Showing posts with label Rogue One. Show all posts
Showing posts with label Rogue One. Show all posts

Tuesday, October 07, 2025

Todd Vaziri on Vanity Fair VFX


Vanity Fair asked me if I wanted to talk about visual effects in a video, and it was my great honor to show off some of ILM’s terrific work over the years.

watch Todd Vaziri on "ILM's VFX Secrets Behind Star Wars, Transformers & More" on YouTube

My goal was to highlight the artistic process of visual effects. Movies like the ones I highlight in the video are crafted by hundreds of artists, technicians and production folks, all working together to achieve the vision of the director. I’m so proud to have worked with such amazing crews over the years.

In the video, I wanted to emphasize the teamwork aspect of the work that we do. To support that, here are the full credit lists of everyone at ILM who worked on the projects I discuss in the video:


“Rogue One” (2016), All ILM credits


“Dungeons & Dragons” (2023), All ILM credits

“Skeleton Crew” (2024), All ILM credits

“Star Trek: Into Darkness” (2013), All ILM credits

“Transformers” (2007), All ILM credits

“The Force Awakens” (2015), All ILM credits


I want to thank everyone at Vanity Fair for making me feel so welcome and comfortable, especially director Adam Lance Garcia, editor Matthew Colby and everyone at ILM PR for this opportunity.

In the visual effects world, we frequently gripe about the prevalence of misinformation in the public discourse about “CGI” and the role of visual effects in Hollywood, but rarely do any of us tell our own stories about innovation, creativity, problem solving and teamwork to the general public. I’m very grateful for the opportunity to tell some of our stories about what we do.

I'm really proud of my final few words in the video:

Digital visual effects is just like any other step in the filmmaking process. There's really not a lot of fundamental difference between, say, what the costume designer does, what the editors do, what the set designers do. We're all trying to work together to solve problems and tell the story using light and images the best we can within the time that we have. It takes a lot of coordination to get all of this stuff done and sometimes hundreds and hundreds of digital artists working behind the scenes.

There's a perception out there that digital effects are a black box, that it just gets shipped off and the directors are just handed this work. [That] couldn't be further from the truth. We work directly with filmmakers to achieve their vision.


Todd Vaziri on Vanity Fair Visual Effects:

https://youtu.be/ERKEsIzTFas?si=3SE9Fw_GsYS5sZMY



Sunday, June 23, 2024

Hal Hickel on Creating Tarkin

Back in 2020, Hal Hickel answered a Quora question with great detail about how we created Grand Moff Tarkin for "Rogue One" (2016), and in the interest of film history preservation, I got Hal's permission to reprint it here. (I was a lead on the digital human team at ILM for Tarkin, and worked closely with Hal on the film.)

Hal summarizes our process succinctly, and corrects many misconceptions and untruths about how we made Tarkin, so I feel like this is an important document. To be frank, I hesitate to talk publicly too much about our Tarkin and Leia work for "Rogue One" because for some folks it generates a lot of... emotion.

I, like Hal, have no interest in defending the quality of our work. I'll say this: immediately after the movie came out, I talked to a lot of regular, non-industry people who saw the movie and asked them their thoughts on Tarkin, 'you know, the older gentleman who was Krennic's boss.' Many folks didn't understand the nature of my question, nor why I was asking it. They liked his performance, and didn't think anything further of it. Then I let them know that Tarkin is a digital creation, meant to resemble Peter Cushing who appeared in the original "Star Wars" (1977) and who died in 1994. I got a lot of stunned reactions from relaying that news. A lot of people who saw "Rogue One" had no idea that Tarkin was a digital, synthetic character, and just assumed it was a regular human actor.

I hope you like Hal's piece.

. . . . 


Quora: Why does Tarkin's CGI in Rogue One look so plastic-y? Could they have made it look more realistic?

Answered by Hal Hickel, Animation Supervisor for "Rogue One"

Hi, I was the animation supervisor on Rogue One, and as such I was intimately involved with the creation of Tarkin.

I’ve decided to chime in for one purpose only, to clarify the process we used. I have no interest in trying to convince anyone to like the results more than they do, or to argue with anyone about how “real” our work looked in the film. Again, I just want to clarify our process for informational purposes.

The broad plan was to hire an actor, film them on set in costume, and just replace the head with a CG Tarkin head, leaving the real body in the scene. The actor on set would be wearing a helmet with small cameras mounted to it, to record their facial performance (similar to what you’ve seen in the behind the scenes footage from Avatar, or Planet of the Apes).

That’s what we did, excepting that in about 30% of the shots, we opted for full replacement (head and body) with CG, because for certain shots it just made more sense.


Guy Henry was cast because he’s a terrific actor, and had the bearing and vocal quality we were looking for. It was helpful that he also had a certain physical resemblance (high cheekbones, etc), though that was not essential, given that the plan was to completely replace his head with our CG Tarkin. That said, when remapping the facial expressions of one person onto another (Henry to Cushing), the more similar they are, the easier it’s going to be.

The intention was never for Guy to do either a vocal, or physical “impression” of Peter Cushing, but rather to give us a performance that “felt” like Tarkin, both physically and vocally. So we never asked for, or expected a spot on vocal match, or for Guy to smirk, etc, like Cushing.

We didn’t do any modulation or any other audio tricks with Henry’s voice. We didn’t compare waveforms with Cushing audio, talk to his old manager, or any of that other stuff mentioned elsewhere in this thread. We just used Guy Henry’s voice. I’m sure Guy watched the Tarkin scenes from ANH endlessly, and did his best to find a tone and delivery that felt right.

Guy didn’t wear any prosthetics or makeup as part of the process, with the exception of the dots that help us track his facial movement. Someone in this thread talked about “makeup, cosmetics, physical altering”. No. Again, we just put dots on Guy’s face to track it’s movement, that’s all.

Guy was filmed on set, in the costume. The movement of the dots on his face, and his voice were recorded simultaneously during filming. I mention this, because some VFX companies prefer a method where Facial Capture is done separately, on a specialized stage at a later time. We prefer to capture an actor’s performance all at once (voice, body, face) whenever possible.

We also scanned Guy Henry on the ICT Light Stage, to give us a high resolution CG model of Guy Henry, and to capture his skin texture. Now why would we need a CG Guy Henry?

The CG version of Guy Henry (left) and the real Guy Henry as photographed (right), from Rogue One - A Star Wars Story: The Princess & The Governor Featurette


We needed it for a few reasons: One is that once we’ve tracked the motion of the dots on his face in a given piece of performance, rather than immediately applying that motion data to the CG Tarkin, we instead apply it first to the CG Guy Henry. This give us an apples to apples comparison to see if we’ve captured and processed the facial performance accurately. When we’re satisfied that we have, we then apply it to Tarkin.

Another reason, is that having the lighting data that is captured with Guy Henry on the Light Stage, gives us a sort of “ground truth” that we can compare our CG Tarkin to, to see if his skin is reacting to light realistically. Also, because there are many things about the fine details of Guy Henry’s skin that are appropriate for Tarkin’s skin (general tone, pores, etc), we can use the Guy Henry textures as a way to get a leg up on the Tarkin skin textures, rather than starting from zero.

Ok, so we’ve hired an actor, and shot them on location. We’ve built a CG copy of that actor in order to be able to check out facial capture data to see that it’s accurate, and to give us a “ground truth” for the skin texture and lighting.

Now we (obviously) have to build a CG Tarkin.

I noticed some comments in another answer in this thread about his mouth “not being aligned to his chin”, or the ears being “too long”. Again, I’m not here to argue the merits of our work, but I think it’s useful to point out that if you assembled hundreds of photographs of Peter Cushing (as we did), you would find that he can look vastly different from one photograph to another, depending on his expression, the lighting, the makeup, the focal length of the lens, the year the photo was taken, etc etc. So comparing a single frame of our Tarkin to a single photo of Cushing is not a particularly valid way to troubleshoot whatever issues there may be.

Luckily, we didn’t have to work from just photos. We had in our possession a life casting of Peter Cushing’s face. It was made not long after New Hope, so it was very accurate in terms of Cushing’s age, etc. Of course we know that sometimes the process of taking a life cast can slightly distort the face of the subject (the weight of the casting material can pull down on the skin), so we were mindful of that. That casting was a terrific starting point for us, and gave us very accurate information.

Starting from there, a very accurate CG model of Tarkin was created. As well, highly detailed textures, with pore detail, age spots, veins, etc etc. The CG hair groom was challenging, as the styling on Cushing for that role was a bit eccentric.

So taking one shot from the film as an example, let’s say a medium close up:

We track the movement of Guy’s head through space, so we can move the CG Tarkin head in the same way.

We track the dot motion on Guy’s face to extract his facial performance. We apply that motion to the CG Guy Henry, and if we’re happy with how it looks, we apply it to the CG Tarkin. By the way, someone in this thread theorized that perhaps the CG Tarkin was missing “micro expressions”. While we are always trying to increase the accuracy, and detail of our Facial Capture system, I have to say that even now, we are capturing very fine detail, including very tiny, barely perceptible micro movements. We are familiar with Paul Ekman’s work, and the importance of Micro Expressions, and have tried hard to be sure that level of fidelity exists in our work. If it was happening on Guy Henry’s face, it was happening on Tarkin’s face.

Now we have the real Guy Henry body, with the CG Tarkin head. We paint out any bits of Henry’s head that Tarkin doesn’t cover up.

We make adjustments to the facial performance to make it feel more “Tarkin”, since (unsurprisingly), Guy Henry doesn’t use his facial muscles the same way that Peter Cushing did. Guy doesn’t smile like Cushing, doesn’t form phonemes like Cushing, etc. So we have to do a sort of “motion likeness” pass. This is done by our animators, using a very light touch. Note: the point is NOT to change the acting choices made by Guy Henry, it’s just to adjust things so that when Guy chooses to smile, it looks like a Tarkin smile, not like a Guy Henry smile. Of course in doing so, we have to be very careful to maintain exactly what sort of smile it is. We don’t want to transform a mocking, insincere smile into a genuine, warm smile.

The Tarkin head with final facial performance is lit to match the lighting in the footage, and rendered.

The rendered CG Tarkin head is composited onto the real Guy Henry body.

There are of course many many steps to each one of the steps I’ve outlined above. Each one of these steps encompasses the highly skilled work of many many very talented artists and technicians.

So again, like it, don’t like it, that’s none of my business. I just wanted to get the facts out there, in terms of our process, because there was some inaccurate information being posted.

Thanks for reading.

H



Tuesday, September 11, 2018

Interview with "Rogue One" Animation Supervisor Hal Hickel

Hal Hickel, promoting "Rogue One" on home video, with Alan Tudyk (voice of K-2SO)

If you want to hear a fun interview with ILM animation supervisor Hal Hickel, check out his appearance on the podcast Talking Bay 94, episode 15. Hal talks about his career, how we made Tarkin and Leia for "Rogue One", and about those amazing Yoda “Empire” tests that I’ve seen with my own eyes.

Overcast link: https://overcast.fm/+NSZm6kEaA

iTunes link: https://itunes.apple.com/us/podcast/talking-bay-94/id1388494261?mt=2



Tuesday, April 04, 2017

I Was a Guest on the Auralnauts Podcast


I was thrilled to be a guest on the Auralnauts podcast. I'm a huge fan of their work, and we had a terrific discussion about film, how I got started in visual effects, ROGUE ONE, and much more.

Auralnauts link: https://www.auralnauts.com/podcast
Overcast link: https://overcast.fm/+HGgRtieyU


Tuesday, January 10, 2017

VES Announces Nominations for 15th VES Awards


The Visual Effects Society has announced the nominees for the 15th VES Awards. The nominees were determined by VES members who participated in the nomination judging process.

The leading nomination earner for feature films was "Rogue One: A Star Wars Story" with six nominations. Next up with five nominations was "The Jungle Book" and "Doctor Strange".

Earning two nominations were "Fantastic Beasts and Where to Find Them" and "Deepwater Horizon". Earning a single nomination this year were "Miss Peregrine's Home for Peculiar Children", "Allied", "Jason Bourne", "Silence", "Sully", "Warcraft", "Deadpool:, "Star Trek Beyond", "Alice Through the Looking Glass", "Independence Day: Resurgence" and "X-Men Apocalypse".

Of the ten films invited to the Academy bake-off this year, "Arrival", "Passengers", "Captain America: Civil War" and "The BFG" did not earn any VES nominations, while "Kubo and the Two Strings" earned six nominations in animated feature categories.

Listed below are all of the live-action feature film categories. To see all of the nominees, visit The Hollywood Reporter's coverage. The entire VES membership votes for the winners of the awards, which will be announced at a banquet on February 2, 2016.  To learn more about the Visual Effects Society, visit their web site.


Outstanding Visual Effects in a Photoreal Feature
DOCTOR STRANGE
Stephane Ceretti, Susan Pickett, Richard Bluff, Vincent Cirelli, Paul Corbould

FANTASTIC BEASTS AND WHERE TO FIND THEM
Christian Manz, Olly Young, Tim Burke, Pablo Grillo, David Watkins

MISS PEREGRINE'S HOME FOR PECULIAR CHILDREN
Frazer Churchill, Hal Couzens, Andrew Lockley, Jelmer Boskma, Hayley Williams

ROGUE ONE: A STAR WARS STORY
John Knoll, Erin Dusseault, Hal Hickel, Nigel Sumner, Neil Corbould

THE JUNGLE BOOK
Robert Legato, Joyce Cox, Andrew R. Jones, Adam Valdez, JD Schwalm


Outstanding Supporting Visual Effects in a Photoreal Feature
ALLIED
Kevin Baillie, Sandra Scott, Brennan Doyle, Viktor Muller, Richard Van Den Bergh

DEEPWATER HORIZON
Craig Hammack, Petra Holtorf-Stratton, Jason Snell, John Galloway, Burt Dalton

JASON BOURNE
Charlie Noble, Dan Barrow, Julian Gnass, Huw Evans, Steve Warner

SILENCE
Pablo Helman, Brian Barlettani, Ivan Busquets, Juan Garcia, R. Bruce Steinheimer

SULLY
Michael Owens, Tyler Kehl, Mark Curtis, Bryan Litson, Steven Riley


Outstanding Animated Performance in a Photoreal Feature
FANTASTIC BEASTS AND WHERE TO FIND THEM; Niffler
Laurent Laban, Gabriel Beauvais-Tremblay, Luc Girard, Romain Rico

ROGUE ONE: A STAR WARS STORY; Grand Moff Tarkin
Sven Jensen, Jee Young Park, Steve Walton, Cyrus Jam

THE JUNGLE BOOK; King Louie
Paul Story, Dennis Yoo, Jack Tema, Andrei Coval

THE JUNGLE BOOK; Shere Khan
Benjamin Jones, Julio Del Rio Hernandez, Jake Harrell, James Hood

WARCRAFT; Durotan
Sunny Wei, Brian Cantwell, Brian Paik, Jee Young Park


Outstanding Created Environment in a Photoreal Feature
DEADPOOL; Freeway Assault
Seth Hill, Jedediah Smith, Laurent Taillefer, Marc-Antoine Paquin

DOCTOR STRANGE; London
Brendan Seals, Raphael A. Pimentel, Andrew Zink, Gregory Ng

DOCTOR STRANGE; New York City
Adam Watkins, Martijn van Herk, Tim Belsher, Jon Mitchell

ROGUE ONE: A STAR WARS STORY; Scarif Complex
Enrico Damm, Kevin George, Olivier Vernay-Kim, Yanick Dusseault


Outstanding Virtual Cinematography in a Photoreal Project
DOCTOR STRANGE; New York Mirror Dimension
Landis Fields, Mathew Cowie, Frederic Medioni, Faraz Hameed

GAME OF THRONES; Battle of the Bastards
Patrick Tiberius Gehlen, Michelle Blok, Christopher Baird, Drew Wood-Davies

ROGUE ONE: A STAR WARS STORY; Space Battle
John Levin, Euisung Lee, Steve Ellis, Barry Howell

THE JUNGLE BOOK
Bill Pope, Robert Legato, Gary Roberts, John Brennan


Outstanding Model in a Photoreal or Animated Project
DEEPWATER HORIZON; Deepwater Horizon Rig
Kelvin Lau, Jean Bolte, Kevin Sprout, Kim Vongbunyong

ROGUE ONE: A STAR WARS STORY; Princess Leia
Paul Giacoppo, Gareth Jensen, Todd Vaziri, James Tooley

ROGUE ONE: A STAR WARS STORY; Star Destroyer
Jay Machado, Marko Chulev, Akira Orikasa, Steven Knipping

STAR TREK BEYOND; Enterprise
Daniel Nicholson, Rhys Salcombe, Chris Elmer, Andreas Maaninka


Outstanding Effects Simulations in a Photoreal Feature
ALICE THROUGH THE LOOKING GLASS; Rust
Klaus Seitschek, Joseph Pepper, Jacob Clark, Cosku Turhan

DOCTOR STRANGE; Hong Kong Reverse Destruction
Florian Witzel, Georges Nakhle, Azhul Mohamed, David Kirchner

ROGUE ONE: A STAR WARS STORY; Jedha Destruction
Miguel Perez Senent, Matt Puchala, Ciaran Moloney, Luca Mignardi

THE JUNGLE BOOK; Nature Effects
Oliver Winwood, Fabian Nowak, David Schneider, Ludovic Ramisandraina


Outstanding Compositing in a Photoreal Feature
DOCTOR STRANGE; New York City
Matthew Lane, Jose Fernandez, Ziad Shureih, Amy Shepard

INDEPENDENCE DAY: RESURGENCE; Under The Mothership
Mathew Giampa, Adrian Sutherland, Daniel Lee, Ed Wilkie

THE JUNGLE BOOK
Christoph Salzmann, Masaki Mitchell, Matthew Adams, Max Stummer

X-MEN: APOCALYPSE; Quicksilver Rescue
Jess Burnheim, Alana Newell, Andy Peel, Matthew Shaw




Wednesday, December 14, 2016

Todd's Pre-Release "Rogue One" Thoughts


My experience with "Rogue One" began three years ago when John Knoll stopped me in the hallways of ILM and asked me, “Does this sound like a cool idea for a movie?” Two years ago I led a secret project that had a big impact on future "Star Wars" films including "Rogue One" (will remain secret for now). For almost a year, I’ve been leading a special unit on the film, as well as doing several shots myself.

"Rogue One" has been the most creatively rewarding film of my career. It’s also the film I’ve personally had the most impact upon.

Computers don’t make visual effects—people do. Here’s some of the ILM team moments after we wrapped. (Fun activity: find me!)


Just look at our faces reacting to your teaser reactions: this is who we are.


It has been a privilege to contribute to "Rogue One", along with the kindest, most talented people I've ever known. We hope you like it.

Finally, some stats. "Rogue One" is:
 • my 20th anamorphic film
 • my 8th film with a score from Michael Giacchino
 • my 4th "Star Wars" film




Wednesday, April 27, 2016

The ILM crew of "Rogue One" Reacts to YouTube Reaction Videos of the "Rogue One" Teaser


As you may know, we have a new "Star Wars" film coming this December. We released our first teaser trailer.


Dozens upon dozens of fans posted reaction videos of themselves watching the trailer, and we absolutely loved watching the reactions in real time. John Knoll, our visual effects supervisor (and ILM Chief Creative Officer) cut together an eight minute montage of some of his favorite videos. He gathered all the supervisors and producers of "Rogue One" into our conference room, and showed us the video. Scroll through the Wakelet to see our reactions to the reaction videos! Here's the direct link to the Wakelet compilation of tweets.