Client:
Toyota Agency: Saatchi & Saatchi/Toronto CD: Marianno Favetto Art Director: Kathryn Nzassr Copywriters: Blain Harper and Rick
Teigrab Agency Producer: Anna Tricinci Animation Production Company: Red
Rover Studios Animation Directors: Andy Knight,
Richard Rosenman and Brad Husband. Animation Editor: Scott Buscis
Live Action Production Company:
Industry Films Live Action Director: Sean Thonson
This
is an extended section containing more detailed
information regarding the production of the
Toyota Matrix commercial. Since I am specifically
involved in the 3D digital animation industry,
this section goes into further explanation
of the 3D aspect of the spot, primarily the
3-shot sequence of the animation peeling off
of the vehicle. In the following article,
the 'digital effect' refers to the 3D component
of the spot, primarily what I just mentioned
-- the sequence in which the animation peels
off of the vehicle. The 'digital treatment'
refers to the compositing work involved in
creating the look of the entire spot.
Toyota
Matrix production began in November, 2001.
At this point, it was only in conceptual stages
and Saatchi and Saatchi, the advertising firm
holding the Toyota account, had just begun
pitching the job to production houses in order
to see who would be interested and capable
of achieving the treatment and producing the
digital effects. We at Redrover decided to
put together a test to demonstrate what we
wanted and what we could do; as a result of
the agency liking our proposal, the spot was
awarded to us in late November. The basic
premise of the spot was to portray an animated
car which accelerates so quickly, in its animated
environment, that the animation can't keep
up and peels off of the vehicle to reveal
the real car. We then see our beauty shots
of the car, followed by a dramatic skid at
the end during which the animation catches
back up to the car, and we see it transform
back into its animated counterpart.
There
was a considerable amount of testing of different
approaches in order to create the peeling
effect of the car, from hand-keyed animation,
to quasi-dynamics simulation systems, to full
dynamics rule-based simulations. In the end,
it was decided that the most efficient and
convincing approach would be to use the dynamically-driven
Simcloth cloth simulation plugin from Chaos
Group, since it was established that the peeling
animation would behave like torn cloth unsticking
itself from the frame of the car. During this
time, Brad Husband, the compositor, also began
creating different treatment tests using various
digital tools and techniques in order to see
which would best suit the spot.
The
spot was scheduled for shoot in mid-December
in Tampa Bay, Florida. Brad Husband and I
attended the shoot to supervise, and make
sure that there weren't any complications
related to the digital effects. The shoot
took a total of three full days, and was directed
by Sean Thompson. It was shot mainly throughout
downtown Tampa as well as Ibor City, in streets,
bridges and parking lots. During the shoot,
animator Mike Oliver began creating a 3D model
of the car back at Redrover from reference
photographic material, which had been provided
to us by Saatchi and Saatchi. Although the
original CAD model of the vehicle was available
at Toyota, there was no chance of getting
a copy of it due to disclosure and secrecy
issues. A model of the car would be required
to act as an obstacle object under the mesh
of the 3D car so that the pieces would only
'lift' off of the car and not blow inwards
or downwards. The reference material consisted
of front, left, right, and 3/4 photographs
of the Toyota Matrix, shot with varying lens
sizes. Additional angles of the vehicle, such
as above and back, were shot by us during
the shoot. We used the reference photos with
minimal lens distortion to model the car.
In
early January, we supervised the edit to make
sure that we had the 3 most ideal shots of
the car for the animated effect. We made sure
to choose the first shot showing the front
of the car, the second shot showing the entire
top side, and the third shot showing the back
of the car, thus having a beginning, middle,
and end shot with which to reveal the car.
We also made sure that the shots were very
dynamic, as these series of shots were arguably
the most important ones in the spot. Once
the edit was completed and approved by the
agency as well as the client, it was sent
to Toybox for the film to file transfer, which
provided us with high-resolution SGI files
with which to work.
As
soon as we got the footage loaded into our
systems, tracking began on all of the shots
which required it. These shots not only consisted
of the peeling effect, but also most of the
treated shots, since hand-painted mattes would
have to be created and tracked to the footage,
mainly for the digital treatment. Tracking
for the peeling effect involved setting up
the virtual camera in the 3D software to match
the correct perspective, tilt, dutch, FOV,
and lens size of the live-action camera, and
then animating the 3D model of the car to
perfectly match the motion of the real car.
Tracking this had to be dead on because even
though the animated car would most often be
in an animated environment, the revealed real
car underneath it would have to match the
animated one precisely, in order for the illusion
of the paint peeling off to work. In addition,
because this was to be shown on cinema screens,
the margin for tracking errors dropped significantly
as any slipping would be much more noticeable
on the big screen. Tracking the peeling shots
lasted about 1 week in total between 3 animators.
3DTotal
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Once
tracking had been completed, the next step
was to set up the 3D car for the simulation.
In order to do this, the vehicle needed to
be cut up into small pieces that would later
be pulled off by the wind. Otherwise, the
entire mesh of the car would fly off like
one big blanket. This was a crucial step because
the method in which we cut the mesh would
dictate the method in which it would peel
off. For example, too many small pieces would
make the effect look like particles of dust
were peeling from the car while too many large
pieces would look like panels of the car were
falling off. The solution was to create thin
but somewhat long pieces which had the appearance
of a torn edge at the front, and would therefore
appear to have 'ripped' off of the car. A
mix of both smaller and larger pieces were
also created to introduce some, but not too
much, chaos. Since this procedure would be
very time consuming, and we would only have
the opportunity to do it once, we first printed
a 3/4 view of the car and drew on top our
intended cut lines, so that we could get approval
on this from the agency.
Once
we were ready, each already tracked scene
was set up with dynamic forces such as gravity,
wind, damping, bombs, vortexes, etc, in accordance
to what was happening in the corresponding
live action scene. For example, in the first
shot of the car peel, the vehicle makes a
hard swerve to the left. In order to simulate
the inertia of the cloth being thrown to the
side, we had to animate a wind force moving
from the front of the car to the left side.
This effect, along with the already simulated
inertia created by Simcloth, helped to emphasize
the motion of the pieces as being integrated
in the live footage. In another instance,
we needed the peel effect to burst off rather
quickly in the first of the three shots. Since
there was too much friction between the car,
the air, and the cloth, it was taking a half
second before it would begin to lift. Therefore,
we set up a bomb force, located on the front
bumper of the car, which helped push the animated
tears off of the car in a faster, more dramatic
fashion.