Andy Murdock on "Lots of
Robots"
by Pablo Hadis for MaxUnderground
CG users are perfectly aware of the effort it takes to
create a realistic, believable scene. Models, textures,
dimensions, details, lights, environment, reflections; the
list goes on and everything has to be taken into account.
That's why we can especially appreciate when we see an individual
embark on a CG short film project only to bring back extraordinary
results. In the case of Mr. Murdock he has decided to push
the idea even further: his goal is to produce a
feature-length
3D animated film. This long-term objective has undoubtedly
driven him to integrate the process of CG filmmaking into
his way of life.
Andy Murdock is also a multi-faceted artist. While studying
at the San Francisco Art Institute, he has learned sculpture,
painting, filmmaking and sound design. His passion for music
and his professional experience as a recording engineer
is one of the aspects that has helped carve "LOR"
into a distinct film in the landscape of CG animations.
Mr. Murdock's playful use of the image in motion can be
easily traced to musical concepts. Finally, if as many filmmakers
are eager to assert, every director's film is to a certain
degree autobiographical, Mr. Murdock's choice of subject
(creation itself) can hardly come as a surprise. Both his
constant need for expression as well as his personal history
(past and recent) seem to point him in that direction.
Why? (Why did you start working
on "LOR"?)
For 12 years I had been making animation
and sound design at the direction of others, most of them
brilliant artists, some just complete morons. I thought
it was time to make something that was all mine. But most
of all I wanted to tell a different kind of story. Not only
the subject matter, but also the way the story is told.
LOR is a creation myth that deals with all the little details
of creation that I think are missed in many stories. Many
creation myths will skim over the act of creation and just
treat it as if a magic wand was passed over nothingness,
and there you go, let’s move on to the part where man
starts pissing off God. Like many myths, LOR takes forces
of nature and embodies them into characters that play a
part in a grand drama. In my story, LOR is the name of the
creator of life, and he lives in a big metal spaceship under
a big tree in an asteroid’s crater.
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The robotic humming bird animated in Max, note
the double set of wings, one perpendicular and
one parallel to the camera
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You mentioned that the original
concept for LOR is related to your keen interest in science
and nature. How did you first get involved with these subjects?
Honestly, it was public television
and countless nature shows. One show in particular was called
“Nature” narrated by George Page. One Saturday
afternoon I was watching this show on TV and saw a humming
bird filmed in super slow motion. The clip at normal speed
lasted 2 seconds, but when slowed down we saw an entirely
different world. The humming bird gracefully looked around
and found a flower, and then did his business. Ten years
later I decided to make an animation of this fascinating
sight. So my interest is really in the beauty of all these
little critters and not so much the scientific study of
evolution.
A couple of movies that really inspired
me were
Baraka
and
Microcosmos.
I first saw these while working at PDI as a rented artist
from Mondo Media. I started making bugs and plants when
I was doing a test for a possible sequel for Antz. PDI was
interested in the possibility of having Mondo make the sequel,
and I was on the team to impress them enough to get the
job. Dreamworks eventually canned the sequel, but not my
desire to make 3D bugs. I started experimenting with bugs
and plants, but the beauty of nature is hard to compete
with. The closer I got to making something look real the
more it looked fake. I needed a look that was both part
of and unique from reality. I made a few robot bugs just
to work on animation techniques, and then story ideas started
to come to mind about the robot bugs, and why they are there,
and what they were doing.
How did you design the robots?
What are you using as reference?
When I’m making animal robots, I simply google up some
images of humming birds and pelicans to work from, then
I build a skeleton to see if animating the character is
going to be fun and practical. I’m really trying to
keep the designs as simple as possible. The characters need
to be easy to animate and deal with in the software or else
production slows down. Simple characters are just better
actors. The goal is to tell a story, not impress anyone
with a huge amount of detail.
How was the initial sequence of the galaxy created?
That effect was created using Afterburn
and Particle Flow. It’s something that I have been
dabbling with for a long time. The form of the galaxy was
created by spinning an emitter in a spiral pattern, and
then taking a snapshot of the emitted particles. Afterburn
was applied to the stilled particles and then a week of
tweaking the lights and dividing it up into layers for rendering.
This type of effect is something that I feel I can always
improve upon, so I may revisit it for future releases just
to see if I can make it better. On the LOR Volume Two DVD
there is a tutorial discussing the basic principals of making
this galaxy effect.
The characters of LOR inhabit
and move around large spaces that portray different aspects
of nature. How do you go about creating and animating the
backgrounds for representing the spaces for the different
scenes?
There are many different approaches
in the movie. For some of the scenes, like the cavern and
waterfall flythrough, the scene is a complete fully 360
degree 3D model with no matte painting. For this type of
scene I start with a low poly proxy of the environment,
and then I begin the animation process. I try and get most
of the camera angles and camera animation into the scene
before I start in on the detailing of the environment. This
way I can avoid spending time making detail that does not
get rendered.
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A double rotor pelican soars through the clouds
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Some of the scenes employ a cubic
sphere projection for the backgrounds. This technique requires
you to render an environment from 6 cameras, each rendering
a 90 degree square image. It’s the same concept as
the cubic reflection map. Then I take a box with 20 segment
in each dimension, then apply a spherify modifier to and
reverse the normals. The 6 camera renders are then set into
the correct cube sides. Then I scale the cubic sphere so
that no parallax distortion will be apparent as the scene
rendering cameras move through it. This allows me to render
a 360 degree environment quickly, and also I can paint on
the environment renderings. This works only when you are
not moving the camera's position too much and not zooming
into the background where upon the environment texture maps
become too blurry.
LOR relies heavily on post processing.
Could you explain some of the compositing techniques you
used for coming up with this aesthetic?
I think of rendering from 3D the
same way I think of multi track music recording. When recording
a guitar, you get the best raw sound possible, but you wait
to apply the delay, reverb and other effects until you get
to the final mix. The compositing software plays the part
of the mixing board. So when I render, I try and get a good
lighting scale that has no pixels going completely hot or
dark or totally saturated with color. This leaves me with
a lot more room to play with it when I start color adjusting
and adding the blooming effect that I enjoy so much. This
blooming effect is simple, each rendering pass is rendered
just a little too dark and low contrast, then I apply an
adjustment layer and add a blur to the adjustment layer,
then I set the adjustment layer inking mode to screen or
add. This creates a nice soft glow to the scene, and gives
the feeling of atmosphere. There is a lot more to it than
I just described, sometimes I use a combination of different
inking modes to this blurred layer, like overlay or softlight
as well as other glowing plugins.
You use depth of field for expressive
effects frequently in LOR. In your experience which of the
tools (plugins) offered has given you the best results?
There are two After Effects plugins
that I use, one is Image Lounge’s TrueCamera blur and
the other is Frischluft’s Depth of Field. They both
work on the same principle of using a zdepth image and blurring
the pixels based on that. They both work really well, Image
Lounge is faster and works well in most situations and Frischluft
has fewer artifacts but requires far more render time. I
try Image Lounge first and if that does not work, I use
the other.
The music you composed for LOR
supports and dictates the way the movie flows during many
of its sequences. Other sounds, however, are sometimes used
out of sync, and provide a low "sense of materiality".
Could you explain to us the concept behind the sound design
for the film?
Great question, let me first explain
the process for making the sound. First of all, the animation
takes forever… very tedious. When it comes time for
the sound and music, I’m nearing the end of the process
for making the sequence and I’m very excited about
hooking up the sound and getting it done. I start by composing
the music, and as I get each theme ready and in a rough
state, I start to build a rough edit, then spaces start
to emerge for other non-musical sound events. You may think
that everything that happens in the animation needs a sound.
This is not true. It’s a process of watching the piece
over and over, adding the most important sounds and dealing
with spaces and feelings of emptiness as they present themselves.
Think of the piece as perfect without sound. Add one sound
and you have now you have to fix the entire movie. Add the
music… and when the music can’t fill up the experience
I start to justify the actions in the animation with sound
effects. This may sound like art school mumbo jumbo, but
it is really how I think about sound design and how I work.
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Walking balls approach the pelican, ready
to perform their hypnotic dance
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For some sequences I really pay attention
to the actions in a practical way and build a sound environment
that matches action for sound. These are mostly the fast
action sequences. It’s just a matter of finding the
right sound effect to sync with the footstep or robot arm
twist and so on. Here I’m just correcting the absence
of sound and dealing with my natural expectations. Then
there are the moments where a story needs to be told from
off screen, or a mood needs to be enhanced. This is where
sound effects can become characters in the play. I love
these moments. So in the end, I end up with a 5.1 music
sub-mix, a sound effects 5.1 sub-mix, and an in-between
5.1 sub-mix that is best described as musical sound effects.
The spatial placement and reverb environment that the sound
design exists in also have a great deal of influence in
how the viewer experiences the tone of the scene, so I pay
a lot of attention to how the mix comes into play. A viewer
really needs to hear LOR in 5.1 surround to know what I’m
talking about.
What are the main things you've learned from the experience
of working on this film?
Well my mantra has always been “Don’t
ask for permission to follow your dreams”, meaning
that if you have an idea, you should just figure out how
to get it done and do it. But after being an independent
animator for so long, the ‘permission’ part becomes
a bit moot. Joseph Cambell told us to follow our bliss and
that is exactly what I’m doing. There are so many visions
of what success ought to be that it all gets a bit too confusing.
You really have to focus on all the little details, one
at a time.
Any improvements in Max that you
think could've made your work easier?
The one thing I want to see is a global
time warp curve. I want to be able to render a scene slow,
fast and backwards all dependant on a single curve. That’s
all I really want.
Finally, a question we can't refrain
from asking: how many robots?
I know you want me to say “Lots”
but that’s far too easy. The real figure will be revealed
in the fullness of time… so stay tuned.
Many thanks to Andy Murdock for
answering our many questions and providing us with
such a detailed account of numerous aspects of LOR's creation
process.
***
LOR the movie:
http://www.lotsofrobots.com
MaxScripts, tools and experiments related to the creation
of LOR:
http://www.lotsofrobots.com/Web3/IndexLabFS.html
Lots of Robots public forums:
http://www.lotsofrobots.com/phpBB2/index.php
Note: LOR contains images that may be unsuitable for
children or impressionable people.
Document last modified: March 2, 2005.
Comments? Please use the following
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Images courtesy of Andy Murdock.
(c) 2005 MaxUnderground