FROM THE NEWS ARCHIVES OF CINEMA CONFIDENTIAL
FF FEATURE PART 3: Interview with Visual FX Supervisor Kurt Williams
POSTED
ON
01/20/05 AT 11:30 A.M.
BY ETHAN AAMES
By Jenny Halper in Vancouver, B.C. Kurt Williams’ office is small and spare- despite numerous “Fantastic
Four” sketches on the wall, it’s hardly the room you’d expect
some of the most difficult special effects in movie history to be churned out
of. Nevertheless Williams, whose numerous credits include “The X-Files”
and “Batman Forever,” is currently creating spectacular effects
for “The Fantastic Four.” He took time to tell us how. Q: How do you begin working on a film like this? Kurt: The first thing is that it starts with is the Marvel characters. And
when I go on a movie, the most important thing I had to do was give the director,
Tim, a tool set to build his characters in the movie. Despite all the technology
hurdles to be overcome, I needed to give him a skill set with each character
to be developed throughout the movie, relate to the characters emotions and
things like that, that allow us to develop the character from the first time
they’re hit with the cosmic rays, all the way to the end of the movie,
as they become the fantastic four, as they develop and refine their powers.
Obviously the very first thing we did was go back to the comic book. And our
job was to find images in the comic book that could translate to a live action,
photo real movie. And so we went to great lengths to find all of the marvel
work, to come up with the types of images they wanted to see as these characters
developed. So we’ll be looking to this book as reference until the last
day that we’re finishing the shots. The difference is, some of the marvel
comic poses, and some of the action required in the comic book, don’t
translate well to a live action movie. Q: For instance? Kurt: One of the things we think about every time we work on a shot is is that
character organic and does it have attributes from our world, that have a true
physics to them. For instance, with Mr. Fantastic when he stretches, we always
felt that he needed to have a very organic feel and that includes a musculature
and an animatronics feel that applies to humans. A lot of times in the books,
especially with fantastic, his stretching is very tubular in nature. And one
of the things that will help translate from the comic book to the movie is to
create a weight and physics that apply in this world. When he reaches out, for
that action there has to be a reaction. If Mr. Fantastic stretches, we’ll
never leave him- if a human had his arm stretched twenty feet, he wouldn’t
be able to stand there as if his arm didn’t have any weight. When he stretches
out, it snaps back. And I’ll show you some initial testing we did, when
we were building the CG rigs, that are going to allow us to have a true musculature
and skeleton- all of those things that make him organic. Q: How are you creating Torch? Kurt: With regard to Torch, Johnny’s one of the most challenging characters
that I’ve ever done, and most certainly in movies- we have to bring a
flaming man onto the screen, that doesn’t look animated, he has to feel
like he’s really on fire. And in order to do that we’ve had to create
different stages of his development. At the beginning of the movie, he snaps
his fingers and flame shoots up. It starts very small. And that’s going
to feel like a real, actual flame element that doesn’t actually take over
his body. Later on, as his skills become more refined, he has to actually create
heat and the flame has to come off his body as a result. So we’ve been
creating layers- we’ve got about six or seven layers that we can put into
any one shot depending upon the context and how much heat he’s getting.
When he goes supernova it’s going to be very white hot, what happens is,
the heat will come off his hands for instance, and like a solar flare off of
the sun, as it bounces of the hot surface, in the case of Johnny that heat will
be exposed to oxygen and will create flame just out from the surface of his
hand for instance. And you can see some muscle striation in those photos as
well. One of the things that was important to Tim and I, as we started developing
these characters, always have the performance of these characters, we really
don’t go to a completely animated character. Tim wanted all the performers
on the set, with the other actors. And so we set out to do that- it was a little
more work on our part, but I think it creates a more organic feel. You don’t
feel like you’re jumping off into animation- it’s going to flow
very well. As an audience member, you’re not going to really know what
the animated parts are, and what the real performances are. For instance, with
Johnny, every time he starts to torch up we’re bringing Chris Evans’
performance back through the effects, so we always have the real actor in the
shot, and the real movement. And there’s lots of reasons for that. One
is, we’ll have a more organic feel. It’ll feel more of this world,
as opposed to some of the images you find in the comic books. The second thing
is, and this is the practical part of the effects business; we have a very short
post schedule, and we have a lot of work to do before next May. So the more
performance we can capture, the better off we are. And I think we’ll provide
more shots, and a higher level of shots. With regard to Sue, we don’t
have a lot of references yet Q: She’s invisible!!! Kurt: Once again, very important, especially with Jessica’s performance,
is to capture that performance on the set with the other actors. So what we’re
going to do is put a CG character over her performance, but it will be her performance
in the film. And it’s really important to me, that we don’t jump
into an animated character that may not have the weight, feel, or reaction of
Jessica’s performance. And another thing with Jessica- she will never-
whenever she turns invisible, the audience is going to know where she’s
at. There’s going to be some- some of the images of her will be very subtle,
but it’s important to us that we still see Jessica’s performance.
She’s a character with powers that rely on her emotions. And that’s
one of the guiding forces behind the Sue character. Sometimes she’s better
at being invisible, and one of the issues with her character is that she has
to control her emotions in order to manage her powers, and that’s what
she learns in this movie. And we have to prove that to the audience. When she
gets mad, she disappears. She’s not so good at it at first. And she’ll
come out of it a bit, we’ll see a little more of Jessica, and then she’ll
disappear again. So she’s a very emotionally driven character in the movie.
They all are, in a way. Johnny is as well, but for different reasons- he’s
kind of the hot dog of the group. He’s one of these people that exists
on the excitement of extreme sports, and that’s a thread that we have
in his character throughout the whole movie. Q: And Doom? Kurt: With regard to Doom- Doom is a character we’re dealing mostly practically
with, in the movie, with regard to prosthetics. Until it comes to the point
where he has his electrical based power or energy blasts towards the end of
the movie. When he fully escalates into full Doom, he has this power that he
sort of controls the energy in the room and the electricity, so there’s
a lot of scenes where he drains the energy in the room and the lights come down.
At the end, That power is sort of his own doing, at the end of the movie. He
grows just like the other characters do. One of the events of the movie that’s
kind of important is that he’s a big threat in the movie to the fantastic
four. And he’s got a lot of power that really threatens them as well as
the public in New York. So we’re treating him with an electrical field,
we’ll generate some light sources that come from under his skin, that
gives a topical electrical effect with him, it makes it organic, it’s
coming from inside him. Just like the flame is coming from inside Johnny, and
just like Sue becomes invisible from the inside out. What that is is a common
thread- how they were affected from the cosmic rays. And you can see just a
start of that over there on the wall- the hand, for doom. That’s a grey
model there, and we’re just starting to get that effect, and the light
that it generates in and around. But again, all these things go back to storytelling
and a tool set. Q: Are you working on the Thing? Kurt: Thing is a character that we’re creating predominantly through
prosthetic and suit that Michael Chiklis wears. We’re going to contribute
to Thing’s performance, primarily in the reaction of the environment to
his weight. For instance, if he brushes past a wall, we’re going to add
some bricks falling off, for instance. If he jumps down onto the pavement, we’re
going to sink him into the pavement. So for Ben, it’s more about integration,
and there’s a scene where he goes out a window and falls in New York City.
We’re creating a CG thing, a stunt thing for that, just because we can’t
get people in CG wires to do that performance. That’s what we’re
doing with Ben. Q: A lot of onscreen fire looks fake. What have you seen, and what
can be improved? Kurt: There’s not a lot of “man on fire” references out there-
that’s very impressive right now- and that’s part of the reason
we’re very nervous about this work. But at the same time we’re creating
him in such a way- we’re using real fire elements, and that’s important.
Once again, we have to create this effect with him we’re he’s photo
real, he’s got to generate fire from within his body, so you’re
going to see the skin on his body change as he’s generating that fire.
And that’s going to create an organic feel that will make the audience
believe that he’s really on fire. The other thing that we’re very
cognizant of, and we’re going to be dealing with in this movie, is that
a lot of time, a great deal takes place in exterior. And doing day exterior
fire is really hard because you don’t see people. And a lot of times,
the mistake that people make is that they don’t stay true to the actual
environment. They make the fire a little more saturated than it actually would
be, if we were shooting flames. We’ve gone to great lengths to stay true
to what actual fire would look like if we were shooting in those scenarios.
For instance, if you look at the shot of him falling off the mountain there,
it’s about integrating- you’re going to have to blow out the fire
a lot more than you would, in a lot of cases, because that’s the way it
would be during the day. Kurt: Yeah. Q: Are you going to have stunt guys in flaming fire suits? Kurt: No, we’re not. That goes back to this gentleman’s question,
that this was an issue we decided to put all of our effort into and a lot of
times when you go with a hybrid approach, where you’ve got partially real
men on fire and then you try and match that to CG or simulated fire which is
what we’re using. We’re using sims for him. Then oftentimes that
crossover calls attention to itself. It was important to us that we stay with
one philosophy on all the characters. That’s why we left Doom primarily
to prosthetics with the exception of his electrical bolts. That’s why
we left Thing predominantly with the suit and we did that on purpose because
integrating these effects oftentimes it will feel different, it will look different.
One of the things that we learned from looking at a lot of man on fire stuff
for instance is that the crossover from life fire to CG fire doesn’t always
work all that well. So we’re going to take one approach and we’re
going to make you believe it. And we’re creating enough layers of this
heat signature, muscle striation. There will be several sublayers of flame that
when mixed together, they’re all based on real flame elements for one
thing. And once you mix that together, then you will get a very realistic feel.
Q: Are there any other aspects you need to worry about? Kurt: The other thing that we’re going to great lengths to do is to have
the interactive lighting on the set actually reflect what really needs to happen
if you have a real flaming guy there for instance. So we’re working really
hard at that. A lot of times, people don’t take the time to do that. So
part of compositing Torch into a shot for instance is making sure that there’s
interactive lighting on the walls and ceiling and other actors to sell it. And
what interactive lighting we don’t do on the set, we’ll have to
create in post. Q: Are there any classic invisible effects you can still use? Kurt: Yeah. The problem with the older invisibility work as we’ve studied
the whole evolution of that is that in this movie, we still want to see Sue’s
performance as much as possible. So our feeling is to keep her in the shots
and have people be able to relate to her emotion and acting. And a lot of times
in the older movies, there was just no one there. So it was hard to relate to
two actors. We’re going once again to great lengths to make sure that
she’s in the scene with them and you’re going to see part of her
in it. She might be a little rim lit. One of the things that we are taking,
which is from early versions of not only artwork but from movies is kind of
a rim lit approach to her, where you can kind of see her, can read her facial
expressions, and you know where she’s at. You can see the outline of her
body. But it’s very subtle in the scene. And we looked at a lot of work
from obviously “Hollow Man” to “Predator” and we’re
trying to come up with our own organic feeling effect that will stand out a
little bit. Not for the sake of standing out, but to service her character,
and so she’s got to look- Jessica’s an interesting character because
as an actress, we want to see Jessica in there. There are some scenes where
she’s going to be invisible and she looks just beautiful. It’ll
be great. So yeah, we are referencing older movies and some of the more recent
work that has been great, but we’re trying to apply it to our character
into our movie. She’ll have her own set of rules that we go by when she’s
disappearing. Q: And her force field? Kurt: I think the force field is one of the hardest things we have to do in
the movie because when you go back to the original Marvel work, the force field
takes on all kinds of surface textures. In some cases it can look like kind
of a heart shape. Almost like glass in some cases, especially in the more recent
work. She can build glass boxes and enclosures with it and it can be broken.
And in our case, it’s going to be sort of a hybrid between that and a
bit of a membrane or liquidy feel to it. And one of the things that’s
really hard is to separate her from, for instance, the Jean Grey type stances
and some of the other Marvel characters, is Sue really, not only is her invisibility
driven by her emotions, so it kind of the force field. And in this movie, it
begins as a very defensive thing in her character where she generates a force
field as she has to sort of defend herself or the other Fantastic Four. And
towards the end of the movie, she gets to where she can really generate it and
use it more offensively. So that’s an important evolution of her character.
As a result, technically we have to, in the early stages of the force field,
it probably won’t be as well refined, just like all her powers. And in
the latter part of the movie, it’s going to be a little more refined,
a little more accurate so to speak, and it’s going to be a neat look.
We’ve got some good tests with it and it interacts with flame in some
cases in the movie and it looks pretty cool. Q: Is there anything in nature for the musculature and skeletal structure
of Fantastic? Kurt: In a way we tried to do that. We tried to look at that, and it really
is a reach no matter how you look at it, so to speak. It’s something that
in order for us to create this organic feel to it that we’ve had to really
look at- we kind of had to make it up in a way. We kind of started from scratch.
We kind of cleared our head of it and decided that how do you make his muscles
and the texture of his skin regenerate, for instance, as he reaches out. And
I’ll show you a test of that. (Kurt shows us an early stages stretch test on his computer). Kurt: This is just a very rough test. It’s not even with Ioan. But for
instance, just him throwing his hand. One thing that was really important to
us is that it has real physics. It feels like he’s throwing it and you
can see the sinewy texture in the muscle. And even we have to stay responsible
to part of his skeletal structure as well. The reason you don’t see it
in nature is because if it is in nature, oftentimes it’s just a muscle
or a tissue stretching. We have to stretch his skeletal structure as well. So
technically, we have to come up with a program that as he stretches regenerates
his skin surface, stretches his muscles and also stay somewhat responsible to
his joints. And that’s why it’s something that I think is sort of
unique. So for instance, when he reaches out like this, if he’s not holding
onto something, his arm’s going to come back to him. Or he’s got
to position his body, we’ve been working with Ioan on his body position,
where he really has to for instance, this guy’s leaning too forward. We
wouldn’t do this in the movie. We wouldn’t keep his arm out there
unless he were pulling back. As he throws it and it stretches, there’s
weight. So he has to counter that weight. And that’s the sense that we’re
staying true to some set of physics. It’s not always ours exactly, but
it is a set of physics. Q: What about the picture on the wall, writing on the blackboard? Kurt: We still have to solve that problem. This is one of the shots for instance
that we may have to have his elbow resting on something. And that’s a
scene for instance that’s kind of a reveal. One of the things that we
probably never do is just shoot- - it’s important, especially with stretch,
that oftentimes he’s either coming at camera or going away from camera,
and we’re designing our shots around that. That will keep us out of the
trouble of we don’t want to take people out of the movie with his action.
We’ve got to keep people in the movie and to believe that he’s really
in the scene. Q: Does he have the power to expand like in the comics? Kurt: Yes, we are. Especially in the Third Act, because he’s getting
better at it. When he first starts this, he can’t stretch that far, and
he doesn’t really know what his powers are. And the first couple times
he stretches, it really hurts him, as you can imagine it would. And there are
some shots in the movie where we’re going to try it where when we stretch
him, it kind of pops into place. It’s not always just real rubbery and
it doesn’t always just spring out automatically. He’s really got
to work at it. And yes, in the latter part of the movie, we are allowing him
to turn his body into a couple of things. But you’ll see that later. (Kurt replays the test). Kurt: Although it’s a simple test, it does tell us how we have to stretch
his suit and things like that. In the early part of the movie, he’s not
wearing a suit yet. So that’s creating skin shaders. So we’ve got
to get his skin right, and we have to stay responsible to the same physics in
those shots as well. Q: Does a program do the stretch or is it animated? Kurt: It is a program, or it’s a use of a program. And some of it will
be animated, but the idea is that once we get the animation, we have shaders
and textures that follow along with that animation and create the effect we
need. And we don’t have the time in this movie to hand animate every shot.
We have to be able to, for instance with Torch, he’s a real render heavy
character as you might imagine. So we have to do what you call sims or simulations
that stack upon one another and don’t tax the rendering problem so much.
Same thing with this guy. We’re also using technologies like XSI and HDRI
technology on the set that allows them to light these characters quickly and
actually emulate the light on the set which is the difference between animation
looking photoreal and not photoreal. Q: Is there a sound when Johnny’s flaming and Reed’s stretching? Kurt: There will be. We haven’t gotten into sound design, but that’s
a big part of it. It’s actually a big part of all the characters. Yes,
as you might imagine, a giant blowtorch would have quite a bit of sound effects
attached to him as well. And in some cases, we even hear the sound effect before
we see him torch. So it’s a cue that as storytellers, we can tell. It
might get us out of a couple of shots too. Q: And in terms of stretching? Kurt: To some extent, a lot of the scenes that he’s in, there’s
one or two scenes where you’re going to hear it and you’re going
to feel it and there’s a couple of stretching and cracking noises that
are probably going to apply to him. But it’s going to make the audience
feel for him, because if you can’t relate to the character, then we’re
in trouble. Q: Are you working with any other companies? Kurt: Giant Killer Robots is completing the effect of the Human Torch. This
is a test we did a few months ago and, basically, it’s not even an optimum,
this was a still shot of a building. So we’ve created all the light with
CG, All the simulations are CG, and this is prior to shooting all of our flame
elements. So this is a 100 percent CG version of him, and it’s not where
we want him to be, but it’s getting there. And especially with Johnny’s
performance and our real flame effects, I think you are going to feel like he’s
really in the scene. But what you see is, and we’re still dialing in how
much flame comes off him in various shots… We want to see, especially
when he’s in his suit, we want to see his musculature, we’re gonna
be kissing through the suit itself. That will be a later that we put back in.
This is actually from a scene that was omitted from the movie, but it gave us
a great testing bed for it. A lot of, in terms of integrating him into a scene,
it’s gonna include a good use of heat signature, once again interactive
lighting is vital to making him look like he’s actually there, because
we have to make this audience believe it and least relate to it. Q: Will he be throwing fire balls? Kut: Yes he will, and those are great. That’s gonna be fun. Q: He does generate effects outside of himself? Kurt: He does. We’ve got the fireball started. It’s still early
yet, folks. This is once again, a test. We put him in a background so it doesn’t
look very well integrated at the moment. We’re trying to figure out, ‘How
does he generate it and does it set off his hand a little bit?’ You know
what I mean, there’s a little bit of… So, once again, it’s
all back to the same thing, that he’s generating the heat. It’s
not something that’s topical, but it’s actually generated by him.
That’s once again one of our big… Q: Did you reference a lot to Pyro in X2? Kurt: Yeah, we did. The work in X2, you know, it was very well done, and we
constantly reference it. Our character’s a little bit different, though,
in the way that he generates his flame. Yeah, his entire body. Anyway, just
a couple of sneek peek tests. Once again, these are tests and they’re
not… So, what else? Q: What about the cosmic ray effects, the space ship stuff? Kurt: Still in development. Tim and I have talked about it. It’s a pivotal
event and it happens in the beginning of the movie. It’s going to be a
unique look on having our actors disassembled and reassembled very quickly,
because it’s a story point and the thread goes all the way from the beginning
of the story to the end. That their DNA is realigned and that’s how they
get their powers and that’s how the cosmic ray has affected them. Each
of the characters has a bit of a common thread in that sense which part of the
whole Fantastic Four, you know, the set up of the Fantastic Four as well. So
that happens in the space station in the movie. Q: So it’s in a space station, not a ship? Kurt: It is. Q: In regards to Doom, is his actual body changing to metal or is it
a suit? Kurt: It’s a little bit of both. At the end, our full Doom will be predominantly
prosthetic though. But you’ll see enough of the transition that you’ll
understand how it’s happening. Q: What are we going to see under the mask? Kurt: I don’t know. We’ll see. Q: The film’s been in development for a long time. Are you doing
things now that you couldn’t have done five years ago? Kurt: It wouldn’t have been the same movie five years ago. We’re
able now to go places with Johnny and stretch with all the characters literally
that we couldn’t have gone to five years ago. That’s what makes
now a better time for the movie. You’ll be able to see more Johnny in
this movie than you would have five years ago by a long shot. And it’s
how you use these characters in your movie and how the audience relates to them,
going back to the tool set that we give Tim, and it’s a better tool set
as a result, he’s got more, he’s got the ability to craft his characters
better than he or anybody else would have five years ago. Q: Have you seen the 90’s version of “Fantastic Four”? Kurt: Yeah. No comment. Q: That movie has a scene where they all turn into their superhero
selves at once. Does this movie have a scene like that? Kurt: Well, you won’t be disappointed by that. Q: The powers they each get, is it random or is it determined by something? Kurt: No especially, it just effects them differently, but they were all affected
by the same cosmic ray cloud. Q: How many total effect shots? Kurt: (Laughs) 800-1000. Q: Will you replace that scene that got deleted or is it just gone? Kurt: Which scene? Q: You said you cut the scene you just showed. Kurt: No, it’s been replaced by something similar. Q: Are you guys sending out these special effects, what companies are
doing it? Kurt: Yeah, we’re spread across five companies right now. It was a movie
that, given the time frame and so forth, I felt like we needed to bring in vendors
that could specialize in each character, so there’s a vendor per character.
And, based on editorial changes and so forth, we will be able to create a lot
of work quickly, that was part of the scheduling aspect and the practical aspect
of creating these shots. By the way, that’s Peter Oberdorfer, he’s
the visual effects supervisor from Giant Killer Robots creating the Torch. And
also consulting with me on other characters in the movie. Q: Could you mention additional effects groups that are working with
you? Kurt: We’ve got Giant Killer Robot out of San Francisco, who are doing
the lion’s share, they’re doing the torch and the ending sequence.
Soho out of Toronto is in charge of the stretch. Stan Winston digital is doing
the Invisible Woman and Giant Killer Robots is also doing the Doom effect, because
it’s so integral to the third act of the movie. Q: How about sound? Kirby: I’m not sure yet on sound design. Q: Your binder contains contemporary FF images. Are there any of the
original Jack Kirby designs in here? Kurt: There’s a lot of Jack Kirby in the movie and that’s one the
things that we have to keep looking back at. As I’ve done these types
of films, the one thing that I’ve always realized is that you always have
to have a base book that you go back to, and it’s surprising how you’re
constantly, even when shots are coming in from the vendors, you gotta go back
to the original material. And we do have some older stuff in here, and there
is some Jack Kirby design in the movie from the art department. But once again,
you have to put in just enough to call back to that, but it still has to translate
to a modern day movie. Q: Is Kirby’s exuberant design too much for the film? Kurt: Not all of it translates to a movie like this. You have to be very prudent
in what parts of that (comic) you use. But the ideas translate, and you can
sort of get to the point where the audience believes it, but they don’t
have to see the whole thing, you know what I mean? You’re going to feel
like he’s doing some of this stuff, but it’s not always overtly
right in front of the camera. Like I say, it’s how you shoot it. I think
you’ll believe in their powers when we’re done. Those are powers
that have been generated from the Jack Kirby days, because even the more modern
Fantastic Four comics still go back to Jack Kirby. Q: Will you see “Incredibles” and avoid things they’ve
done? Kurt: I’m planning on seeing“The Incredibles.” We’re
a very different movie. “The Incredibles,” as a result of being
an animated movie, takes liberties with the physics and with their characters
that we would never take, not for a movie like this, because we’re more
grounded than that movie, just by virtue of what the movie is, so it’s
really hard to compare the two, I think. Q: Though even the X-Men seem to be more in line with reality- Kurt: Yeah, tell me about it. (Laughs) That’s why I thought long and
hard before I came in on this movie, because it really is one of the more challenging
Marvel Comics to date I would say. It’s not that you have two characters,
but in this movie we’ve got five characters that we have bring off the
Marvel page and into a live action film and try and make people believe it,
so it’s a pretty daunting task. Stay tuned for Part 4 from our set visit to "Fantastic Four"!
Q: Do you explain why his hair doesn’t singe or the uniform?

