Appleseed Alpha Page #4

Synopsis: Based on the comic book by the creator of Ghost in the Shell, a young female soldier Deunan and her cyborg partner Briareos survive through the post World War 3 apocalyptic New York in search of human's future hope, the legendary city of Olympus.
Director(s): Shinji Aramaki
Production: Sony Pictures
  2 nominations.
 
IMDB:
6.6
PG-13
Year:
2014
93 min
141 Views


motion capture...

...which captures the body's

movements into computer data.

The actual performances by the actors

in the studio would always...

...turn out differently from the

storyboards we had drawn up before...

...because of various factors

such as the pauses actors take...

...in the acting, so we would edit...

...the movements accordingly...

...to the scenes.

Reconstructing them...

...is called layout.

The storyboards are like

the blueprints.

Layout is just like constructing...

...the basic framework

in the 3D environment.

To be more precise...

...it is about placing...

...the objects such as...

...background models...

...and characters...

...within the screen frame...

...by using the motion capture data...

...and also add camera movements.

Once we decide on the location...

...and the situation of the camera...

...we fixate the length of the shot.

That's the layout.

Since this is...

...a lifelike-looking movie...

...we tried to move the camera...

...in realistic ways.

We wanted it to look like...

...the camera was...

...actually at the field.

In the beginning...

...there's a scene where Deunan...

...fights against

Sokaku's subordinates...

...in the narrow space...

...on the subway train.

I have a certain

fondness for the scene.

The director asked me...

...to use the camera...

...in certain ways for the scene.

I got to use the camera freely...

...with the understanding of

the director's vision...

...and spend a lot of time

with camera movements.

Layout is the basic

blueprint of the entire movie.

We, animators, create the best

expressions...

...within the given camera frame

with the complete layout.

Whenever the audience says...

...''lt felt like I was looking at...

...normal-looking humans...

...in the movie...

...so I was able to focus...

...all my attention...

...to the story itself"...

...that means you did

a good job as an animator.

I observe different things...

...very closely on the daily basis.

I catch myself observing random things

such as the way a car comes to a stop...

...or the way people walk,

stop, move forward.

Everyone moves differently.

I notice a certain type of people

walk in a particular way too.

Old and young, men and women...

...we are all different.

The way we walk, move forward,

move our arms, et cetera.

I observe those things all the time.

Not that I'm always

thinking about work, but I try...

...to pay attention to

those things whenever I can.

I catch myself looking at

things like that a lot.

Because I'm doing that quite a bit...

...I'm able to catch

awkwardness in the movements...

...and tell the difference

between what looks awkward...

...and what looks natural

in the animation.

If I think it looks awkward,

I can fix it.

If I don't see anything unnatural...

...I can determine that it looks okay.

There are a limited number of human

characters in this movie.

Actually that was my intention from the

beginning. Because the characters...

...and the worldview had to look

as close as possible to reality...

...we wanted to spend a lot of time

with each character.

It was our strategy

to limit the number...

...of the characters

with human facial expressions.

In other words...

...we wanted Deunan and lris

to look perfect.

The storytelling comes

with a lot of emotions...

...so we wanted to capture the details of

Deunan's and Iris' facial expressions.

We also wanted to be able to edit...

...their facial expressions

precisely later on too.

We had the facial

animation supervisor, Moriya...

...who oversaw everything

from the rigs to the facial expressions.

I told him...

...''This is very important,

so do your best...

...I'm counting on you."

We captured

the facial expressions...

...and the body movements separately

for this movie.

The benefit of doing so...

...was that we were able to focus solely

on the actors' facial expressions.

I was able to tell the actors exactly...

...what I wanted at the production site.

You notice the actors' habits

when they're performing.

For example,

some people blink a lot...

...or open their eyes

really wide when they talk...

...or always have their

mouth half open or talk fast...

...or move their lips awkwardly

just like how l'm talking now...

...because l'm nervous.

I get to look at their faces

very closely...

...so I can learn their habits

during filming...

...which is one of the benefits.

But on the other hand,

the negative is that...

...you can't see their facial movements

along with body movements.

When you look at something

or away from something...

...your body also moves,

synching with your facial movements...

...and they move at the same time.

It creates a realistic, natural flow.

It was challenging because

they were captured separately...

...so we had to think

and supplement...

...what was missing to create the flow.

In that sense, you could call it

an extra segment of the project...

...so that's a negative.

As for Deunan...

...she's an emotional character.

When she's mad, her facial

expressions clearly display anger...

...and when she laughs,

she really laughs.

So both the director and I agreed that

she has a straightforward personality.

We added some

very subtle expressions...

...to her expressions too...

...such as a sneering or

sarcastic look...

...when she's mad, for example.

Going from being angry to laughing...

...we added the angry-smile

expression in between too.

By contrast, as for lris, as you

can see on the screen right now...

...she grins a lot.

She grins between the lines.

That's not something

the motion-capture actor did...

...but we added it by choice.

Adding a little grin would...

...make her impression better.

It's really subtle...

...but her facial expressions

are very detailed.

I think so.

I hope so.

That certain impression

she gives out...

...easily stays with the audience.

I'm not sure if he's

already told you this...

...but I wanted to display...

...a certain feminine softness...

...through their lips' movements.

The upper lip and the lower lip...

...come together...

...when you talk, right?

He told me he wanted

to duplicate that...

...and I thought that was a good idea,

so I encouraged him...

...to do that.

I think you can see that...

...especially in

the close-up scene of lris.

You know,

the suppleness of the lips.

I think it came out really good.

You're looking well.

I thought I had

a lot of work ahead of me...

...when I first saw that character.

He doesn't have a human face.

I've facial-captured a dog

in the past...

...but I had some knowledge of

non-human facial expressions...

...so I decided to work...

...on the facial expressions

of the robot.

I could say it was experimental...

...but I definitely had fun.

It was challenging to create...

...the laughing expressions...

...on the robot's face, though.

When I first saw the model sent by...

...the character department,

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Marianne Krawczyk

Marianne Krawczyk () is a screenwriter and video game writer. She wrote the screenplay for Appleseed Alpha (2014), based on the manga by Masamune Shirow and directed by Shinji Aramaki. She also is most known for writing all the God of War games. She won a BAFTA Game Award for Best Story and Character due to her writing work on God of War II (2007). more…

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Submitted on August 05, 2018

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    "Appleseed Alpha" Scripts.com. STANDS4 LLC, 2024. Web. 24 Nov. 2024. <https://www.scripts.com/script/appleseed_alpha_3033>.

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