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The
Kothoga
When director Peter Hyams and creature creator Stan
Winston sat down to bring this aberration to life they
decided it should be a combination of several different
species. "I wanted it to look less like a beast and
more like a creature," says Hyams. "I wanted it
to look like DNA run amok, to have mammalian and
reptilian qualities." As a brilliant afterthought,
Hyams decided to add insects to the mix. "Stan
showed me the mouth parts of a spider," explains
Hyams. "We enlarged them to enormous proportions and
used them on the Kothoga. My point was that a beast is
ferocious, and dangerous, but it can be quite beautiful.
I wanted this creature to be something you couldn't bear
to touch you, something so horrific and disgusting that
you'd just want to get it over with."
Once the creature had reached the final
design stage Winston began construction on three
full-size suits -and full-size meant full-size; the
creature measured 15 feet from nose to tail, stood some 5
feet tall and weighed over 150 pounds. The first suit was
called the proto-hero suit which was used for the initial
tests, they also produced a stunt suit, and what was
called a super-hero suit. The super-hero suit had full
animatronic capabilities including extensive facial
expressions, such as eye movement, blink, cheek movement,
nostrils, sneer, and with jaw and teeth extensions.
One of the greatest problems with a suit
of this size is maneuverability - in order to manipulate
the arms and legs it was necessary for an actor to be
strapped inside the suit.
Kothoga Choreographer John Alexander
spent months working with actors Brian Steele and Vincent
Hammond developing not only a range of movements, but
also the strength required.
"They went through an intense
physical training program before we went on to work on
choreographing the movements," says Alexander.
"Although most of the weight of the suit is
supported by rigging, they still have to manipulate the
arm and leg extensions which are unbelievably
heavy."
Once the actors were able to cope with
the intense conditions of not only working with the
extensions, but also being inside the suit for long
periods of time, Alexander went on with his work.
"I based the movement of Kothoga on
a big cat. Although the creature looked more reptilian,
at that size the reptilian walk would have been
inappropriate. The script required him to move powerfully
and rapidly. What I wanted to pick up on was the stalking
and speed of a cat," says Alexander.
Support and movement rigging for the
creature was designed by Special Effects supervisor Garry
Elmendorf. "We basically built a monorail that is
all computer controlled and we can make it move from
section to section," explains Elmendorf. "It
helped us manipulate the creature by raising and lowering
it, and giving it forward, reverse and rotating
movement."
In one or two shots it was not possible
to use the rigging, so Stan Winston designed a pogo
stick, which was basically a chest support fixed to a
tripod. It worked very well, although it was particularly
uncomfortable for the actor inside because it placed the
entire weight of the suit on the chest area.
Because of the size and weight of the
suit, it was totally impossible to physically create the
speed and range of movement required by the story. VIFX,
a facility specializing in digital and physical effects,
was responsible for bringing the creature to life in
those cases. Gregory L. McMurry, explains their task.
"We were asked to create a computer-generated
version of Kothoga that could be used for full body
walking, running and jumping shots," says McMurry.
"This involved not only months of painstaking
documentation of the exterior of the creature, but also
the construction of a digital skeleton with over 200
bones. In order for the creature to look real, we had to
define every aspect of its shape and movement," he
explains. "The final stage was the creation of the
muscle structure and then each muscle group had to be
given its own definition."
John (D.J.) DesJardin, VIFX Digital
Effects Supervisor, led a team of computer artists and
animators in the process of bringing the digital creature
to life. To create a single frame of the fully animated
creature takes an enormous amount of time. In working
with director Peter Hyams during the creation of each
Kothoga scene, DesJardin and his crew created a scaled
down version which could be used for blocking and
rehearsing movement. "This enabled us to quickly go
through all the possibilities with Peter; once we picked
a particular motion, we could then apply the full digital
model," says DesJardin.
One of the most complicated shots for
VIFX was the creature tearing the head off a victim.
"As the guy is running down the corridor, we have to
convert him to a fully digital model of himself so that
we can rip his head off," says McMurry.
"Kothoga shakes him back and forth like a dog with a
rag, rips his head off and throws the body down, followed
by the head. All this is done full figure in front of the
camera."
Another complicated shot both for McMurry
and Elmendorf was a scene where Kothoga pursues Margo
through her laboratory crashing through a series of glass
partitioned offices. "We built an iron replica of
Kothoga and painted it day-glow orange," explains
McMurry. "We set black lights in critical positions
and then we pulled the iron replica through the offices
on a special cable using a computer-controlled rig linked
to the camera. Basically, we cut a hole wherever we saw
orange and then animated our computer-generated Kothoga
in that same location."
In all, VIFX was asked to produce 70
computer-generated images for the film including 25 CGI
shots involving Kothoga and another 45 involving wire
removal, matte paintings and various composite shots.
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