
LEGEND OF THE GUARDIANS THE OWLS OF GA HOOLE
Cinematography And Choregraphy As a live-action director who has operated cameras throughout his career,
Snyder is very hands-on and very in-tune with the camera. But with "Legends of
the Guardians…” there was no camera he could pick up. In an animated movie,
filmmakers have to work with virtual cameras, just as they have to generate the
animated characters that populate the story.
Previz & lensing director David Scott, whose team determined the camera work
for the film, was thrilled to work with someone with Snyder's background. "Zack
brought an entire live-action aesthetic to filmmaking that you don't often see
in animation. He's all about camerawork. I spent a long time talking to him
about his filmmaking style, lens choices, the way he likes to block a scene,
basically just downloading from him. Based on that, I ended up putting together
a ‘lensing bible,' which was essentially a how-to on making a Zack Snyder
movie.”
Scott reveals his playbook emphasized that "the cameras needed to feel like
live-action cameras: if we had a dolly shot, it needed to feel like someone was
pushing the dolly; if we had a handheld shot, we needed to make the same kind of
adjustments you'd make with a handheld camera. Same goes for crane shots. And
Zack was very specific about when he wanted to slow things down to give you an
awe-inspiring look at the action in detail.”
"In lensing this movie, we were really trying to create a different
experience for an animated film,” Deborah Snyder shares. "Zack wanted the
camera—which in animation, you can place wherever you choose—to be placed where
it would normally be if we were actually shooting the film. That, along with
giving the film a short depth of field since most scenes take place in the
moonlight, stylistically gives it a different flavor.”
The director's preference for a shallow depth of field challenged the
animators, who weren't always accustomed to taking the beautiful backgrounds
they've created and knocking them out of focus in order to draw the viewer's
attention to what is most critical in the scene. "We played around with the literal eye of the movie,” Zack Snyder says. "Though
it's counterintuitive for computer animation, we really tried to manipulate the
tools of 3D to make it work…to stretch those concepts.”
In order to achieve everything that their director envisioned, Scott and the
team spent a day at the Australian Film and Television School. "With a virtual
camera, you can do anything,” he says. "You can put it anywhere and make it go
as fast or slow as you want. There's a lot of freedom in that. But the mandate
from Zack was to make it look like we actually went out and photographed these
owls. In order to accomplish that, we needed to have that live-action feeling of
weight. If you've got a push in, you don't want to just go ‘whoosh,' you want to
make sure you get the sense someone is there pushing a heavy camera forward. We
trained with real handheld 35mm cameras, went up on the cranes, did everything
we could to experience what it's like physically to move these heavy cameras
around.”
Scott felt that the schooling helped immensely in the end, as did the
filmmakers' decision to play with the speed of the film. "Because owls move
quickly and are lightweight, from the outset we decided that the movie should
look like it was shot at 48 frames per second to slow things down and lend extra
weight to the performances. Also, when you see a character land, or crash and
hit the ground, we put a little camera shake in there to give things a bit more
gravity, even thought that would never happen in the real world.”
Another way in which Snyder wanted to stretch the traditional sensibilities
of animation was by enlisting an "owl stunt team” to perform choreographed
battle sequences that the animators could then translate in the computer as the
skirmishes between the characters.
Film editor David Burrows illustrates, "For example, there's a lot of martial
arts-style action going on in the scene where Nyra and Grimble fight in the St.
Aggie's library. So what Zack did was to stage it on a soundstage, with people
dressed up as owls. No motion or performance capture, just stunt fighters and
cameras. It was actually quite amusing to watch, but all the moves were there,
blocked and edited and given to the previz department to realize, shot for shot.
We refined it, but the actual choreography and camera work are intact, and it
translated to the screen beautifully.”
Scott recalls, "They were all wearing cardboard, and I think in some cases
they were even on roller skates, which was really hilarious. It was great fun to
watch but, to be honest, the entire shot structure was really well-developed.
The energy and the intent of that footage were there, and we were able to
convert the human performance into owl behavior and get the camera rig to
reflect that handheld quality and timing perfectly.”
"I loved the idea of getting real stunt guys to show the animators the body
language of an actual fight,” Snyder says. "As a result, I think they rendered
it really well in the movie.”
Next Production Note Section
TOP
Home | Theaters | Video | TV
Your Comments and Suggestions are Always Welcome.
Contact
CinemaReview.com
2013 6, All Rights Reserved.
|