The Lurker's Guide to Babylon 5
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

190 lines
7.0 KiB

17 years ago
17 years ago
17 years ago
17 years ago
17 years ago
17 years ago
17 years ago
17 years ago
  1. <html>
  2. <head>
  3. <title>Details about the change in B5's effects production</title>
  4. <map name="toplevel">
  5. <area shape="RECT" coords="0,0,99,23" href="/lurk/universe/intro.html" alt="Universe">
  6. <area shape="RECT" coords="100,0,199,23" href="/lurk/episodes.php" alt="Episodes">
  7. <area shape="RECT" coords="200,0,299,23" href="/lurk/making/creators.html" alt="People">
  8. <area shape="RECT" coords="300,0,399,23" href="/lurk/resources/online.html" alt="Resources">
  9. <area shape="RECT" coords="400,0,499,23" href="/lurk/reference/episodes.html" alt="Encyclopedia">
  10. <area shape="RECT" coords="0,24,499,31" nohref>
  11. </map>
  12. <map name="titlebar">
  13. <area shape="RECT" coords="0,0,370,31" href="/lurk/lurker.html" alt="Home">
  14. <area shape="RECT" coords="371,0,412,31" href="/lurk/search.html" alt="Find">
  15. <area shape="RECT" coords="413,0,454,31" href="/lurk/toc.html" alt="Index">
  16. <area shape="RECT" coords="455,0,499,31" href="/lurk/help.html" alt="Help">
  17. </map>
  18. <link rel=parent href="lurker.html">
  19. <link rev=made href="mailto:koreth@midwinter.com">
  20. </head>
  21. <body>
  22. <p align=center nowrap><nobr><img
  23. align=middle border=0 usemap="#titlebar"
  24. src="/lurk/nav/titlebar.gif" width=500 height=32
  25. alt="[Home]">
  26. <br><img
  27. align=top border=0 usemap="#toplevel"
  28. src="/lurk/nav/bar-none.gif" width=500 height=24
  29. alt="">
  30. </nobr>
  31. <h1 align=center>About the change in B5's effects</h1>
  32. <p>
  33. Foundation Imaging is no longer doing the special effects for Babylon 5,
  34. as of season 4. According to executive producer J. Michael Straczynski
  35. and others, Foundation was asking for more money than B5's budget would
  36. allow, and was going to assign junior animators to B5's effects. Warner
  37. Bros. and Babylonian Productions decided to instead do the work in-house,
  38. so have contracted with Netter Digital Entertainment, Inc. (parent
  39. company of Babylonion Productions) to produce the effects for season 4.
  40. <p>
  41. Following are JMS's messages on the subject. More details will be added
  42. to this page as they become available.
  43. <p>
  44. <ul>
  45. <li>
  46. There's a lot I can't say on this publicly at this point, though I hope to
  47. be able to do so soon. Business stuff that has to get ironed out first.
  48. <p>
  49. What I will say about the CGI for season 4 is just this...that the
  50. equipment being used is equal to, or better than the equipment at
  51. Foundation; the animators are largely those who have worked on B5 in the
  52. past, who were let go some time ago when Foundation downsized, with a few
  53. outside additions, just as Foundation would add to its ranks from outside;
  54. and there should be *zero* difference onscreen to what has been the case
  55. on B5, except that it will continue to improve over what we've done in the
  56. past.
  57. <p>
  58. As usual every season, we start out with lighter CGI episodes, and build
  59. to big stuff as we go. That will be the same this season as last. Our
  60. first really big CGI episode last season was "Messages," which was around
  61. episode #8, then "Severed," episode #10. This season we'll hit with big
  62. stuff around episode #6, which will likely be as big as "Severed." Rather
  63. than push stuff back, we've been able to move CGI stuff forward and expand
  64. on scenes.
  65. <p>
  66. Basically, the bottom line is that whatever we've done on the show has
  67. been with one and only one goal: we thought we could make it better by
  68. doing X. Invariably, when people hear what's up, the inititial reaction
  69. is to panic...until they actually SEE what we're doing...and then it
  70. becomes clear. This is no different.
  71. <p>
  72. <li>
  73. "Who exactly owns the 3D models, the textures, all the stuff that
  74. Foundation made for the EFX in the episodes? I assume you or Warner Bro.
  75. does."
  76. <p>
  77. WB owns it all. WB owns the copyright on B5 (as does every studio
  78. producing a series, as Paramount owns ST), and anything produced in the
  79. process of making that show.
  80. <p>
  81. "Part of the reason I ask is, I swear I saw some models or parts of models
  82. in Hypernauts.""
  83. <p>
  84. Very likely. I think the rule is that if you change it more than 50%, you
  85. can use it for secondary purposes.
  86. <p>
  87. "Are the new guys (NDE) still using Lightwave 3D/Video Toasters etc.? It
  88. would be a major pain to try and convert all the 3D models over into a new
  89. format. Also, I'm a Lightwave fan . . ."
  90. <p>
  91. I'm reasonably sure it's all been ported over to a PC platform, but it's
  92. still Lightwave. These are the latest machines off the line, and they're
  93. extremely fast and powerful.
  94. <p>
  95. <li>
  96. "With the change in CGI houses, can we expect a "new approach" or
  97. substantial change in the *design* of new ships, cities, creatures, etc?"
  98. <p>
  99. Nope. The CGI is created by using set geometries, textures and other
  100. elements that are stored as data. We have virtually all that data at
  101. hand; as a result, it is made of the same identical elements, and will be
  102. indistinguishable from anything done before. So no, what's been
  103. established won't be changed at all. What we will do is increase the
  104. level of detail and texturing in some of the models, so that we can bring
  105. them closer to camera, something I've been wanting to do for a while now.
  106. (The closer we get to camera, the bigger and more massive the object
  107. appears.)
  108. <p>
  109. I saw some of the first renderings today, and as this was the first stuff
  110. off the line, I was in hyper-critical mode, looking for something to
  111. quibble with. I couldn't see any difference between this and what we've
  112. had in the past. (One was a nifty little sunrise shot, the lights going
  113. off as a group of starfuries fly past.)
  114. <p>
  115. There are also about six or seven new major ships we'll be seeing in the
  116. first batch of year 4 episodes that are being built now, and the first
  117. renderings on them looked very cool.
  118. <p>
  119. "Or - are the show's principle designers still on board?"
  120. <p>
  121. Yes and no. Steve Burg was a principal designer of the Agamemnon, the
  122. Starfury design, the Minbari cruisers, B5 itself, and other ships. He's
  123. hip-deep right now working on "Contact," and not available for a while
  124. yet. We've always had to sandwich in Steve's stuff between his major film
  125. gigs. (He did major design work on The Abyss, Waterworld, T2, others.)
  126. As soon as he's free, we'll send some stuff his way. Eric Chauvin, who
  127. has done our digital matte paintings (Centauri Prime exteriors, palace,
  128. others) and other stuff, like the ship-lift used by the Lumati, is still
  129. with B5, doing the same stuff.
  130. <p>
  131. <li>
  132. <em>At a recent convention appearance, you said that Babylon 5
  133. now had access to technology that could render creatures as well Jurassic
  134. Park. Is that no longer true?</em>
  135. <p>
  136. Actually, no, the equipment now in hand is equal to or better than the
  137. previous stuff, so that's still a very viable option. I just gotta find the
  138. story to go with it.
  139. </ul>
  140. <pre>
  141. </pre>
  142. <p nowrap>
  143. <nobr><a href="/lurk/lurker.html"><img
  144. align=bottom border=0
  145. width=64 height=24 src="/lurk/nav/foot-station.gif"
  146. alt="[Home] "></a><a
  147. href="#"><img
  148. align=bottom border=0
  149. width=72 height=13 src="/lurk/nav/foot-pagetop.gif"
  150. alt="[Top] "></a><a
  151. href="mailto:koreth+lgfeedback@midwinter.com"><img
  152. align=bottom border=0
  153. width=80 height=13 src="/lurk/nav/foot-comments.gif"
  154. alt="[Comments] "></a><img
  155. align=bottom
  156. width=284 height=13 src="/lurk/nav/foot-bare.gif"
  157. alt="">
  158. </nobr>
  159. </body>
  160. </html>