The Lurker's Guide to Babylon 5
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  3. <title>An Interview with Ron Thornton</title>
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  70. <h2>An Interview with Ron Thornton</h2>
  71. by Eric Reinholt
  72. &lt;<a href="mailto:eric.reinholt@gmail.com">eric.reinholt@gmail.com</a>&gt;.
  73. Originally published in <strong>Babylon 5 - Online!</strong>. Reprinted
  74. in the Lurker's Guide by permission of the author.
  75. <p>
  76. Week after week, Visual Effects Artist Ron Thornton and his staff at
  77. Foundation Imaging create the eye popping, Emmy Award winning, CGI
  78. (Computer Generated Images) special effects for J. Michael Straczynski's
  79. television universe of Babylon 5.
  80. <p>
  81. Dissatisfied with working in an airport in England, Ron and a friend went
  82. to see the movie "Alien" where it occurred to him that someone got paid for
  83. making all those models out of plastic.
  84. <p>
  85. Thornton then left his airport job, took most of his remaining money and
  86. purchased plastics and other materials and began building and photographing
  87. models. He took the photographs and used them to get a job with BBC
  88. television.
  89. <p>
  90. Ron has since worked on the Peter Davidson Doctor Who series, then designed
  91. and built spaceships for final season of Blake's 7 (Ron built the Scorpio
  92. in his living room, in actuality he built about seven different versions of
  93. the Scorpio; different sized models, partial models etc.) and Tripods, all
  94. British television series. Thornton then moved to Los Angles where he
  95. worked on props and miniatures for Real Genius, Class of 1999, Robot-Jox,
  96. T2 (in which he created the battle rifles), The Addams Family, Highlander
  97. 2, Critters and Spaceballs. Prior to working on Babylon 5, Thornton worked
  98. on Captain Power and the Soldiers of the Future television show where he
  99. first saw computer generated images for television special effects.
  100. <p>
  101. Television and computer screens are arrays of small dots or "pixels." Each
  102. pixel is assigned a color, contrast and intensity and when thousands of
  103. these pixels are combined, an image results. Computer paint programs allow
  104. artists to arrange pixels to form pictures. 3-D image programs allow
  105. artists to manipulate those pixels to simulate images of objects as if they
  106. actually existed in three dimensional space.
  107. <p>
  108. The pilot <a href="/lurk/guide/000.html">"The Gathering"</a>
  109. was rendered by eight interconnected Amiga 2000
  110. computers with Video Toaster boards which were connected to an IBM computer
  111. that stored the images in five gigabytes of memory. Foundation Imaging's
  112. computational power has increased tremendously with each work station now
  113. being equivalent to the original eight Amigas and Ron's being the
  114. equivalent to sixteen Amigas.
  115. <p>
  116. The computer generated effects industry is still in its infancy and with
  117. only one exception, all the effects for Babylon 5 have been created by
  118. Thornton and his team. The one exception was Jason Ironheart's god-like
  119. torso effect at the end of <a href="/lurk/guide/006.html">"Mind War"</a>
  120. from Babylon 5's first season.
  121. <p>
  122. <blockquote>
  123. <i>Eric:</i> "Fans from the first season of Babylon 5 (like myself) have
  124. wanted to know if LightWave has a pre-packaged torso in it,
  125. because of the Jason Ironheart god-like creature in "Mind War."
  126. <p>
  127. <i>Thornton:</i> "No, That is an off-the-shelf-bought database that we
  128. modified."
  129. <p>
  130. <i>Eric:</i> "Have you had anything else that you've been able to use
  131. right off the shelf?"
  132. <p>
  133. <i>Thornton:</i> "I wish! Nobody's really got anything, we've got to build the
  134. stuff from scratch. This show's got a look and it's got to stay
  135. in line with that look."
  136. </blockquote>
  137. <p>
  138. Models are created in Lightwave's 3-D modeling program in an elaborate
  139. connect-the-dots fashion that places the dots in three dimensional space.
  140. The dots are used as references for surfaces (polygons) which form the
  141. actual exterior of the computer models.
  142. <p>
  143. To help create and improve that look, Thornton and his team have built
  144. physical models which were photographed and scanned into their computers.
  145. <p>
  146. <blockquote>
  147. <i>Thornton:</i> "We've built models and scanned them. Basically it's just a
  148. flat object, it's just a flat piece of plastic that we've scored
  149. and painted and panel lined."
  150. <p>
  151. "You can get more organic patterns. Anybody who paints with
  152. paint will tell you that it's totally different to paint on a
  153. computer. There are certain things that paint does; like for
  154. instance you can get very, very thin paint, brush it over
  155. something and then wipe it off and it will go into the grooves,
  156. there's no way you can synthesize that on the computer, that
  157. sort of 'capillary bleed' effect that only happens with thin
  158. washes of paint. And so you can get some really gorgeous
  159. organic textures which you can't get any other way and there's
  160. been a couple of times we've done it.
  161. </blockquote>
  162. <p>
  163. According to Thornton, this is done just for that special organic effect
  164. which is then "bit mapped" onto the surface of the electronically
  165. constructed ship.
  166. <p>
  167. Jason Ironheart's ship (<a href="/lurk/guide/006.html">Mind War</a>)
  168. was the first ship Ron built via computer
  169. (and was also seen in the pilot <a href="/lurk/guide/000.html">"The Gathering"</a>)
  170. in tribute to some of his
  171. "teachers" and is reminiscent of the Zep One from the British television
  172. show Captain Zep.
  173. <a href="/lurk/ftp/Pictures/Effects/approach3.jpg"><img
  174. align=right width=85 height=64 hspace=4
  175. href="/lurk/ftp/Pictures/Effects/Thumb/approach3.gif"></a>
  176. <p>
  177. Ron designed Babylon 5 (including the Cobra Bays) mostly by himself and
  178. "built it" in two weeks on the computer where a conventional model may have
  179. required six weeks or more and a larger team!
  180. <p>
  181. Some of the ships that are seen on the Babylon 5 series have actual
  182. physical counterparts. The blocky transport ships were among the models
  183. that Thornton created and photographed to land a job in Special Effects.
  184. <p>
  185. Steve Berg and Ron split the designing of the ships of Babylon 5 about
  186. 50/50.
  187. <p>
  188. <blockquote>
  189. <i>Eric:</i> "Ron, how did you get the idea of using computers for creating
  190. Special Effects?"
  191. <p>
  192. <i>Thornton:</i> "It just sort of happened. I ended up getting one of these
  193. machines, the Video Toaster, and I started playing with it and it
  194. was like 'give it a year or so and this could work.'
  195. <p>
  196. "This was way after Captain Power. Captain Power had turned me
  197. off it (Computer Generated Special Effects), 'cause the stuff
  198. didn't look very good and there was no texture mapping per se.
  199. It was all very blocky looking, the animation wasn't that hot
  200. and they had real problems delivering the stuff; it was just
  201. taking them forever to do it."
  202. <p>
  203. "I had an Amiga for a while and it had a number of 3D packages
  204. which I sort of toyed with, but the Toaster was the first decent
  205. one."
  206. <p>
  207. <i>Eric:</i> "How long did it take from realizing that the Toaster could be
  208. used for effects work until Foundation Imaging was up and
  209. running?"
  210. <p>
  211. <i>Thornton:</i> "It was probably about a year and a half, during which
  212. time I was
  213. working with Todd Rundgren in Northern California on one of his
  214. shows.
  215. <p>
  216. "But a lot of it was the wait. Once I convinced Joe
  217. [Straczynski] and John Copeland that this could be done this way
  218. it suddenly opened up a whole new venue and I did a bunch of
  219. tests; then we went in and pitched it once more to Peter
  220. [Ledger]. At least this time they could see that we could do
  221. it, that we could create some of this imagery."
  222. <p>
  223. <i>Eric:</i> "What is the cost of producing special effects with
  224. computers as
  225. opposed to those done with conventional means?"
  226. <p>
  227. <i>Thornton:</i> "I'd say that we're between a third and two thirds the cost."
  228. <p>
  229. <i>Eric:</i> "What are the basic steps in creating a CGI scene?"
  230. <p>
  231. <i>Thornton:</i> "Well, you build your model. You pull it into the
  232. layout. You
  233. light it. You shoot it. It's very similar to having a motion
  234. control stage except you've got no limitations."
  235. </blockquote>
  236. <p>
  237. The Starfury design is unique in science fiction and Thornton says that it
  238. is in no way based on that of the Star Wars X-Wing Fighters and are more of
  239. a tribute to Ron Cobbs' designs in "The Last Starfighter."
  240. <p>
  241. The Starfury is able to move more realistically in flight, can move in
  242. one vector, spin on it's axis to track and fight other ships and not engage
  243. in "Battle of Britain" style dog fights (that are favored in other films).
  244. <p>
  245. <blockquote>
  246. <i>Thornton:</i> "If you actually think about it, the Starfury is a totally
  247. impossible model to motion control. Unless you did it on wires,
  248. because of the way the engine deflector plates are at the back,
  249. you couldn't put a mounting rod up the middle of it because the
  250. mounting rod would eclipse the plates that were rolling behind
  251. it. The only way you could mount it is from the front. It's
  252. just one of those 'impossible models.'"
  253. </blockquote>
  254. <p>
  255. Foundation Imaging started out with five people and has grown to fifteen
  256. for the Babylon 5 series. Thornton, along with his partner Paul
  257. Beigle-Bryant (who created the software network that enables rendering and
  258. who also performs computer hardware repairs), senior animators, Mojo (from
  259. New York) and John Teska supervise other computer animators. Computer
  260. animator Mark Swain, Effects Coordinator Shannon Casey and Cherry Hitch
  261. (who does 2-D rotoscope work on the virtual sets and overlays such
  262. effects as laser fire) are the core of talented people who make the
  263. computer generated effects of Babylon 5 a reality.
  264. <p>
  265. Effects are designed on an accelerated Amiga 2000 with a Video Toaster
  266. board in it, using LightWave 3-D and Modeler 3-D.
  267. <p>
  268. <blockquote>
  269. <i>Eric:</i> "How is building computer models different from building
  270. physical models?"
  271. <p>
  272. <i>Thornton:</i> "You still have to build the models, only you use polygons and
  273. pixels instead of plastic and paintbrushes."
  274. </blockquote>
  275. <p>
  276. Another unique organic look to Babylon 5 is the shape of the Vorlon vessels
  277. such as Ambassador Kosh's ship. The inspiration for the squid-like vessel
  278. is as original as it is surprising:
  279. <p>
  280. <blockquote>
  281. <img align=right width=160 height=120 src="/lurk/gif/000/docking.gif">
  282. <i>Eric:</i> "One of the really unique looking vessels right from the start
  283. was the Vorlon Cruiser. It's rather squid-like in look. Was
  284. that the inspiration for the ship?"
  285. <p>
  286. <i>Thornton:</i> "It's a clove of garlic, actually. I got the idea driving
  287. through the town of Gilroy which is kind of like the garlic
  288. capital of the world and has this absolutely delicious smell."
  289. </blockquote>
  290. <p>
  291. The clove of garlic grew into an organic ship which Thornton used to sell
  292. the idea of Organic Technology to Straczynski to be used by some of the
  293. alien races.
  294. <p>
  295. <blockquote>
  296. <i>Thornton:</i> "If you have space traveling ability and genetic manipulation,
  297. why can't you grow a ship suited to the environment of space? I
  298. had this idea of walking into a spaceship like stepping into the
  299. mouth of a whale and going for a ride."
  300. <p>
  301. <i>Eric:</i> "The Vorlon ship exterior is sort of mottled and is fractal
  302. generated. I know about that and Kosh's environment suit has a
  303. similar look. Was that intentional?"
  304. <p>
  305. <i>Thornton:</i> "They sort of evolved together."
  306. </blockquote>
  307. <p>
  308. Using computers for special effects also allows for some rather intricate
  309. and spectacular effects which might be impossible to create realistically
  310. using conventional means, such as the Starfury launches. J. Michael
  311. Straczynski had envisioned ships on platforms that would flip the ships
  312. over and out into space or to launch ships from the front of the rotating
  313. station but Thornton had other suggestions, including pointing out that the
  314. only way to launch ships from the front of the station would be through the
  315. central spinning bay because of the rotation of the station. As for the
  316. Starfury platform launch:
  317. <p>
  318. <blockquote>
  319. <i>Thornton:</i> "The easiest way to launch the ship and save energy is to
  320. literally just drop the ship out, you've dropped it out . . .
  321. it's already got momentum . . . and depending on where in the
  322. rotational cycle you drop the ship it decides what sort of
  323. direction it's going to go away from the station"
  324. <p>
  325. <i>Eric:</i> "You just have to be careful not to hit the non-rotating arm!"
  326. <p>
  327. <i>Thornton:</i> "Uh, yeah! [laughs] I think that would be kind of like
  328. one of
  329. those World War One cannons that fired through the propellers.
  330. The whole thing [launch cycle] would be disabled when that
  331. [non-rotating arm] came around."
  332. <p>
  333. <i>Eric:</i> "What was your most technically complex shot so far? I
  334. remember a shot from <a href="/lurk/guide/000.html">"The Gathering"</a>
  335. of two hundred Vorlon
  336. vessels exiting Babylon 5's Jump Gate (which beat the record
  337. number of On Screen ships in "The Return of the Jedi")."
  338. <p>
  339. <i>Thornton:</i> "That was actually a piece of cake. It's just making up
  340. a bunch
  341. of them and layering them and layering them. It's just one of
  342. those things that's really easy to do on the computer but is
  343. really incredibly difficult to do anywhere else.
  344. <p>
  345. "I think actually, in terms of tweaking . . . I think one of
  346. (the technically) hardest shots that's paid off very well was
  347. John Teska'a shot of these little demons all clustered over
  348. Londo's back [<a href="/lurk/guide/025.html">The Geometry of Shadows</a>]
  349. which was very
  350. interesting because we had to motion-match the demons and move
  351. them along with Londo. And we had to do it manually; there was
  352. no automatic tracking like there is in some of the more
  353. expensive packages so it was all done manually, by eye and it
  354. was very, very tasty. I was extremely pleased with that.
  355. <p>
  356. "Unfortunately it's a shame because John Flinn [Director of
  357. Photography John C. Flinn, III A.S.C.] lit the scene really dark
  358. and so you can't really see what's going on. They [the demons]
  359. were scrapping on his back and were hitting one another, it was
  360. kind of like having the Three Stooges strapped to his back and
  361. was incredibly funny!"
  362. </blockquote>
  363. <p>
  364. One major similarity between computer generating effects and that of
  365. conventional motion control effects for an ongoing series is a lack of
  366. production time. The time between being handed a completed script and
  367. generating the thirty or so effect shots needed for a complete episode is
  368. only a matter of weeks. Each computer generated frame for
  369. <a href="/lurk/guide/000.html">"The Gathering"</a>
  370. took almost one hour to render but that time has been substantially reduced
  371. to approximately twenty minutes. Considering that there are about
  372. thirty frames generated per second, time is one of Foundation Imaging's
  373. most important factors.
  374. <p>
  375. <blockquote>
  376. <i>Thornton:</i> "There's an icon that you click [at each of the computer
  377. stations] before you leave your station and automatically that
  378. station becomes a slave and starts rendering images. By the
  379. time we leave at night, the whole system is rendering. We try
  380. not to waste a single minute!"
  381. </blockquote>
  382. <p>
  383. <a href="/lurk/ftp/Pictures/Effects/line1.jpg"><img
  384. align=right width=85 height=64 hspace=4
  385. href="/lurk/ftp/Pictures/Effects/Thumb/line1.gif"></a>
  386. Much like enthusiastic Babylon 5 fans, Thornton wishes that he could know
  387. what will happen later down the closely guarded Straczynski story line but
  388. for reasons differing from fans. This would enable Thornton to plan more
  389. exciting visuals. Thornton believes that such incredible scenes such as
  390. the <A HREF="/lurk/guide/008.line.page.html">battle of "The Line"</A>
  391. [<a href="/lurk/guide/008.html">"And the Sky Full of Stars"</a>] could have been made
  392. even better with more time for planning.
  393. <p>
  394. <blockquote>
  395. <i>Eric:</i> "What shots from the series do you think could have been
  396. better,
  397. if you'd had more time?"
  398. <p>
  399. <i>Thornton:</i> "Oh, the battle of "The Line" is one I wish we'd had more time
  400. to prepare for. It was supposed to be really emotive but it
  401. wound up kind of ordinary."
  402. <p>
  403. "I'll tell you what I'd really like to do. I'd like to do a
  404. really decent scene with the Minbari Cruisers. I think the
  405. Minbari Cruisers are really cool looking and I'd really like to
  406. do a decent battle scene with them."
  407. </blockquote>
  408. <p>
  409. With Foundation Imaging's increased ability to create dynamic images in a
  410. short period of time, there are approximately thirty ship effects scenes in
  411. each episode but instead of visualizing more and more such shots in later
  412. episodes as computational speed increases, Thornton has asked that number
  413. of shots to remain a constant, giving him the ability to concentrate on
  414. quality instead of quantity.
  415. <p>
  416. However Foundation Imaging does more than just space ship scenes and these
  417. special effects sometimes are mixed with the live action plates shot for
  418. the series. This requires a supervisor on set to aid the director with the
  419. special needs for shooting background plates (for Virtual sets and "Blue
  420. Screen" shots) which are later given to Foundation Imaging.
  421. <p>
  422. <blockquote>
  423. <i>Eric:</i> "What's required for Virtual sets? Do you have to help
  424. directors with what's needed for Blue Screens and so on?"
  425. <p>
  426. <i>Thornton:</i> "Virtual sets are basically matte paintings; there's a
  427. supervisor that's on set who basically watches over all the 'On
  428. Set' stuff and that's Ted Rae this year. Virtual sets are a
  429. technique that's been around, as I said, for a long time."
  430. </blockquote>
  431. <p>
  432. Back at Foundation Imaging, Cherry Hitch is then responsible for 2-D
  433. rotoscoping, virtual sets and overlays such as laser fire and so on. She
  434. must take the background plates and introduce the computer generated
  435. effects onto them.
  436. <p>
  437. "Blue Screen" shots are live action plates that have a specific area which
  438. is color-coded that is capable of being digitally "removed" so that special
  439. effects can be "placed" into the shot.
  440. <p>
  441. Virtual sets are sets which do not exist in the real world. Actors perform
  442. (again) before a color-coded area, then later an entire set is painted in
  443. Foundation Imaging's computers and inserted around the actors. Examples of
  444. this sort of imaging include the Narn War Cruiser bridge set and the
  445. Babylon 5 Observation Deck where the Centauri Emperor met with Captain
  446. Sheridan (<a href="/lurk/guide/031.html">The Coming of Shadows</a>).
  447. <p>
  448. Another, similar effect is Matte Painting which also can be done on
  449. Foundation Imaging's computers. The bi-level Zocalo visualized in the
  450. opening title sequence of each of Season Two's episodes are examples where
  451. one plate of the Zocalo was shot, then a second plate with actors walking
  452. along specifically defined areas was computer inserted over the first.
  453. <p>
  454. <blockquote>
  455. <i>Eric:</i> "I know you're busy right now creating effects for the third
  456. season of Babylon 5, but has Foundation Imaging produced effects
  457. for other shows or movies as well?"
  458. <p>
  459. <i>Thornton:</i> "Oh yeah. Right now we're working on a show of mine called
  460. "Hypernauts" a sort of kid's show."
  461. <p>
  462. "We did a show last year called 'Journey to Mars' which is . . .
  463. not great. And I don't know if they're ever going to show it on
  464. TV, it's that 'not great.' When you're asked to do rubbish, you
  465. have to do it. I mean the shots were good but they were very,
  466. very long, I mean we had shots flying over the Mars landscape
  467. that were like a minute and a half long so it's like 'go to
  468. sleep, go out and get yourself a cup of coffee and a sandwich'
  469. and come back and the shot's still running.
  470. <p>
  471. "There was this kind of strange director that they had that was
  472. coming up with all this stuff."
  473. </blockquote>
  474. <p>
  475. But with the talents of Ron Thornton and his team at Foundation Imaging,
  476. imaginative producer J. Michael Straczynski and the gifted directors of
  477. Babylon 5, computers are sure to keep producing attention-riveting special
  478. effects.
  479. <pre>
  480. </pre>
  481. <p nowrap>
  482. <nobr><a href="/lurk/lurker.html"><img
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