The Chronicles of Narnia: the lion, the crowds and rhythm and huesAuthor video presentations are available from the citation page

  • Authors:
  • Brad Hiebert;Jubin Dave;Tae-Yong Kim;Ivan Neulander;Hans Rijpkema;Will Telford

  • Affiliations:
  • Rhythm and Hues Studios, Los Angeles, California;Rhythm and Hues Studios, Los Angeles, California;Rhythm and Hues Studios, Los Angeles, California;Rhythm and Hues Studios, Los Angeles, California;Rhythm and Hues Studios, Los Angeles, California;Rhythm and Hues Studios, Los Angeles, California

  • Venue:
  • ACM SIGGRAPH 2006 Courses
  • Year:
  • 2006

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Abstract

For almost 2 decades Rhythm and Hues Studios has been using its proprietary software pipeline to create photo real characters for films and commercials. However, the demands of "The Chronicles of Narnia" forced a fundamental reevaluation of the studio's existing pipeline and procedures. The requirements of Aslan and the thousands of mythological creatures presented a variety of technical issues that necessitated new solutions and changes in the work flow of almost every department in the studio. This course will explore the studio's new work flow and latest technical solutions by taking a look at several case examples from the production.The evolution of Aslan will be explored in detail from initial models through rendering. Detail will be paid to the rigging process, muscle systems, a new approach to facial setup, R&H's proprietary fur solution as it was used on Aslan, as well as dynamics on both muscles and fur.Elements of other creatures offered their own set of technical challenges. The fully articulate wing solution for gryphons will be explored, as well as challenges associated with combining live actors with cg to create centaurs, minotaurs and fauns.Creating the final battle presented the challenge of creating large crowds composed of many different, non-human character types with cloth and fur. This course will explore several aspects and issues involved in this process including, pipeline considerations, motion transfer between hero and crowd rig, motion generation, skinning, level of detail, lighting, rendering and flexible body dynamics.