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“Piranha 3DD” producer Joel Soisson talks about filming and Wilmington

[By Brian Tucker, StarNews Correspondent]

Filming in 3D, are filmmakers still learning what can be done with the cameras?

A friend, Patrick Lussier, (“Drive Angry 3D”) said that just in the few years the list of things you can and cannot do, from no hand hold (shots) to yes to hand hold (shots) to no long lens (shots) to yes… The longer lenses tend to flatten things, which is counter to the whole principle of 3D because you want depth. For the longest time we were saying don’t shoot anything over a 75mm lens. Well, suddenly that rule is broken too. I don’t think we’re there yet, but it’s getting almost to the point where we’re back to shooting 3D movies like you shoot any movie. You just shoot what you think works best for the film, whether you want a big wide angle lens to sell the world or you want a close up or if you want to flatten the background to be more intimate.

Has the learning curve happened more rapidly than anyone expected? Especially in the last 2-3 years?

Oh, yeah. The sizes of the cameras are coming down and efficacy of the camera is going way up. I’m not feeling it as much of those who there in the beginning because this is my first show with 3D. I’m only comparing it to the last movie I did with the RED Camera. I was blown away by its simplicity.

Was director Patrick Lussier helpful on “Pianha 3DD” in terms of 3D cameras?

I think he’s the best in the business right now with 3D. We plummed as much of his brain as we could. John (Gulager) the director knows Patrick. Patrick talked to our Director of Photography (Alexandre Lehmann) who had never done 3D movie before and gave of us all sorts of tips. He’s been kind of like our godfather on this. He’s a trailblazer because he does break rules; he did a lot of handholding (with the camera). There used to be this idea that handholding with a 3D camera makes the world go so nutty that perceptions would make you a little nauseous. He got away with it, it worked.

You filmed a scene dry-for-wet yesterday. How did you deal with the woman’s hair in the shot?

That was a big controversy. Everything has to be figured out in 3D. It was very hard to orchestrate underwater. It’s very hard to play dead underwater unless you are dead. That was more than we wanted to put our actress through. You make a lake bottom and you shoot down. There’s this light that almost has this lava lamp effect, where you’re shooting through and it creates these ripples, then with the smoke and a very focused spotlight from above so you get these shafts of rippling light to go through the smoke. If the smoke is thin enough and even enough and you shoot it double speed, 48 frames a second. It’s remarkable how much like water it looks. It’ll be interesting to see if it works because every other shot in the movie is wet, with real underwater cameras.

And on the camera monitors it was convincing?

We had two separate monitors going, one inside shooting and one shooting inside the pool and they looked identical. You couldn’t tell which one was the dry and which one was the wet. You shoot it lighter and darken it down in post (production) as dark as you need. Shooting 3D underwater is another thing because not only do you have two cameras side by side but you also have to create basically a diving bell to keep them watertight.

You said you’d like to make a family movie. You haven’t been involved in one since “Hambone and Hillie.”

I’d love to make one. They won’t let me now that I making all these bloodbath movies. I’m typecast now because I make horror movies.

You’ve become typecast because of doing so many already or that you’ve been good at it?

You do get typecast during the creative aspects of filmmaking if you’re successful at something. As soon as I did the “Nightmare on Elm Street” sequel, which was arguably the worst of the series I’m told, but made a ton of money. I’ve had a long checkered career with Wes Craven who I consider a friend but I’ve ruined everything he’s ever been involved in. I ruined his “Nightmare” franchise by taking the whole dream within a dream and corrupted it. I didn’t write it so it wasn’t totally my fault but I was party to that.

Wes was going to make “Pulse” and two weeks before he began the movie Bob Weinstein of Dimension pulled it from him and for whatever reasons decided not to make “Pulse” and made “Cursed” instead. I ended up shooting some inserts for a trailer campaign for “Cursed” that we ended up putting in the movie for some reason and made it worse.

Why did you choose to shoot “Piranha 3DD” in Wilmington?

The micro and the macro of it all. Ultimately so many movies are based around the iconic American town, could be anywhere. Wilmington has that character, that architecture that could really be anywhere, the geography and the look. And the attitude among the people. Having the studio and the crews, in a sense it has everything that L.A. has now in terms of what goes along with the filmmaking process – great catering, great crews.

Why here instead of Louisiana?

I think what’s really helped as of late is that whole rebate thing. It’s certainly the reason we’re here; otherwise we’d be in Louisiana. Two things: one, this did work creatively better, purely on dollars and sense the rebate in Louisiana is five percent better. It’s not really apples and apples. So with such a negligible difference between the two states and North Carolina stepping up and getting close now then you measure other things like quality of crews, quality of support, companies, and studios. Frankly, creature comforts. It’s just a more pleasant place to make a movie here in my opinion. Wrightsville Beach is awesome. And you don’t go far to get different looks, city, the rural. It’s got different geographies. I’ve seen a lot of movies shot in Wilmington and I don’t usually recognize the landmarks.

See the original post here: http://www.starnewsonline.com/article/20110606/ARTICLES/110609822?p=3&tc=pg



Nintendo announces next wave of 3DS games (video)

 

[by Dean Takahashi, Games Beat]

Nintendo announced a number of marquee games for the 3DS handheld today at its press conference at the E3 trade show in Los Angeles. While the first wave of 3DS games arrived in March, these new titles bring out some of Nintendo’s biggest franchises in support of the handheld system.

Among the titles coming is Mario Kart for the 3DS, which can display images in stereoscopic 3D on its 2-inch screen, said Reggie Fils-Aime, president of Nintendo of America.

That long-cherished Mario Kart franchise will hit the 3DS for the first time in 3D in the fall. Nintendo’s 3DS handheld is the Japanese company’s major bid to beat back pirates and hold off Apple from stealing portable gamers with the iPhone, iPod Touch and iPad. In short, big brand games are Nintendo’s main weapon against rivals, such as Sony’s upcoming PS Vita.

Another big game coming is Starfox 64 3D, arriving in September in U.S. stores. Super Mario 3D is coming “before the year is over” on the 3DS. Nintendo also said its Kid Icarus Uprising game for the 3DS — in the works for a long time — will be out later this year. Luigi’s Mansion 2 is also coming for the 3DS this year.

Meanwhile, Legend of Zelda: Ocarina of Time arrives on the 3DS on June 16. Nintendo is also launching its downloadable games store for the 3DS. Owners of Pokemon Black and White versions can access the Pokedex, with 16 new characters, and players can scan special augmented reality markers to get new characters. Each Pokemon has a special AR marker, so they can be superimposed on a picture. Pokedex 3D is available exclusively on the Nintendo eShop on the 3DS. You can get to the eShop after you download a 3DS system update in the coming days.

See the original story here: http://venturebeat.com/2011/06/07/nintendo-announces-next-wave-of-3ds-games/

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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