The Lurker's Guide to Babylon 5
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  3. <title>An Interview with Mojo</title>
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  70. <h2>An Interview with Mojo</h2>
  71. Conducted by Chuck Becker
  72. &lt;<a href="mailto:Necromancer@pol.org">Necromancer@pol.org.</a>&gt;
  73. <p>
  74. This interview was originally published in The Zocalo, a free, weekly
  75. electronic newsletter devoted to Babylon 5. To subscribe, send your
  76. first name, e-mail address and state/country of residence to
  77. <a href="mailto:katana@indirect.com">katana@indirect.com.</a>
  78. <p>
  79. Well boys and girls it's time for another trip into Mister CGI's
  80. neighborhood. Today our special guest is.... (Can you say guest? I knew ya
  81. could!) It's the man, the myth, the legend.... (drum roll please) Mojo from
  82. Foundation Imaging. This week I had a great opportunity to bend Mojo's ear and
  83. ask him all the questions you "the readers of The Zocalo" have posed to me. I
  84. will give you
  85. the answers as they were given to me. See if you notice a similarity between
  86. the way Mojo answers questions and the way JMS answers questions. Sorta Kosh
  87. like!! I'm thinkin they have been hangin out a litttttle too long together.
  88. <p>
  89. The questions asked were ones I had and ones you the readers of The Zocalo
  90. sent to us. This
  91. interview was conducted by e-mail and I want to thank Mojo for taking the time
  92. to answer the questions. Thanks also to Amy Berry for chasing him down at the
  93. Con.
  94. <dl compact>
  95. <dt>
  96. C.B.
  97. <dd>
  98. Are you still using the modeler on the Amiga or have you switched to P.C.?
  99. <dt>
  100. Mojo
  101. <dd>
  102. We were running Video Toasters on Amigas, but we switched over the PC's last
  103. summer when LightWave became available for the intel machines. They're much
  104. faster and we need all the speed we can get!
  105. <dt>
  106. C.B.
  107. <dd>
  108. Who is Mitch the effects guy?
  109. <dt>
  110. Mojo
  111. <dd>
  112. Mitch Suskin was the on-set FX supervisor last year. This year it's Ted
  113. Rae.
  114. <dt>
  115. C.B.
  116. <dd>
  117. Who is responsible for what? Does each artist have his own area of speciality
  118. or do they work on one shot from beginning to end and do everything for
  119. that shot?
  120. <dt>
  121. Mojo
  122. <dd>
  123. We have a lot of artistic freedom. Ron Thornton has final say (until it
  124. goes to JMS), but we (the animators) pretty much interpret the script in our
  125. own way. We usually do a shot from start to finish... sometimes when I'm
  126. directing, I'll rough out the shots in wireframe and then hand them over to
  127. someone else. John Teska (the other supervising animator) gravitates
  128. towards creature stuff and character animation and I like space battles.
  129. However, we all do a bit of everything!
  130. <dt>
  131. C.B.
  132. <dd>
  133. Who created the Nakaleen feeder? How was it designed?
  134. <dt>
  135. Mojo
  136. <dd>
  137. The Feeder was designed by Ron and the boys at Optic Nerve. (Optic Nerve
  138. are the guy's responsible for the B-5 make-up for one of many things) It was
  139. created entirely in the computer, except for the close-up shots of the 'tongue'
  140. attaching itself to the actor's face. Some of the texture maps that made up
  141. it's body started out as a scan of butcher meat, and I think a few medical
  142. reference books were used as well.
  143. <dt>
  144. C.B.
  145. <dd>
  146. Kosh in FON: How much is makeup, and how much is CGI?
  147. <dt>
  148. Mojo
  149. <dd>
  150. There was an actor against a blue screen,(See my article in Newsletter #
  151. 31 for an explanation for blue screen) but we added the wings & the glow.
  152. <dt>
  153. C.B.
  154. <dd>
  155. Who designs and creates ship cgi?
  156. <dt>
  157. Mojo
  158. <dd>
  159. Most of the ships are designed by Ron, although we are all welcome to
  160. design and build new ships as they appear in scripts. John Teska was
  161. responsible for the Narn Transport and the Centauri Liner, while I handled the
  162. smaller Centauri Warbird.
  163. <dt>
  164. C.B.
  165. <dd>
  166. How long does it take to design and create a regular shot (like Shadow
  167. ship shots, Narn crusiers etc). What is the approximate cost for one of these
  168. shots?
  169. <dt>
  170. Mojo
  171. <dd>
  172. It takes anywhere from a half day (simple B5 establishing shot) to 2 or 3
  173. days (major explosion) per shot. (Here comes Kosh,Whirr, whistle, beeeeep) They
  174. all cost exactly X amount of dollars
  175. per shot. :-)
  176. <dt>
  177. C.B.
  178. <dd>
  179. Why did MOJO disappear and where did he go? (Enquiring minds...)
  180. <dt>
  181. Mojo
  182. <dd>
  183. He didn't pay his Netcom bill and got too busy to reinstate his account.
  184. Look for him soon on America's Most Wanted.
  185. <dt>
  186. C.B.
  187. <dd>
  188. Using amigas and macs?? How many?
  189. <dt>
  190. Mojo
  191. <dd>
  192. We're now using Amigas & Toasters for live screen displays on
  193. 'Hypernauts.' B5 is done with PC's and DEC Alphas, while several Macs are used
  194. for compositing and 2D effects (PPG blasts and such).
  195. <dt>
  196. C.B.
  197. <dd>
  198. What new and exciting cgi stuff is looming on the horizon in the near
  199. future???
  200. <dt>
  201. Cue Kosh again (Rattle ,burp, sound of breaking glass)
  202. <dt>
  203. Mojo
  204. <dd>
  205. Keep watching...
  206. <dt>
  207. C.B.
  208. <dd>
  209. Who has final approval of cgi?
  210. <dt>
  211. Mojo
  212. <dd>
  213. Ron at Foundation, Joe for B5, but, in the end, the VIEWERS decide!
  214. <dt>
  215. C.B.
  216. <dd>
  217. What are cgi deadlines like? How far in advance do they work?
  218. <dt>
  219. Mojo
  220. <dd>
  221. We get around 2 weeks per show, but if an episode is very FX heavy, JMS
  222. will
  223. try and follow it up with less FX intesive stories to give us more time on
  224. the hard shows.
  225. <dt>
  226. C.B.
  227. <dd>
  228. What has been the most challenging cgi effect to create? Why?
  229. <dt>
  230. Mojo
  231. <dd>
  232. The toughest yet is probably episode 8 from season 3, "Messages from
  233. Earth." You'll have to see it to understand why... other wise, The Feeder was
  234. a
  235. nice challenge, since it was our first creature... "Voice in the Wilderness"
  236. had our first atmospheric and semi-planetary shots, so that took some
  237. experimentation... the battle from "Coming of Shadows" was a personal
  238. struggle, since it was the first sequence I directed and it took a lot of
  239. work to make it so hard-hitting... the Kosh sequence was tough not because
  240. of Kosh, but we had to build the entire garden! People are so caught up
  241. with seeing Kosh they seem to have missed that the entire inside of the
  242. station has been built in 3D!
  243. <dt>
  244. C.B.
  245. <dd>
  246. Any nifty/funny/annoying cgi stories regarding the shop, the crew, etc?
  247. <dt>
  248. Cue Kosh Again!(Gregorian chant,fingernails on a blackboard,chirp)
  249. <dt>
  250. Mojo
  251. <dd>
  252. Yes.
  253. <dt>
  254. C.B.
  255. <dd>
  256. How are cgi artists trained? Good schools/how to learn & break into the
  257. business?
  258. <dt>
  259. Mojo
  260. <dd>
  261. School is not neccessary, but can help. I learned the basics of 3D
  262. animation at home on my Amiga. No one at Foundation has a degree in
  263. anything to do with computers (although I did go to film school). Cal Arts
  264. in Valenica, CA (where we are located) has a good computer animation
  265. department, as does the School of Visual Arts in NYC. I also think it's
  266. important to not just learn the technical side of 3D, but the creative side,
  267. which is more or less filmmaking. A lot of new animators are very adept at
  268. working the software, but have little knowledge of how to make a movie,
  269. which is exactly what the 3D animator does - make little movies inside the
  270. computer. Learning the basics of lighting, composition, editing and film
  271. theory are things I personaly consider more important than all the computer
  272. classes in the world. It will certainly help you get ahead! If you want to
  273. go to school for this sort of thing, see if you can major in CGI and minor
  274. in film/video. That would be a winning combo.
  275. <dt>
  276. C.B.
  277. <dd>
  278. How do the people get along? Is it a team effort or do folks 'do their
  279. own thang'?
  280. <dt>
  281. Mojo
  282. <dd>
  283. We all hate each other, but are forced to get along for the good of the
  284. show! Don't you know by now that computers are making everyone anti-social?!
  285. <dt>
  286. C.B.
  287. <dd>
  288. What is more important: physics or looks?
  289. <dt>
  290. Mojo
  291. <dd>
  292. We do the real physics as best we can, but in the end the shots have to
  293. LOOK
  294. right, not BE right. Artistic integrity always wins out.
  295. <dt>
  296. C.B.
  297. <dd>
  298. How picky is JMS?
  299. <dt>
  300. Mojo
  301. <dd>
  302. Very.
  303. <dt>
  304. C.B.
  305. <dd>
  306. How picky is Ron?
  307. <dt>
  308. Mojo
  309. <dd>
  310. Depends how many beers he's had.
  311. </dl>
  312. <p>
  313. Sounds like my kinda guy. Well there ya have it. Okay so I'm no Barbara
  314. Walters but it was a fun interview. It weally weally was!
  315. Remember if you've got questions you can E-mail me at Necromancer@pol.org or
  316. send your questions to the newsletter for me. To subscribe to The Zocalo, send
  317. your first name, e-mail address and state/country of residence to
  318. katana@indirect.com. If you have ideas send them on in. Thanks again to Mojo
  319. and to Amy. Be seeing ya!
  320. <pre>
  321. </pre>
  322. <p nowrap>
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  339. <h5>
  340. Last update:
  341. October 16, 1995
  342. </h5>
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