The Lurker's Guide to Babylon 5
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  1. <html>
  2. <head>
  3. <title>Babylon 5 Behind the Scenes: The Effects</title>
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  43. alt=" #### EFFECTS ####"><a
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  68. <p>
  69. <b>Contents:</b>
  70. <a href="#overview">Overview</a> -
  71. <a href="#notes">Notes</a>
  72. <p>
  73. <hr>
  74. <h2><a name="overview">Overview</a></h2>
  75. <p>
  76. <a href="/lurk/ftp/Pictures/Effects/approach3.jpg"><img
  77. align=left width=85 height=64 hspace=4
  78. href="/lurk/ftp/Pictures/Effects/Thumb/approach3.gif"></a>
  79. <a href="/lurk/ftp/Pictures/Effects/line1.jpg"><img
  80. align=right width=85 height=64 hspace=4
  81. href="/lurk/ftp/Pictures/Effects/Thumb/line1.gif"></a>
  82. <p>
  83. All special effects for Babylon 5 are computer generated. Foundation Imaging,
  84. headed by Ron Thornton, produced the special effects for the pilot movie and
  85. seasons one through three. Starting in season four, the special effects
  86. were moved in-house to Netter Digital Imaging, another subsidiary of the
  87. parent of B5's production company.
  88. <p>
  89. The B5 effects teams, both at Foundation and at NDI, use
  90. <a href="http://www.newtek.com/products/lightwave/lightwave_splash.html">Lightwave 3D</a>
  91. by NewTek and specialized software to design and render the visual effects.
  92. For the pilot, the effects were rendered on a network of Amiga computers;
  93. later, Foundation used 12 Pentium PCs and 5 DEC Alpha workstations for 3D
  94. rendering and design, and 3 Macintoshes for piecing together on-set computer
  95. displays. The NDI team uses a similar array of equipment; see George
  96. Johnsen's comments below.
  97. <br clear><p>
  98. <a href="/lurk/ftp/Pictures/Effects/station4.jpg"><img
  99. align=left width=84 height=85 hspace=4
  100. href="/lurk/ftp/Pictures/Effects/Thumb/station4.gif"></a>
  101. <a href="/lurk/ftp/Pictures/Effects/feeder.gif"><img
  102. align=right width=85 height=57 hspace=4
  103. href="/lurk/ftp/Pictures/Effects/Thumb/feeder.gif"></a>
  104. <p>
  105. CGI space scenes are clearer and have more realistic movement than model shots.
  106. Some interior shots such as docking bays are "virtual sets" combining live
  107. action with computer imagery. Computer-generated aliens make regular
  108. appearances on the show as well.
  109. <br clear=all>
  110. <p>
  111. Babylon 5's makeup is put together by Optic Nerve Studios, which
  112. has done makeup work on such projects as
  113. <cite>Batman Returns</cite> and <cite>Mighty Morphin Power Rangers: The
  114. Movie,</cite> among others. On B5, they've made an attempt to break away
  115. from the minimalist approach often seen on weekly series, preferring full-head
  116. (and, in some cases, full-body) prosthetics rather than simple changes to
  117. the nose or forehead. Their work has paid off in the form of an
  118. <a href="awards.html#emmy">Emmy</a> award.
  119. <p>
  120. The Babylon 5 FTP archive's
  121. <a href="/lurk/ftp/Pictures/Effects/Thumb/">Pictures
  122. directory</a>
  123. contains numerous examples of the show's special effects and makeup.
  124. <p>
  125. <a href="thornton.html"><img width=100 height=24 hspace=4 align=middle border=0
  126. src="/lurk/nav/moreinfo.gif" alt="[More Info]"></a>
  127. <cite>An interview with Ron Thornton.</cite>
  128. <br clear>
  129. <a href="mojo.html"><img width=100 height=24 hspace=4 align=middle border=0
  130. src="/lurk/nav/moreinfo.gif" alt="[More Info]"></a>
  131. <cite>An interview with Mojo (supervising animator.)</cite>
  132. <br clear>
  133. <a href="http://www.blackpoolstudios.com/"><img width=100 height=24 hspace=4
  134. align=middle border=0 src="/lurk/nav/moreinfo.gif" alt="[More Info]"></a>
  135. <cite>BlackPool Studios home page</cite>
  136. <br clear>
  137. <h2><a name="notes">Assorted production notes</a></h2>
  138. <h4>From Adam "Mojo" Lebowitz, Foundation Imaging animator</h4>
  139. <ul>
  140. <li>
  141. The general composition of our FX shots, including camera moves, are
  142. dictated by the feeling of a scene. If JMS writes a big action scene,
  143. we'll move around a lot to convey that mood - if the scene has a
  144. somber tone, the moves will be slower to reflect this. Everything is
  145. dictated by story - a swooping camera move just for the sake of it can
  146. very easily draw your attention to the effect and away from the story
  147. - something we have no desire to do.
  148. <p>
  149. Interestingly enough, big swooping camera moves aren't something we
  150. can do very often for a good reason: you have no points of reference
  151. in space. Next time you're driving around, look at the clouds. using
  152. only them as reference, it seems as if you're standing still - even at
  153. 120 MPH! Now let's move into space, where your only reference are
  154. stars and planets - it doesn't matter how fast you move the camera,
  155. it's going to look as if you're standing still. In addition, without
  156. the background moving, if you move a camera past a ship it tends to
  157. look as if the ship is moving, which is why you will almost never see
  158. a shot of the camera moving past Babylon 5.
  159. <p>
  160. All this is why we tend to bank the camera a lot (twist it from side
  161. to side) - it's a way of adding camera motion to the scene without
  162. bothersome perspective problems!
  163. </ul>
  164. <h4>From coproducer George Johnsen</h4>
  165. <ul>
  166. <li>
  167. <em>Are Macintoshes used in the production?</em>
  168. <p>
  169. Even though the Joe uses "another" platform, the show actually uses
  170. many! Macs have been essential to the creation of the show from the
  171. beginning. Even farther back, the Amiga and the Newtek Toaster were
  172. employed.
  173. <p>
  174. Currently we use Pentiums and Alphas for animation, Macs for Editing,
  175. Matte paintings and Compositing, and SGI's for Compositing and titling.
  176. If that isn't platform independent, I don't know what is!
  177. <p>
  178. <li>
  179. The arsenal looks like the following-
  180. <P>
  181. Alphas for design stations serving 5 animators and one animation
  182. assistant (housekeeping and slate specialist). Most of these stations
  183. run Lightwave and a couple add Softimage. VERY plug-in hungry. PVR's
  184. on every station, with calibrated component NTSC (darn it, I hates ntsc)
  185. right beside.
  186. <P>
  187. P6's in quad enclosures for part of the renderstack, and Alphas for the
  188. rest, backed up 2x per day to an optical jukebox.
  189. <P>
  190. Completed shots output to a DDR post rendering and get integrated into
  191. the show.
  192. <P>
  193. Shots to composite go to the Macs running After Effects, or the SGI
  194. running Flint, depending on the type of comp being done, and then to the
  195. DDR (8 minutes capacity on the SGI).
  196. <P>
  197. Boy it sure sounds easy! The only problem is, we have a killer schedule
  198. and very picky producers, and ESPECIALLY picky viewers! :-)
  199. <P>
  200. It is, however, a bunch of fun!
  201. <p>
  202. <li>
  203. <em>What does the process of coming up with a new ship look like?</em><br>
  204. The script will dictate a direction to look. Joe has some amazing
  205. pictures in his head, and sometimes they actually pop out and leak onto
  206. paper! Other times it takes more help. There is a discussion around a
  207. table not unlike the one that you describe, where the general
  208. characteristics of the race and their mode of conveyance are discussed
  209. in detail. The ideas that result are communicated to a designer
  210. (creature specialist, futurist, technical illustrator, theortical
  211. scientist, or animator- depends on the type of design required) for a
  212. concept sketch. Once that is adjusted and approved, a modeler builds
  213. the object in the appropriate animation software, and the surfacing
  214. begins!
  215. <p>
  216. At completion of that point, a move test is done, approved or rejected
  217. by myself, John Copeland, and JMS, and the object is added to the
  218. animator's arsenal.
  219. <p>
  220. Yes, it is collaborative, and fairly time consuming, but it does result
  221. in some cool ships that no single vision could produce!
  222. </ul>
  223. <pre>
  224. </pre>
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  242. <h5>
  243. Last update:
  244. August 12, 1997
  245. </h5>
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