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PIONEERING A NEW FRONTIER
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IN TELEVISION PRODUCTION:
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The Making of "Babylon 5"
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In 1986, a 32-year-old by the name of J. Michael Straczynski had a
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unique vision: a saga for television that would take five years to tell,
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and would feature state of the art effects as well as a huge cast of
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characters who would change and grow as empires rose and fell around them.
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His prospects of getting it mounted were daunting, for a myriad of
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reasons...
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A 5-year epic with a beginning, middle, and end in which each episode
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would be like a chapter in a book, and each season another volume in a
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continuing story? It had never been done on American television, except as
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a short-term mini-series. Only the British had ever attempted it, with "The
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Prisoner" (which lasted a mere 18 episodes) and to a lesser extent with
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"Blake's 7" and "The Who."
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Stunning visual effects combined with live action as realistic as
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anything seen in motion pictures -- but produced on a limited television
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budget? No one had ever tried it, much less without traditional motion
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control cameras, intricate models, and a mega-budget to underwrite the
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thousands of hours necessary to create sequences that lasted only a few
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minutes on the screen.
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Another science fiction series? The statistics were ruthless: only a
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handful of sci-fi series had lasted three seasons or more during the last
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four decades; 98% of all sci-fi series have been canceled before the third
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season; of the one or two new sci-fi shows typically launched each year, few
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survive beyond a few months. Even the original "Star Trek," which debuted
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in 1966, finally succumbed to a lack of ratings by 1969, after enduring a
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barrage of critical attack as a poor imitation of "Lost In Space."
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Amazingly, Straczynski finally succeeded -- although it would take an
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epic effort before his show called Babylon 5 would finally reach the small
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screen as a two- hour TV movie in February 1993, and a year later before his
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5-year saga began unfolding in the form of a weekly series.
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How the Odyssey Began
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Rarely has a television series been conceived with as much dedication
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to forging new frontiers within the medium.
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"The fact is that I grew up a fan of science fiction -- particularly of
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the sagas: Tolkien's Lord of the Rings, the Dune books, the Lensman books,
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Childhood's End and Stranger in a Strange Land," says Straczynski.
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"So I wanted to do for television what I grew up reading in those great
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sagas. And the reality is that no one in American television had ever tried
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to do a real honest-to-God saga for television -- with a beginning, middle,
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and end over a period of, say, five years: where the first year is equal to
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the introduction you get in a novel; the second year is the rising action;
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the third year is the complication, and so on, with foreshadows and back
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references and character changes.
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"Although the British had done it with 'The Prisoner,' and to a lesser
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extent with 'Blake's 7' and 'Dr. Who,' no one in this country had ever
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applied a strict, literary novel technique to television."
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But Straczynski had other concerns as well, resulting from the several
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years he had already spent working in television as a staff writer and story
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editor on a number of animated and live action series.
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"My perception was that as much as one-third of any TV series budget is
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wasted on poor planning and short script deadlines. Typically, a script is
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delivered only days before it's going to be shot, and often just 24 hours in
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advance. There's even been cases where pages are landing on the set as the
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cameras are rolling. As a result, the crew is working all night making sets
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and costumes, and getting paid time and a half. Add to that the cost of
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complex special effects, prosthetics, elaborate sets and alien costumes, and
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science fiction shows quickly become the worst offenders.
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"So I thought, there's got to be a better, smarter way of doing this --
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of changing the fundamental way television is produced, and how would I do
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that?" Straczynski says.
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That's when he began thinking about what it would take "to design a
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show along more logical lines for science fiction, since the major source of
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expense is creating new worlds every week. I thought about the sorts of
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shows I like in tone...'Hill Street Blues,' 'St. Elsewhere,' even "M*A*S*H,'
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and in each case, there was a stationary locale and your stories come to
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you. In other words, where people in trouble come to you."
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From there, he recalled what he had read about post-World War II
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Germany, "where American, French and British forces (and, I think, some
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Russian) patroled equally to make sure that no one side got the upper hand,"
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as well as "the early free- ports of the 19th century, which were noted for
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some pretty rough characters, for adventure, for intrigue and smuggling.
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"Put those various elements together...and you've got Babylon 5," he
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explains of his decision to anchor his story on a futuristic United
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Nations-like space station in which some quarter-million humans and aliens
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of diverse cultures and competing ambitions attempt to negotiate their
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differences in neutral territory from episode to episode.
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Finally, there was the ultimate challenge that any series bearing his
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name would have to meet -- simply because Straczynski is by nature both a
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literary disciple and a bottom-line pragmatist at heart.
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"I'd seen so many science fiction shows by then that backed into a
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budget, and thus went forever over budget, that I wanted to challenge myself
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to develop a show that met several important criteria," he says.
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"1) It would have to be good science fiction. 2) It would have to be
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good television, and rarely are science-fiction shows both good sci-fi and
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good TV; they're generally one or the other. 3) It would have to take an
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adult approach to science fiction, and attempt to do for television sci-fi
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what 'Hill Street Blues' did for cop shows. 4) It would have to be
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affordable and done on a reasonable budget. 5) It would have to look unlike
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anything ever seen before on TV, and present not just individual stories,
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but present those stories against a much broader canvas."
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It was a big agenda, but the idea finally struck. "One day, literally,
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I was noodling around with this, and the entire story line just came in a
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flash. I saw the whole five year story in just one incredible revelation,"
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he says of that moment in 1986. "Then I spent the next two years trying to
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write down what I saw in that one moment of perfect clarity."
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Getting Babylon 5 Made
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After writing the series bible (that includes the 5-year story arc
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which only Straczysnki is privy to) and a two-hour screenplay, he presented
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the idea to Douglas Netter and John Copeland. The former head of the MGM
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studios, Netter had been the executive producer and Copeland the producer of
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"Captain Power and the Soldiers of the Future," the syndicated science
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fiction series for which Straczynski served as story editor (as well as
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writer on 11 episodes) in 1986-87.
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"Joe came to John and I right after we finished 'Captain Power' and
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said, 'I've got an idea for a science fiction show that can be contained,
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that we can do for a price, that has the potential to be greater than
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science fiction shows have been,'" Netter says. "But it took us six years
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from that point to get the pilot made."
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The problem was, Netter recalls, that "the networks had had science
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fiction pitched to them before, along with the caveat, 'We can do this for a
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reasonable price.' Of course, that was one of the great lies in Hollywood.
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And even though John and I had an excellent reputation for bringing shows in
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under budget and on time, as soon as they heard about big effects, red flags
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would go up in their minds. They were afraid that any attempt to do a
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science fiction show on a tight budget might result in inferior production
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values."
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And like everyone else, Warner Bros. didn't see how a high-quality show
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could be done on a cut-rate budget. "They said, 'Well, if you are going to
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do it for that, this stuff will look terrible.' And we said, 'No, it
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won't," Netter remembers. To prove their point, Straczynski, Netter, and
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Copeland had Ron Thornton -- who had worked with them on "Captain Power" and
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subsequently pioneered the use of CGI effects on an Amiga computer --
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produce a startling 50-second sequence featuring a computer-generated space
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ship being tracked from far in the distance to its arrival at the space
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station's docking bay, all in one shot.
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When they showed it to a group of Warner Bros. Executives and TV
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station heads who were part of PTEN, the reaction was everything they had
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hoped for: "When it was over, they said, 'We've got to see that again!'"
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Netter recalls. "And then when we said, 'We did it on a desktop computer,'
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they were just like flabbergasted."
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As a result, they finally got their production deal, and Babylon 5
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debuted as a two-hour pilot movie during the week of February 22, 1993, to
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an impressive 10.3 GAA national rating. Just the month before, Paramount
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(one of the many studios they had pitched years before) also launched "Star
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Trek: Deep Space Nine," another story anchored on a stationary space
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station. Of the much-noted coincidence, Netter says, "We were in
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development long before 'Deep Space Nine.'"
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Particularly impressive is the fact that Babylon 5 is produced "with
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syndication dollars," Copeland stresses. "This show is not done at a
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deficit. It pays for itself strictly out of the advertising dollars
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generated every year. And I don't know anybody else out there who's doing
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this exciting of stuff with the same economic realities we're dealing with.
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We're spending half of what an episode of 'Star Trek' costs, and one-third
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of an episode of 'Space: Above and Beyond.'"
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"We're doing what no one else is doing in town," adds Straczynski,
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"which is taking full advantage of the latest technology. We have almost a
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completely-digitalized studio, which no one else has at this point.
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"In addition, we plan things out way ahead of time. Before we roll one
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frame of film, we know what stories we're going to be doing that year, what
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sets we're going to have to construct, what effects we're going to need, and
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we always have a minimum of three scripts in hand. So this gives all the
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different parties concerned enough time to sit down and design things and
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build things properly, without having to rush. As a result, we're not
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paying 24 hours of overtime to get things done in time. It comes down
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basically to planning, which no one else does in this town."
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Babylon 5's Revolutionary Special Effects
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In 1964, "Star Trek" presented what were then fantastic new images of
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planets and space vessels unlike anything seen before. In 1977, "Star Wars"
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used what was then state-of-the-art technology to create amazing space
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battle scenes -- involving motion control cameras, intricate models, and
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untold months of shooting time to complete sequences that would last mere
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minutes. In 1994, Babylon 5 pioneered the newest breakthrough in special
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visual effects as the first science fiction show to produce astonishing
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outer space scenes without models or cameras.
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Certainly, computer technology for producing effects is no longer the
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novelty that it once was. Hardly a motion picture is made today in which at
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least one scene isn't enhanced electronically. The difference between
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Babylon 5 and other effects-laden TV shows and movies is that "we were the
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first to do everything with desktop computers," says Copeland of the show's
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Emmy Award-winning special visual effects.
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"We don't use expensive silicon graphics machines. We don't use
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high-end software. Initially all the 3-D computer animation was done on
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Amigas using the Video Toaster. Today, however, all the 3-D computer
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animation is done on PC clones and DEC Alpha platforms running on a readily
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available piece of software called LightWave 3-D. LightWave was originally
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part of the Video Toaster, but has been ported out as a software program
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available for many different computer platforms.
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"The matte paintings are done in a combination of Photo Shop and
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Electric Image. We do all our compositing in MacIntoshes. We edit on
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Avids. We even assemble the show in a computer; we don't do it in a regular
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video online bay anymore," Copeland continues. "And everything we use is
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available down at your friendly local computer store. We just push it a
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little harder."
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Besides Thornton's breakthrough experiments with an Amiga in
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combination with New Tek's Video Toaster in the early 1990s, Copeland had
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already been working with computer-generated effects for "Captain Power" in
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1986. "A year before they started shooting 'Roger Rabbit,' two of the
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creatures in our series were completely done with 3-D computer animation and
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composited into live action scenes with the actors. Nobody had done that
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and we did it for 22 episodes. Of course, we're talking mere minutes
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compared to what we do now on Babylon 5, because we were using a whole
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different type of computer then."
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Not only is the production able to produce effects faster -- typically
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in just two weeks -- through the use of computers, but the end product,
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Copeland believes, is more realistic than traditional models. "We can
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actually go from a 150 kilometers away right up to something and look at the
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bulkheads on it. You can't do that with a model, because there isn't a
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stage big enough that would allow you to make such a shot in a single move."
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It's also notable that Babylon 5 features more visual effects footage
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per episode than any other series -- both past and present -- with a
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cumulative 90 minutes during the first season, 120 minutes in the second,
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"and a little bit better than that this year," according to Copeland.
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Babylon 5's Virtual Studio
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As well, Babylon 5 has pioneered a concept called The Virtual Studio,
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in which key members of the production team are located around the globe and
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linked up via the Internet or other means.
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The show's world-class original music score is created for each episode
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by LA-based composer Christopher Franke (formerly of Tangerine Dream), who
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conducts his Berlin Symphonic Film Orchestra, located halfway around the
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world in Germany, in real time despite the 15-hour time difference. Making
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it possible are four fiber optic cables that connect the two studios, as
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well as video cameras and large-screen television screens on both ends.
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Producers Strazynski and Copeland are able to monitor the progress of
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new special effects in development simply by dialing up Ron Thornton's
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Foundation Imaging studio over a modem. "We can check key frames and
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animation sequences -- or if they're designing a new ship that they want us
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to look at, we can pull up a frame of that and make comments about it before
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they go through the time intensive, expensive process of rendering a shot,"
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Copeland recounts. As a result, Thornton and his crew rarely have to visit
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the set.
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Emmy Award-winning matte artist Eric Chauvin resides and works in
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Washington state, yet is able to render all of Babylon 5's necessary matte
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paintings long-distance with only an occasional trip South. "We send him
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the film frames on 8mm digital tape. He then imports them into his
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Macintosh, does his painting using a program called Photoshop, and Fed Ex's
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the frames back to us on digital tape," Copeland says. Hopefully, the day
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will soon come when it is not necessary to courier raw materials between
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locations. In the meantime, Copeland explains, the Internet "is really a
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cowpath as far as transmission of real data" and only useful for conveying
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sketches and information.
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Also through the miracle of modems, Straczynski is able to commission
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freelance scripts -- 17 to date (all during the show's first two seasons),
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with more to come next year -- from the best science fiction writers in the
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world, regardless of their location. Historically, television writers
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either had to live in Los Angeles, or days would be lost waiting for scripts
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to arrive by express mail.
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The Babylon 5 Model
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Altogether, the production's innovative approach to achieving feature
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film-quality production values on a fat-free budget has been dubbed The
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Babylon 5 Model within the industry.
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Curious producers and studio executives are frequently given tours of
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the entire operation, including the production's state-of-the-art facility
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in the San Fernando Valley of Los Angeles. A former manufacturing plant for
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swimming pool and hot tub pumps, the 70,000 square foot building was
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purchased by Babylonian Productions and converted into three sound stages
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and production offices in just nine weeks -- and ready for shooting on day
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one of week ten.
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"What I've tried to do over the years is to verse myself in the
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technological tools that will provide us a better opportunity to
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successfully do our job for less money and save us as much time as we
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possibly can," explains Copeland -- who also serves as the Executive Vice
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President of Netter Digital Entertainment, Inc., and the supervising
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producer of their new science fiction children's series, "Hypernauts," which
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they are producing in association with creator Ron Thornton's Foundation
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Imaging, Inc., and Greengrass Productions, Inc., for ABC's Saturday morning
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line-up.
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"To that end, we have an ADR booth here at the stage. So if we have to
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replace dialogue, if we have to loop any lines, we can get actors in between
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scenes. We don't have to schedule them on their day off and send them to a
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different place to record this stuff. We can also identify bad dialogue on
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the part of a guest actor and loop it before they get off the clock and we
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have to bring them back and pay them."
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But technology aside, Copeland believes that they couldn't do what they
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do every week without the ingenuity and resourcefulness of their production
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team.
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"We try to give people enough creative freedom to be able to take
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things in their own directions and refine them. Because if we're telling
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everybody exactly what to do, we've hire the wrong people for the job. Or
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we shouldn't be here, because we're inhibiting the creative process.
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"Also, we try to make everybody feel like they have a vested interest
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in the show. We solicit contributions from everybody. Just because you're
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a grip doesn't mean you don't have a good idea about something. So we try
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to share the creative process with everyone involved. And it's been
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returned to us ten-fold. We've held onto probably 85% of our crew over
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three years, which is very unusual."
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* * *
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