Transformers: Ratcheting Up Hard Body Surfaces

Bill Desowitz discovers how Transformers required some of the most complex modeling and animation ever attempted at Industrial Light & Magic.
Posted In | Magazines: VFXWorld

When exec producer Steven Spielberg gave the go-ahead to make Transformers (Paramount/DreamWorks, opening July 2), it was only after Industrial Light & Magic persuaded him that it could pull off the iconic Hasbro robots in CG. Which meant that the 30-foot-tall Autobots and Decepticons had to look real. No easy feat considering how complex and chained together they are. So, whereas the original Optimus Prime action figure has 51 pieces, the movie version has 10,108. On top of everything else, these were CG cars as well, and, with director Michael Bay, you had the ultimate car nut to please.

Thankfully, ILM was up to the challenge with visual effects supervisor Scott Farrar, animation supervisor Scott Benza, CG supervisor and lighting guru Hilmar Koch and the rest of the crew. Because they not only had to create 14 fully CG characters with all of their individually controllable vehicular pieces (from oil filters to axles to pistons to body panels) but also a new system that could tackle the immense rendering demands. Fortunately, ILM's new artist-friendly Zeno platform, which transparently handles file conversion, came in handy.







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