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Forget the Director, Hire the VFX Guy

When NetZero decided to create a campaign to push its next-generation connectivity, its in-house creative team came up with a concept: A man in a futuristic white room sits at a desk with a computer, out of which pours fantastical 3D Web pages. How they brought it to life was as direct an experience as possible in the commercial production realm. No agency or production company was involved. They approached Santa Monica-based Riot — a facility they had used before — to do the visual effects and met Tim Conway, an experienced visual effects supervisor and motion control cameraman who had recently joined Riot from visual effects boutique Creo Collective (along with 12 other artists).




Within days, Riot not only got the VFX job, but Conway had also become the spot’s director, a first-time gig. He went about creating the NetZero spot with meticulous planning and pre-vis. Scanning approved storyboards, he did a 2D animation to figure out timing. "Once we got it there, I brought it into Combustion and animated it with the audio to figure out how many frames per shot until I built out the 900 frames of the commercial," he says. With the animatic in hand, 3D pre-vis artists Matthew Lamb and Marcus Levere used Alias Maya to build rough models of the character and the environment and started to animate camera moves. Conway obtained a model of the motion-control crane they’d be using and put the hand-animated moves into the 3D model of the camera crane to make sure all the moves were "legal" and didn’t poke through the floor or ceiling. "This way you know you’ll get exactly what you saw in your pre-vis," Conways says.



Once Conway shot the man sitting at the desk, the Riot team jumped feet-first into an entirely 3D CGI universe. Unlike many VFX houses, which rely on a single 3D animation package, Riot created the spot with three packages: NewTek LightWave 3D, Alias Maya and Autodesk 3ds Max. To some degree, the different packages were used for different tasks: LightWave artists modeled the CG room and created a practical and futuristic-looking home environment, and Maya was used to create futuristic tunnels and a city that represents the future Internet. But Conway points out that the impetus for picking a particular tool had very little to do with its features. "It wasn’t so much the tools but the artist’s proficiency in those tools that guided us to that package," he explains. "We know what everyone is capable of and what their package is."

What makes it possible to accommodate so many packages is proprietary code written by Riot programmers that makes the pipeline between them effortless. "Somebody may set up a scene in LightWave, move into Maya to add animation and then move it to 3ds Max for lighting," says Conway.

Using Photoshop files of invented Web pages supplied by NetZero, Riot 3D artists turned the images into 3D images that were procedurally animated to float through tunnels created in Maya. The spot had a 3D end in the Inferno, where the Maya scenes had been turned into action files for 3D compositing. The experience, says Conway, was almost like living in the commercial’s fantastical environment. "Everyone at Riot got to play in 3D," he says.

The meticulously planned shoot used pre-vis data for motion-control moves.

The meticulously planned shoot used pre-vis data for motion-control moves.


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