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mike
fink x-men 2
In
1982, when some of our users yet had not taken their first steps, Mike
Fink already was working in the special effects of popular 'War Games'.
Later he worked in movies like 'Braveheart', 'Mars Attacks' or 'Batman
Returns', with which even he was nominated to the Oscar.
More
recently, Mike has been working at Cinesite as Supervisor of Visual Effects
at both spectacular movies directed by Bryan Singer with the X-men.
We
have had the opportunity to speak with him on his beginnings, the films
in which have worked, his involvement in 'X-Men 2', the Visual Effects
generated in Cinesite for this film, his projects...
El
Portal del 3D y la Animación - When some of our
users still had not born, in 1982, you already were working in the 'War
Games' Visual Effects. How you entered at the world of VFX? What had You
done up to this moment?
Mike
Fink - I started working on films
with 'The China Syndrome' in 1977, and one thing led to another. I was
able to combine my interest in technology with my desire to make art (I
was working as an artist before I started in film). I started out working
on electronics and lighting for special effects and miniatures, and became
involved in new techniques for blue screen photography. This, and a chance
meeting with Lynwood Dunn in 1980 was the connection that led to my immersion
in visual effects.
3DA
- After 'War Games', films like 'Braveheart', 'Lethal Weapon 4', even
the nomination to the Oscars for 'Batman Returns' in 1993. Which are the
films in which you have enjoyed more working throughout your career? And
which have made you suffer more?
Mike
- The films I enjoyed the most were WarGames, Batman
Returns, Braveheart, Mars Attacks!, and X-Men 2. The films that made me
suffer the most I’d rather not speak about.
3DA
- Nowadays, you have participated in the creation of the VFX for the X-Men's
films. What has changed between the effects of the first part and those
of second? Which you think that it is the most remarkable difference?
Mike
- The two films were greatly different in scale.
The first film was more intimate, more claustrophobic. X2 depended on
the effects to lend scale and substance to what the characters were going
through. The best thing about both films is that we get to create effects
that are character driven. This gives me an opportunity to really help
tell the story with the visual effects. So, the most remarkable difference
is in the scale of the effects (Nightcrawler, the Tornado chase, Cerebro,
the Plastic Prison, the Big Water in the end sequence).
3DA
-
Many more effects, new characters... All this caused that it had to distribute
the work between Cinesite, Rythm & Hues and Kleiser-Walczak. What
effects Cinesite worked in? What scenes?
Mike
- Cinesite worked on the Nightcrawler effects,
Cerebro, Pyro, the Cyclops/Jean Gray fight, The Jean Gray/Phoenix effect,
and many other shots. About 300 total shots were at Cinesite. The supervisor
at Cinesite was Stephen Rosenbaum, who worked with me on the design and
execution of the shots.
3DA
- This second part opens with one of the most impressive effects
of all the movie, the teletransportations of Nightcrawler in the White
House. Many spectators, followers of cómics of the X-Men, we waited
for smoke clouds but we were surprised with a nice effect of fading. How
long took in obtaining the final result? How many people worked in this
effect?
Mike
- Thank you. This effect was done at Cinesite
with a core crew of maybe 10 people for both tail animation and 'Bamfs'.
We started development of the 'Bamf' effect in June 2002, and had a pretty
good looking Bamf in November.
3DA
- As we said in the previous question, the Nightcrawler's 'Bamf'
effect is one of most spectacular. How is made? Is Alan Cumming who appears
and disappears more than 40 times between jumps or it's a digital double
generated in 3D?
Mike
- The
Bamf is a particle effect which uses volumetric rendering to de-materialize
Nightcrawler into a rapidly expanding cloud of smoke that is his color,
then additional volumetric elements are used to expand this cloud violently
as if air were rushing into the vacuum formed by the absent body and disturbing
the smoke. The software used was Houdini and a proprietary particle system
written at Cinesite by Jerry Tessendorf called 'Partman'.
There
are no digital doubles in the sequence sometimes it is Alan Cumming, and
sometimes it is his stunt double – depending on the needs of the
shot.
3DA
- In reference to Cerebro, what is real image and what is CG?
How was generated the effect of tracking of mutants?
Mike
- Hmmm...
I’d have to go over each shot with you shot by shot to tell you
what was real and what was CG. Shots done on the set before Cerebro or
Dark Cerebro are activated are live action set pieces with digital set
extensions (some of which required the replacement of all of the practical
set with a digital set). The sequence in which Magneto re-arranges Dark
Cerebro is entirely CG once Magneto starts to levitate. Of course, all
of the 'search' sequences are fully CG.
The
effect of tracking mutants is fairly complicated. We shot 16,000 feet
of film of people in different angles and positions with different camera
moves for the sequence. The environment is once again volumetric particles,
with passes for the different layers of atmosphere, and the different
functions. The people were mapped on to 'billboards' and animated through
the scene in 3D. Of course, Xavier, the Little Girl, and Mutant 143 were
shot green screen. All the animations were designed by me in computer
pre-visualizations that I went over with Bryan Singer.
3DA
- Another one of the new effects incorporated in 'X-Men 2' is
the one of the fire dominated by Pyro. Is all the fire generated in CG?
How was generated this CG fire and what was the most difficult creating
this effect?
Mike
-
Some of the fire is CG and some is real. We shot special elements for
the real pieces against black, and composited them into the live action
backgrounds, along with other fire elements. Most of the CG fire is for
when Pyro is shooting those long columnar tubes of fire. These were also
based on particle software developed at Cinesite.
Now
that we’re done, it’s hard for me or Stephen Rosenbaum to
remember just by looking which shots had CG fire, and which used real
elements. The most difficult part of CG fire is controlling the speed
of the fire and its detail. Also, since most of this software is designed
around fluid dynamics, it’s best if you’re doing shots which
require the fire to act naturally. We, of course, needed to animate the
fire in very specific ways.
3DA
- For a movie with Visual Effects as those of 'X-Men 2' must
be necessary specific software for each effect. What software has been
used to create the VFX? Have you created some specific tool?
Mike
- I’m sorry, but I’ll have
to give you the short answer to these questions. The full answer will
take many, many pages. Generally, the major commercial 3D packages used
were Maya and Houdini. Quite a bit of custom software was written to augment
these programs, and some shots used entirely custom tools.
We
rendered in many different renderers, but depended quite a bit on Renderman.
Again, custom render tools were written for things like Cerebro, the Big
Water, Mystique, the Tornadoes, and the Plastic Prison. Since many of
the effects were particle based, they required custom code.
Composite
packages included Shake, Cineon, Inferno, and many proprietary packages
written at each facility.
3DA
- How have been generated the effects like those of rays sent
by Cyclops or the one of freezing of Bobby Drake, Iceman? And the one
of Kitty through the things?
Mike
- Wow, this
is difficult to answer because all of my data for these is on an archive
disc that is in my office at Warner Bros. So, I’m pretty sketchy
here. Cyclops’ blast was a combination of particles, shaders for
some twisty shapes, and animated noise fields.
The
ice was mostly done in Houdini, if I remember right, and used some custom
code to make the shapes propagate like ice growing. I can’t remember
what the specific routine was in the growing of the ice, I’ll have
to get back to you on that. The vapor (more particles) was fairly simple
particle animation done in Houdini and Partman.
The
Kitty passing through the walls shots were composited in Cineon from photographed
elements. We added some subtle warps, and did some scaling and speed manipulation
to match foreground green screen elements of Kitty with the separately
shot backgrounds. There were no 3D elements used in the Kitty shots.
3DA
- Undoubtedly, another one of the most spectacular effects are
the Mystique's transformations generated by Kleiser-Walczak, that in some
scenes gets to repeat several times, like in the one of the tent. How
was generated this effect? What was the most complicated with this character?
Mike
- Wow, you
ask very hard questions.
Rebecca
was cyberscanned for an accurate model both in body stocking and in wardrobe.
The scales are all separate geometry and had custom software to control
their animation. Custom shaders were written for the layers of skin, shiny
patches, and scales. The reveal was driven by what we called a 'crack
map' which spread up and over her body depending on the needs of each
shot. Special software was written to accomplish the skin motion and 3D
deformation around the reveals. The whole system was built by Frank Vitz
to work procedurally, so that once we liked the speed and shape of the
transition, the other effects pretty much followed along. She was lit
using HDRI images captured while shooting. I can’t remember the
renderer. We recreated the environments for the lighting using Paul Debevec’s
HDR Shop.
The
most difficult thing was that although the transformations are fully 3D,
it was difficult to keep them looking that way through the shots. The
transition where Logan becomes Mystique and kicks the soldiers was very
tricky because it was so short. I would have preferred that we had some
more frames to make the animation better for that shot.
3DA
- In the last scene, in that Jean Grey makes levitate the X-Jet
while the dam break up and she undergoes her... transformation (already
we want to see the third part), worked Cinesite and Rythm & Hues.
How and why was made this joint work? What was in charge of each one of
the studios?
Mike
- My carpal
tunnel syndrome is kicking in here. Whoa!
Cinesite
began the film knowing they were doing some kind of Phoenix effect. The
scene with the water was not written until we were shooting the movie
and Rhythm and Hues stepped in to do that because Cinesite could take
no new shots. So, we wound up with two effects by two facilities in the
same shots.
Stephen
Rosenbaum was the supervisor at Cinesite, and Richard Hollander at Rhythm
& Hues. The three of us worked closely together to make sure that
elements went back and forth with little trouble.
3DA
- After a project like this one, and seeing the quality of the
projects in which already you had worked throughout your career, what
would you like to do? In what project you work at the moment and what
you can tell us about this?
Mike
- What I’d
like to do is keep working. I like what I do. Currently,
I am working on 'Constantine' at Warner Bros. It’s a contemporary
supernatural film. Not my usual stuff, but a great opportunity to do some
very cool work.
3DA
- In order to finish, we would request you that you gave an advice
to our users who dream about being able to participate someday in projects
like in which you have participated?
Mike
- My
strongest advice is to keep at it. It’s very tough and competitive,
but if you really want to do work like this, then keep on trying to do
your best work and work with the best people you can find. Don’t
be shy. Also, don’t be afraid to turn down work on projects you
may find objectionable. In the long run, your body of work is what you
make it, and you want to be proud of what you create. But, always go strongly
for work that will stretch you and increase your skills.
From
'El Portal del 3D y la Animación' we would to thank Rita Cahill
and Mike Fink for making this interview possible. We wish the best of
luck to her, and that she continues working on such quality projects,
and even more.
X2 Special Contents published in
El Portal del 3D y la Animación
Cinesite
FX Tools Rundown
Kleiser-Walczak
Mystique
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