appears in approximately 600 shots, most of which are with live actors (Daly, 41). This is a difficult task to undertake because Jar Jar needs to look as realistic as Liam Neeson’s character; otherwise the audience will be able to recognize the character as computer animation, something Lucas wishes to avoid (60 Minutes, NP).

 

However, this is not the first use of acting digital characters. In Star Wars: Special Edition, a digital Jabba the Hutt was added into a scene cut from the original film because of the limits of 1970’s technology. The CG Jabba amazed audiences around the world, but was not perfect by any stretch of the imagination. As seen in these comparison pictures below, computer animation has improved so much in the past three years, ILM can now create a digital Jabba that looks as good as the original puppet used during Return of the Jedi in 1983. This achievement is the developmental stride Producer Rick McCallum alluded to concerning character animation.

 

 

Copyright © 2005 Todd LeRoy Bauerle, All Rights Reserved.