Resident Evil Damnation: The DNA of Damnation Page #2
- Year:
- 2012
- 30 min
- 354 Views
Yeah. In your dreams.
You seeing what I'm seeing?
Yeah.
It's like a beehive.
So you missed me?
Yeah. In your dreams.
You seeing what I'm seeing?
It's like a beehive.
I have some more questions for you.
Action.
It's been a long time, Leon.
What are you doing here?
I was about to ask you the same thing.
Did you release the Plaga?
Don't make me laugh.
What are you doing here?
I was about to ask you the same thing.
Did you release the Plaga?
Don't make me laugh.
We also have a facial mocap studio.
So once an actor is done
with regular mocap...
...we have the actor go
do the facial mocap.
Don't shoot. Don't shoot.
Hey.
My name is Ada Wong.
Great. Now I got
a cowardly lion to deal with.
- We got it down.
- Okay.
After doing the mocap,
we fix the camera work.
We determine the layout...
...what lines are to be said in a cut...
...and finalise the length of a cut.
When all this is fixed, we know
how each background will be seen.
We create the background accordingly,
tweak the lighting...
...and work on the facial expressions.
We did facial mocap
for Degeneration...
...but the data was not as fine
as desired.
We wanted to incorporate more...
...of the actors' facial expressions...
...as loyally and realistically
as possible.
But we prefer to call ourselves...
...pro-independence fighters.
of showing expressions and nuances.
We construct rigs suiting
each actor individually.
The director wanted to exaggerate
some of the facial expressions.
We took that into consideration.
And we worked carefully with where
exactly the characters are looking.
You people in the CIA
call us terrorists.
But we prefer to call ourselves...
...pro-independence fighters.
With everything going for realism...
...we simulated
the movement of fabrics.
If not simulated properly...
...the fabric will not show wrinkles
when bent.
This deprives the film of realism.
We simulate all fabric motions
so that...
...it really looks like the clothes
have been moved.
This is a joint.
Bone can be moved
with joints present.
The more natural the motion looks,
the better.
We hope people...
...find all of this natural.
We use the mocap data with...
...a software called MotionBuilder.
We add camera work...
...create each scene...
...and have the director
check the scene.
We use a lens just like
with a live-action film...
...and move it so that we can
make the film look photorealistic.
There is much more expression of
liquids, particularly blood, in this film.
Blood effects are the most difficult.
There are just so many effects:
Explosions, gunshots, etc.
We hope you enjoy watching them.
If a film is two hours long,
you don't want it to be tiring.
And you want to show 3D effectively.
First we focus on screen depth.
Then with characters in the forefront,
visual depth is enhanced.
But we must keep in mind that we want
things to jump out of the screen...
...towards the audience occasionally,
so that it does not get boring.
Easy to watch but dramatic
at the same time is what we go for.
scoreboard.
The blue is cuts focusing on depth.
Yellow is for average 3D cuts.
Red is when the focus
is toward the front...
...closer to the audience.
Here, the Licker comes forward.
We check here for the parallax...
...of the deepest part
of the background.
Then where the Licker points its claws.
We want this to stick out
from the screen.
We look at this percentage
for the parallax of the claws.
The construction is all based on
the fact that the film will be in 3D.
That is why the action sequences
work so well in 3D.
I don't want to change into...
...one of those monsters!
Is how it goes.
Kamiya-san is really into military stuff.
He has a very loud voice.
Energetic all of the time.
- Okay.
- Yeah, yeah, you surprised.
Being a fan of weapons...
...he asked us to make
the sling move realistically.
- Oh, is that right?
- That's all.
on the most delicate details.
Like the slightest
of character expressions.
I want an expression
with pain and chagrin mixed...
- All right, again.
- She's working on him.
I don't understand English at all...
...so all I can really observe...
...is whether or not the right emotion
is shown in the acting.
Since I don't check whether
the lines are said correctly...
...I focus on the expression
of emotions.
So it ends up being
directing in the purest form.
It should be a peaceful
and relaxing moment...
...but carrying this tension
of kill or be killed.
Imagine that the table comes flying
in this direction.
So we want you to keep the table
to that way.
So that-- Like that. Okay.
I try to act out each scene.
Showing them how I want it done...
...works best since
I learned this from my experience
on the previous film.
You are in the wall. So--
You understand? You understand.
- We have a wall here.
- Got it.
Got it.
Yes, like that.
Action.
All right.
He just has a sense of fun about him.
Whenever he starts to give direction,
he has a smile.
He gets really into it.
It's sort of a childlike quality.
So he's very kind to the actors,
and he's just fun to work with that way.
He's very focused
and knows what he wants.
explain scenes...
...because you can tell
he's got a very clear idea in his head...
...of what he wants and that makes it
more easy for us...
...when somebody is able to tell us
what they need and want.
- That looked pretty good. Was it okay?
- It even works out.
Very good. Great.
- Great.
- I think it went great.
Is that wrapping, then?
I started working on visual-effects
films such as monster films.
I think I am good at showing
monster-like motions.
This was the first time...
...I got to wear a mocap suit.
The Ganados are of human form...
is no problem.
With Lickers that crawl on four feet...
...we do mocap.
However, since they show
nonhuman motions...
...our animation staff have to
work on the animation manually.
The Tyrants in our film are larger...
...than those in the games
and live-action films.
They morph into Super Tyrants...
...B.O.W.s that seem complete
as weapons.
Showing creatures fight
against each other...
...is something new for Resident Evil.
We've never done it in our games...
...where it's mainly
the hero vs. creatures.
It's a new world in which you get
to see characters from the games...
...together with original characters
that appear only in this film.
Creature vs. creature
and Leon's vulnerability...
...are not seen in the games.
It's a must-see to engross yourself...
...even more
in the Resident Evil world.
The most enjoyable point
is that these...
...Resident Evil CGI films
are spin-offs of the game universe.
Being able to focus on enjoying...
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"Resident Evil Damnation: The DNA of Damnation" Scripts.com. STANDS4 LLC, 2024. Web. 24 Nov. 2024. <https://www.scripts.com/script/resident_evil_damnation:_the_dna_of_damnation_16807>.
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