would just be a speck on the screen. The group soon realized it would take not thousands, but millions of triangles to create the photo-realistic images that compose the animated films we see today. It was an absurd number. But it was meant to be an absurd number, because if you throw some big numbers at something and then you have to be able to handle them, then it makes you think about the problem in different ways. Right then and there, that changed our whole, you know, kind of mindset about the sort of problem that we were trying to solve. The group got the chance to prove their abilities when Lucas' special-effects division, Industrial Light and Magic, could not achieve a shot using conventional film means. Summary, please. STAR TREK II THE WRATH OF KHAN Alvy Ray Smith led the group to create a spectacular sequence using all their talents and advanced techniques. The camera's spinning and spiraling and jerking and panning. It's going through amazing motions, completely impossible for a gravity-bound, real camera. I think Ed and Alvy realized, in order to get in the game, we've got to put characters up on the screen, and that meant character animation, and that changed everything right there. I had gone to this computer graphics conference at the Queen Mary. I'll never forget it. We walk in and I was just so depressed, 'cause, like, all these dreams for the last two or three years kind of were shattered. And Ed Catmull was a speaker at this conference, and he comes up and he was so excited, "How's Toaster going? How's Brave Little Toaster going?" You know, all that stuff, and I go, "Well, to be honest, they shelved it. " He told me that he was leaving Disney. He didn't tell me the circumstances, but that he was leaving Disney. And we spent a long time talking about what we wanted to do, and what the possibilities were, because this is the first time we really had a chance of getting a real animator. We couldn't get them at Lucasfilm. John was hired on the spot into Lucasfilm's Bay Area computer division, under the inconspicuous title of "interface designer. " I came in there and immediately I was intimidated by all the people that were around me. I mean, there were PhDs everywhere around me. Our group was in love with animation, and we knew a lot about animation. We couldn't animate very well, but we understood it. And the first thing they did is they really challenged me with the idea of, "Let's try to do a little film "with characters that are done with a computer. " I was inspired looking at the limitations of what I had to work with, and then I went back and looked at the early Mickey Mouse. It's geometric shapes. How more geometric can you get than Mickey Mouse? So I just started drawing, and I created this little character. His name is "Andre." John inspired the technical team to create new software that would enable him to animate the squash and stretch movements he learned from traditional animation. The results were new flexibility, motion blur and character action never before achieved through the computer. I loved working with these guys, and I kept challenging them. And then I was so inspired by all the work that they were doing. So it's become this way of working that the art challenges technology, technology inspires the art. John and computer scientist Bill Reeves put their animation skills to the test while working with Lucas' traditional special effects division, ILM, to bring a stained-glass man to life through the computer. It was really amazing, the meeting of these two completely different backgrounds coming together. You could just design the thing exactly the way that your mind conceived it, not only shape-wise but also lighting-wise, or anything. The visual effects were nominated for an Academy Award, and many Hollywood special effects wizards had no idea how it was
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