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<h2>An Interview with Ron Thornton</h2>
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by Eric Reinholt
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<<a href="mailto:eric.reinholt@gmail.com">eric.reinholt@gmail.com</a>>.
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Originally published in <strong>Babylon 5 - Online!</strong>. Reprinted
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in the Lurker's Guide by permission of the author.
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<p>
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Week after week, Visual Effects Artist Ron Thornton and his staff at
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Foundation Imaging create the eye popping, Emmy Award winning, CGI
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(Computer Generated Images) special effects for J. Michael Straczynski's
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television universe of Babylon 5.
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<p>
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Dissatisfied with working in an airport in England, Ron and a friend went
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to see the movie "Alien" where it occurred to him that someone got paid for
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making all those models out of plastic.
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<p>
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Thornton then left his airport job, took most of his remaining money and
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purchased plastics and other materials and began building and photographing
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models. He took the photographs and used them to get a job with BBC
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television.
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<p>
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Ron has since worked on the Peter Davidson Doctor Who series, then designed
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and built spaceships for final season of Blake's 7 (Ron built the Scorpio
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in his living room, in actuality he built about seven different versions of
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the Scorpio; different sized models, partial models etc.) and Tripods, all
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British television series. Thornton then moved to Los Angles where he
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worked on props and miniatures for Real Genius, Class of 1999, Robot-Jox,
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T2 (in which he created the battle rifles), The Addams Family, Highlander
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2, Critters and Spaceballs. Prior to working on Babylon 5, Thornton worked
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on Captain Power and the Soldiers of the Future television show where he
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first saw computer generated images for television special effects.
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<p>
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Television and computer screens are arrays of small dots or "pixels." Each
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pixel is assigned a color, contrast and intensity and when thousands of
|
|
these pixels are combined, an image results. Computer paint programs allow
|
|
artists to arrange pixels to form pictures. 3-D image programs allow
|
|
artists to manipulate those pixels to simulate images of objects as if they
|
|
actually existed in three dimensional space.
|
|
<p>
|
|
The pilot <a href="/lurk/guide/000.html">"The Gathering"</a>
|
|
was rendered by eight interconnected Amiga 2000
|
|
computers with Video Toaster boards which were connected to an IBM computer
|
|
that stored the images in five gigabytes of memory. Foundation Imaging's
|
|
computational power has increased tremendously with each work station now
|
|
being equivalent to the original eight Amigas and Ron's being the
|
|
equivalent to sixteen Amigas.
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<p>
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The computer generated effects industry is still in its infancy and with
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only one exception, all the effects for Babylon 5 have been created by
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Thornton and his team. The one exception was Jason Ironheart's god-like
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torso effect at the end of <a href="/lurk/guide/006.html">"Mind War"</a>
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from Babylon 5's first season.
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|
<p>
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|
<blockquote>
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<i>Eric:</i> "Fans from the first season of Babylon 5 (like myself) have
|
|
wanted to know if LightWave has a pre-packaged torso in it,
|
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because of the Jason Ironheart god-like creature in "Mind War."
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<p>
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<i>Thornton:</i> "No, That is an off-the-shelf-bought database that we
|
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modified."
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<p>
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<i>Eric:</i> "Have you had anything else that you've been able to use
|
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right off the shelf?"
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<p>
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<i>Thornton:</i> "I wish! Nobody's really got anything, we've got to build the
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stuff from scratch. This show's got a look and it's got to stay
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in line with that look."
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</blockquote>
|
|
<p>
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|
Models are created in Lightwave's 3-D modeling program in an elaborate
|
|
connect-the-dots fashion that places the dots in three dimensional space.
|
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The dots are used as references for surfaces (polygons) which form the
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actual exterior of the computer models.
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<p>
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|
To help create and improve that look, Thornton and his team have built
|
|
physical models which were photographed and scanned into their computers.
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<p>
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<blockquote>
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|
<i>Thornton:</i> "We've built models and scanned them. Basically it's just a
|
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flat object, it's just a flat piece of plastic that we've scored
|
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and painted and panel lined."
|
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<p>
|
|
"You can get more organic patterns. Anybody who paints with
|
|
paint will tell you that it's totally different to paint on a
|
|
computer. There are certain things that paint does; like for
|
|
instance you can get very, very thin paint, brush it over
|
|
something and then wipe it off and it will go into the grooves,
|
|
there's no way you can synthesize that on the computer, that
|
|
sort of 'capillary bleed' effect that only happens with thin
|
|
washes of paint. And so you can get some really gorgeous
|
|
organic textures which you can't get any other way and there's
|
|
been a couple of times we've done it.
|
|
</blockquote>
|
|
<p>
|
|
According to Thornton, this is done just for that special organic effect
|
|
which is then "bit mapped" onto the surface of the electronically
|
|
constructed ship.
|
|
<p>
|
|
Jason Ironheart's ship (<a href="/lurk/guide/006.html">Mind War</a>)
|
|
was the first ship Ron built via computer
|
|
(and was also seen in the pilot <a href="/lurk/guide/000.html">"The Gathering"</a>)
|
|
in tribute to some of his
|
|
"teachers" and is reminiscent of the Zep One from the British television
|
|
show Captain Zep.
|
|
<a href="/lurk/ftp/Pictures/Effects/approach3.jpg"><img
|
|
align=right width=85 height=64 hspace=4
|
|
href="/lurk/ftp/Pictures/Effects/Thumb/approach3.gif"></a>
|
|
<p>
|
|
Ron designed Babylon 5 (including the Cobra Bays) mostly by himself and
|
|
"built it" in two weeks on the computer where a conventional model may have
|
|
required six weeks or more and a larger team!
|
|
<p>
|
|
Some of the ships that are seen on the Babylon 5 series have actual
|
|
physical counterparts. The blocky transport ships were among the models
|
|
that Thornton created and photographed to land a job in Special Effects.
|
|
<p>
|
|
Steve Berg and Ron split the designing of the ships of Babylon 5 about
|
|
50/50.
|
|
<p>
|
|
<blockquote>
|
|
<i>Eric:</i> "Ron, how did you get the idea of using computers for creating
|
|
Special Effects?"
|
|
<p>
|
|
<i>Thornton:</i> "It just sort of happened. I ended up getting one of these
|
|
machines, the Video Toaster, and I started playing with it and it
|
|
was like 'give it a year or so and this could work.'
|
|
<p>
|
|
"This was way after Captain Power. Captain Power had turned me
|
|
off it (Computer Generated Special Effects), 'cause the stuff
|
|
didn't look very good and there was no texture mapping per se.
|
|
It was all very blocky looking, the animation wasn't that hot
|
|
and they had real problems delivering the stuff; it was just
|
|
taking them forever to do it."
|
|
<p>
|
|
"I had an Amiga for a while and it had a number of 3D packages
|
|
which I sort of toyed with, but the Toaster was the first decent
|
|
one."
|
|
<p>
|
|
<i>Eric:</i> "How long did it take from realizing that the Toaster could be
|
|
used for effects work until Foundation Imaging was up and
|
|
running?"
|
|
<p>
|
|
<i>Thornton:</i> "It was probably about a year and a half, during which
|
|
time I was
|
|
working with Todd Rundgren in Northern California on one of his
|
|
shows.
|
|
<p>
|
|
"But a lot of it was the wait. Once I convinced Joe
|
|
[Straczynski] and John Copeland that this could be done this way
|
|
it suddenly opened up a whole new venue and I did a bunch of
|
|
tests; then we went in and pitched it once more to Peter
|
|
[Ledger]. At least this time they could see that we could do
|
|
it, that we could create some of this imagery."
|
|
<p>
|
|
<i>Eric:</i> "What is the cost of producing special effects with
|
|
computers as
|
|
opposed to those done with conventional means?"
|
|
<p>
|
|
<i>Thornton:</i> "I'd say that we're between a third and two thirds the cost."
|
|
<p>
|
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<i>Eric:</i> "What are the basic steps in creating a CGI scene?"
|
|
<p>
|
|
<i>Thornton:</i> "Well, you build your model. You pull it into the
|
|
layout. You
|
|
light it. You shoot it. It's very similar to having a motion
|
|
control stage except you've got no limitations."
|
|
</blockquote>
|
|
<p>
|
|
The Starfury design is unique in science fiction and Thornton says that it
|
|
is in no way based on that of the Star Wars X-Wing Fighters and are more of
|
|
a tribute to Ron Cobbs' designs in "The Last Starfighter."
|
|
<p>
|
|
The Starfury is able to move more realistically in flight, can move in
|
|
one vector, spin on it's axis to track and fight other ships and not engage
|
|
in "Battle of Britain" style dog fights (that are favored in other films).
|
|
<p>
|
|
<blockquote>
|
|
<i>Thornton:</i> "If you actually think about it, the Starfury is a totally
|
|
impossible model to motion control. Unless you did it on wires,
|
|
because of the way the engine deflector plates are at the back,
|
|
you couldn't put a mounting rod up the middle of it because the
|
|
mounting rod would eclipse the plates that were rolling behind
|
|
it. The only way you could mount it is from the front. It's
|
|
just one of those 'impossible models.'"
|
|
</blockquote>
|
|
<p>
|
|
Foundation Imaging started out with five people and has grown to fifteen
|
|
for the Babylon 5 series. Thornton, along with his partner Paul
|
|
Beigle-Bryant (who created the software network that enables rendering and
|
|
who also performs computer hardware repairs), senior animators, Mojo (from
|
|
New York) and John Teska supervise other computer animators. Computer
|
|
animator Mark Swain, Effects Coordinator Shannon Casey and Cherry Hitch
|
|
(who does 2-D rotoscope work on the virtual sets and overlays such
|
|
effects as laser fire) are the core of talented people who make the
|
|
computer generated effects of Babylon 5 a reality.
|
|
<p>
|
|
Effects are designed on an accelerated Amiga 2000 with a Video Toaster
|
|
board in it, using LightWave 3-D and Modeler 3-D.
|
|
<p>
|
|
<blockquote>
|
|
<i>Eric:</i> "How is building computer models different from building
|
|
physical models?"
|
|
<p>
|
|
<i>Thornton:</i> "You still have to build the models, only you use polygons and
|
|
pixels instead of plastic and paintbrushes."
|
|
</blockquote>
|
|
<p>
|
|
Another unique organic look to Babylon 5 is the shape of the Vorlon vessels
|
|
such as Ambassador Kosh's ship. The inspiration for the squid-like vessel
|
|
is as original as it is surprising:
|
|
<p>
|
|
<blockquote>
|
|
<img align=right width=160 height=120 src="/lurk/gif/000/docking.gif">
|
|
<i>Eric:</i> "One of the really unique looking vessels right from the start
|
|
was the Vorlon Cruiser. It's rather squid-like in look. Was
|
|
that the inspiration for the ship?"
|
|
<p>
|
|
<i>Thornton:</i> "It's a clove of garlic, actually. I got the idea driving
|
|
through the town of Gilroy which is kind of like the garlic
|
|
capital of the world and has this absolutely delicious smell."
|
|
</blockquote>
|
|
<p>
|
|
The clove of garlic grew into an organic ship which Thornton used to sell
|
|
the idea of Organic Technology to Straczynski to be used by some of the
|
|
alien races.
|
|
<p>
|
|
<blockquote>
|
|
<i>Thornton:</i> "If you have space traveling ability and genetic manipulation,
|
|
why can't you grow a ship suited to the environment of space? I
|
|
had this idea of walking into a spaceship like stepping into the
|
|
mouth of a whale and going for a ride."
|
|
<p>
|
|
<i>Eric:</i> "The Vorlon ship exterior is sort of mottled and is fractal
|
|
generated. I know about that and Kosh's environment suit has a
|
|
similar look. Was that intentional?"
|
|
<p>
|
|
<i>Thornton:</i> "They sort of evolved together."
|
|
</blockquote>
|
|
<p>
|
|
Using computers for special effects also allows for some rather intricate
|
|
and spectacular effects which might be impossible to create realistically
|
|
using conventional means, such as the Starfury launches. J. Michael
|
|
Straczynski had envisioned ships on platforms that would flip the ships
|
|
over and out into space or to launch ships from the front of the rotating
|
|
station but Thornton had other suggestions, including pointing out that the
|
|
only way to launch ships from the front of the station would be through the
|
|
central spinning bay because of the rotation of the station. As for the
|
|
Starfury platform launch:
|
|
<p>
|
|
<blockquote>
|
|
<i>Thornton:</i> "The easiest way to launch the ship and save energy is to
|
|
literally just drop the ship out, you've dropped it out . . .
|
|
it's already got momentum . . . and depending on where in the
|
|
rotational cycle you drop the ship it decides what sort of
|
|
direction it's going to go away from the station"
|
|
<p>
|
|
<i>Eric:</i> "You just have to be careful not to hit the non-rotating arm!"
|
|
<p>
|
|
<i>Thornton:</i> "Uh, yeah! [laughs] I think that would be kind of like
|
|
one of
|
|
those World War One cannons that fired through the propellers.
|
|
The whole thing [launch cycle] would be disabled when that
|
|
[non-rotating arm] came around."
|
|
<p>
|
|
<i>Eric:</i> "What was your most technically complex shot so far? I
|
|
remember a shot from <a href="/lurk/guide/000.html">"The Gathering"</a>
|
|
of two hundred Vorlon
|
|
vessels exiting Babylon 5's Jump Gate (which beat the record
|
|
number of On Screen ships in "The Return of the Jedi")."
|
|
<p>
|
|
<i>Thornton:</i> "That was actually a piece of cake. It's just making up
|
|
a bunch
|
|
of them and layering them and layering them. It's just one of
|
|
those things that's really easy to do on the computer but is
|
|
really incredibly difficult to do anywhere else.
|
|
<p>
|
|
"I think actually, in terms of tweaking . . . I think one of
|
|
(the technically) hardest shots that's paid off very well was
|
|
John Teska'a shot of these little demons all clustered over
|
|
Londo's back [<a href="/lurk/guide/025.html">The Geometry of Shadows</a>]
|
|
which was very
|
|
interesting because we had to motion-match the demons and move
|
|
them along with Londo. And we had to do it manually; there was
|
|
no automatic tracking like there is in some of the more
|
|
expensive packages so it was all done manually, by eye and it
|
|
was very, very tasty. I was extremely pleased with that.
|
|
<p>
|
|
"Unfortunately it's a shame because John Flinn [Director of
|
|
Photography John C. Flinn, III A.S.C.] lit the scene really dark
|
|
and so you can't really see what's going on. They [the demons]
|
|
were scrapping on his back and were hitting one another, it was
|
|
kind of like having the Three Stooges strapped to his back and
|
|
was incredibly funny!"
|
|
</blockquote>
|
|
<p>
|
|
One major similarity between computer generating effects and that of
|
|
conventional motion control effects for an ongoing series is a lack of
|
|
production time. The time between being handed a completed script and
|
|
generating the thirty or so effect shots needed for a complete episode is
|
|
only a matter of weeks. Each computer generated frame for
|
|
<a href="/lurk/guide/000.html">"The Gathering"</a>
|
|
took almost one hour to render but that time has been substantially reduced
|
|
to approximately twenty minutes. Considering that there are about
|
|
thirty frames generated per second, time is one of Foundation Imaging's
|
|
most important factors.
|
|
<p>
|
|
<blockquote>
|
|
<i>Thornton:</i> "There's an icon that you click [at each of the computer
|
|
stations] before you leave your station and automatically that
|
|
station becomes a slave and starts rendering images. By the
|
|
time we leave at night, the whole system is rendering. We try
|
|
not to waste a single minute!"
|
|
</blockquote>
|
|
<p>
|
|
<a href="/lurk/ftp/Pictures/Effects/line1.jpg"><img
|
|
align=right width=85 height=64 hspace=4
|
|
href="/lurk/ftp/Pictures/Effects/Thumb/line1.gif"></a>
|
|
Much like enthusiastic Babylon 5 fans, Thornton wishes that he could know
|
|
what will happen later down the closely guarded Straczynski story line but
|
|
for reasons differing from fans. This would enable Thornton to plan more
|
|
exciting visuals. Thornton believes that such incredible scenes such as
|
|
the <A HREF="/lurk/guide/008.line.page.html">battle of "The Line"</A>
|
|
[<a href="/lurk/guide/008.html">"And the Sky Full of Stars"</a>] could have been made
|
|
even better with more time for planning.
|
|
<p>
|
|
<blockquote>
|
|
<i>Eric:</i> "What shots from the series do you think could have been
|
|
better,
|
|
if you'd had more time?"
|
|
<p>
|
|
<i>Thornton:</i> "Oh, the battle of "The Line" is one I wish we'd had more time
|
|
to prepare for. It was supposed to be really emotive but it
|
|
wound up kind of ordinary."
|
|
<p>
|
|
"I'll tell you what I'd really like to do. I'd like to do a
|
|
really decent scene with the Minbari Cruisers. I think the
|
|
Minbari Cruisers are really cool looking and I'd really like to
|
|
do a decent battle scene with them."
|
|
</blockquote>
|
|
<p>
|
|
With Foundation Imaging's increased ability to create dynamic images in a
|
|
short period of time, there are approximately thirty ship effects scenes in
|
|
each episode but instead of visualizing more and more such shots in later
|
|
episodes as computational speed increases, Thornton has asked that number
|
|
of shots to remain a constant, giving him the ability to concentrate on
|
|
quality instead of quantity.
|
|
<p>
|
|
However Foundation Imaging does more than just space ship scenes and these
|
|
special effects sometimes are mixed with the live action plates shot for
|
|
the series. This requires a supervisor on set to aid the director with the
|
|
special needs for shooting background plates (for Virtual sets and "Blue
|
|
Screen" shots) which are later given to Foundation Imaging.
|
|
<p>
|
|
<blockquote>
|
|
<i>Eric:</i> "What's required for Virtual sets? Do you have to help
|
|
directors with what's needed for Blue Screens and so on?"
|
|
<p>
|
|
<i>Thornton:</i> "Virtual sets are basically matte paintings; there's a
|
|
supervisor that's on set who basically watches over all the 'On
|
|
Set' stuff and that's Ted Rae this year. Virtual sets are a
|
|
technique that's been around, as I said, for a long time."
|
|
</blockquote>
|
|
<p>
|
|
Back at Foundation Imaging, Cherry Hitch is then responsible for 2-D
|
|
rotoscoping, virtual sets and overlays such as laser fire and so on. She
|
|
must take the background plates and introduce the computer generated
|
|
effects onto them.
|
|
<p>
|
|
"Blue Screen" shots are live action plates that have a specific area which
|
|
is color-coded that is capable of being digitally "removed" so that special
|
|
effects can be "placed" into the shot.
|
|
<p>
|
|
Virtual sets are sets which do not exist in the real world. Actors perform
|
|
(again) before a color-coded area, then later an entire set is painted in
|
|
Foundation Imaging's computers and inserted around the actors. Examples of
|
|
this sort of imaging include the Narn War Cruiser bridge set and the
|
|
Babylon 5 Observation Deck where the Centauri Emperor met with Captain
|
|
Sheridan (<a href="/lurk/guide/031.html">The Coming of Shadows</a>).
|
|
<p>
|
|
Another, similar effect is Matte Painting which also can be done on
|
|
Foundation Imaging's computers. The bi-level Zocalo visualized in the
|
|
opening title sequence of each of Season Two's episodes are examples where
|
|
one plate of the Zocalo was shot, then a second plate with actors walking
|
|
along specifically defined areas was computer inserted over the first.
|
|
<p>
|
|
<blockquote>
|
|
<i>Eric:</i> "I know you're busy right now creating effects for the third
|
|
season of Babylon 5, but has Foundation Imaging produced effects
|
|
for other shows or movies as well?"
|
|
<p>
|
|
<i>Thornton:</i> "Oh yeah. Right now we're working on a show of mine called
|
|
"Hypernauts" a sort of kid's show."
|
|
<p>
|
|
"We did a show last year called 'Journey to Mars' which is . . .
|
|
not great. And I don't know if they're ever going to show it on
|
|
TV, it's that 'not great.' When you're asked to do rubbish, you
|
|
have to do it. I mean the shots were good but they were very,
|
|
very long, I mean we had shots flying over the Mars landscape
|
|
that were like a minute and a half long so it's like 'go to
|
|
sleep, go out and get yourself a cup of coffee and a sandwich'
|
|
and come back and the shot's still running.
|
|
<p>
|
|
"There was this kind of strange director that they had that was
|
|
coming up with all this stuff."
|
|
</blockquote>
|
|
<p>
|
|
But with the talents of Ron Thornton and his team at Foundation Imaging,
|
|
imaginative producer J. Michael Straczynski and the gifted directors of
|
|
Babylon 5, computers are sure to keep producing attention-riveting special
|
|
effects.
|
|
|
|
<pre>
|
|
|
|
</pre>
|
|
|
|
<p nowrap>
|
|
<nobr><a href="/lurk/lurker.html"><img
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<h5>
|
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Last update:
|
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October 16, 1995
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</h5>
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</body>
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</html>
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