Channel: Fame Focus
Category: Film & Animation
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Description: Men in Black: International is the fourth film of the MIB series and is generally considered by most, to be the worst. This doesn't mean the VFX were bad though, because, just as failed VFX can make a decent screenplay go unnoticed, a failed screenplay can do the same for what in this case, are actually really good VFX. Like the music in this video? Get it on iTunes: ► apple.co/2ENGfu9 ◄ Listen on Spotify: ► spoti.fi/3boTfCl ◄ Buy it on Amazon: ► amzn.to/2QVJZfk ◄ Vungus. Vungus the Ugly is one of the main hero characters and DNeg, as lead VFX house, was in charge of his creation. The most complicated part was transferring the actor playing Vungus's facial performance onto an alien face with bulging eyes and a huge mouth that is nothing like the actor's. The facial rig for Vungus started with around 300 unique blend shapes but they ended up with around 1000. On top of the facial animation rig, they had a simulation rig that was run post-animation. The facial system was a combination of Maya nCloth, Ziva Dynamics, and DNeg custom tools while things like skin sliding, jiggle, and sticky lips were all added in the simulation pass. For the animation of Vungus's body everything was Keyframes although they started with a rough body track of the actor's performance. The Twins. The Brief DNeg had for The Twins was that in their true form they needed to be some sort of pure energy, to have the ability to transform matter by touch, and when they were shot, they had to decompose and recompose. They were also given some photographic references, images of galaxies, melted glass, and abstract sculptures. Early on they decided to use particle simulations instead of fluid simulations because with particle simulations you can control the position of each particle then you can render millions of particles, obtaining a fluid look by adding density. To achieve the decomposing and recomposing effect when the twins were shot, they started by taking the twins plate and doing a rotomotion on them, then they surrounded them with a noise field through which they pushed their particles, they had to create custom fields and divergence fields so that they could define where the shot was coming from, how fast and how much spread it would cause and how quickly it would return, creating a kind of custom solver in Houdini that used a collision field, divergence fields, and velocities to drive the simulation. They created and rendered a variety of different layers and the final look was achieved when they put them all together in compositing. Pawny. Sony Pictures Imageworks also had to create various alien creatures and among them was the chess piece character Pawny. Even though the team had the idea for the design and personality of Pawny pretty clear, it wasn't until Kumail Nanjiani was cast for the voice role that things began to take shape. Kumail was on set but off-camera for his interactions with the cast, his performance captured by a head-mounted camera rig, this footage was used as a reference for Pawny's facial expressions, true to scale 3D models of Pawny were 3D-printed to be used on set for framing, lighting reference, and eye lines. The Hive T Parasite. The idea behind The Hive is that it's a creature that has taken on different attributes from all the alien species it has absorbed throughout the universe. Its main characteristics are tentacles, which, as it turns out, are one of the hardest things to animate, the complexity of the animation depends on the function of each tentacle. The Hive basically had three types of tentacles, Support Tentacles, these held The Hive's body up and allowed it to move and these were animated using big snakes as a reference. The second type of tentacle was Defensive, these were more like horns or spikes with very little movement, and the third type were Dexterous Tentacles, Octopus tentacles were used as a reference for these and they were the hardest to animate, mainly because of the number of movements they were capable of executing. Method Studios. Method assembled three separate teams for their work on the film. The first team created, built, and animated the blue feathered thug called Luca. They had to extract and match the actor's facial performance, adding the expressions and emotions of his performance onto the CG alien's face, they also had to remap the actors clothing onto the larger CG body, for this they did a 2D projection, only doing a full CG replacement of his clothing when absolutely necessary. They were also responsible for the creation of The Black Hole Gun and the massive CG canyon caused by firing it, for this shot they also had to add a CG arm to agent M because in principal photography they were unaware of how big the CG weapon would be so her arm had to be moved to accommodate the weapon. Read more here: famefocus.com Follow us on Twitter: twitter.com/focusfame