
THE SPIDERWICK CHRONICLES
Visual Effects Experts With so many unusual and complicated non-human characters in "The
Spiderwick Chronicles,” the film's producers knew the job of creating them might be
best split between two visual effects wizards. And what better wizards than Industrial
Light & Magic (ILM) and Tippett Studio?
"We wanted to engage them both, but we wanted to figure out who was best
suited at doing what,” explains co-producer Tom Peitzman. Tippett Studio, best known
for its work on films such as "Jurassic Park” and "Robocop,” handled creation of the
army of creepy goblins, led by Redcap, the slovenly hobgoblin Hogsqueal, and the
menacing mole troll. ILM produced the characters of Thimbletack (both as a brownie
and a boggart), Mulgarath (in his many forms), the sprites and sylphs. Between them,
the two studios created some 600 visual effects shots.
Academy Award® winner Phil Tippett served as the film's creature supervisor.
"My job was to wrangle all of the characters across both facilities, to make sure that all
of the characters would maintain some kind of continuity within this world,” he
explains.
The designs for the characters began with Tony DiTerlizzi's drawings, as
featured in his original Field Guide in the Spiderwick Chronicles books. "It was a really
nice canvass for (Tippett Studio founder) Phil Tippett, (ILM visual effects supervisor)
Pablo Helman and our production designer, Jim Bissell, to start with,” notes Peitzman.
The team's main goal was to bring DiTerlizzi's two-dimensional characters into
three-dimensional reality. "It's a matter of taking the drawings, which are the product
of Arthur Spiderwick's observations in the field, and creating what he actually
physically saw, to biologize the sketches and turn them into actual creatures,” says
Tippett.
"The intent of the original book was a marriage of nature and art – part plant
and part human,” explains Helman, giving the characters, particularly those who
disguise themselves in the Unseen World, an organic base from which to come to life.
"For others,” says Tippett, "studies of animals, such as rodents and birds, were made,
anthropomorphisms of which gave some of the creatures their base” (such as the
rodent-like Thimbletack).
Characters were developed in 3D using both traditional clay "maquettes,” small
detailed models commonly used in the visual effects industry, and computer programs.
ILM employed its Rapid Prototyping system to not only build low resolution
computer-generated
(CG) models of its characters for study, but to apply some basic movement,
sometimes putting a staffer in a "motion capture” suit to begin assigning some early
moves. "The director can actually see the character moving and can begin making
decisions about physical proportions and movement early on,” explains ILM visual
effects supervisor Tim Alexander.
During the actual animation, it was imperative for the animators to make use of
reference video shot during the recording sessions by the actors, to try to include as
much of their characterizations in the creatures' personalities as possible. "If you
don't,” says Helman, "something doesn't quite look right, because the soul of the
character is missing.”
"That kind of thing is extremely helpful,” explains Alexander. "We can add in
twitches and other body language that we saw when he was making the recording, and
we can put all that expression into the character. The Martin Short reference was
extremely helpful for Thimbletack's lip sync, for example.”
Seeing Nick Nolte's performance of Mulgarath was crucial for the animators to
be able to inject the "cursed being” facet of his character. "ILM animation supervisor
Tim Harrington and I were both at his recording sessions, and what Nick did was just
an amazing tour de force,” Tippett recalls. "He was up there for 2 ½ hours doing
Mulgarath,<
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