Hey, How Did They Dream That?: 'Waking Life'

Matthew Ross

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In light of some recent, not-so-low-budget digital productions, the phrase "shooting digital" has begun to lose some of its status as the weapon of choice for the indie revolution. Shooting a $5 million feature on HD 24P is still considered "shooting digital."

For most people, the allure of low-end digital formats for narrative filmmaking is simple: it's the cheap alternative. More often than not, film would be the medium of choice if better funding were available. But on occasion, digital lives up to its billing as a truly innovative medium that, in the right hands, can have a profound effect on filmmaking. Such is the case with "Waking Life," the new feature-length animated movie from Austin, Texas -based filmmakers Richard Linklater (writer-director), Tommy Pallotta (producer), Bob Sabiston (animation director) and their team of animators.

 

The key element in "Waking Life" is Sabiston's "interpolated rotoscoping" software, a QuickTime-based application that runs on the Mac platform. Rotoscoping, which involves the frame-by-frame tracing over live-action material, has been around for the better part of a century, but never quite like this. Imagine each frame of a feature-length movie filtered through Photoshop by 31 different animators and then strung back together, and you'll start to get the scope of the project.

Since rotoscoping cannot exist without source material, Pallotta and Linklater's first order of business was to shoot and edit a live-action action movie, which they completed in the summer of 1999. The story, a loose narrative in the vein of "Slacker," Linklater's debut feature, follows an unnamed character played by Wiley Wiggins ("Dazed and Confused") as he encounters a variety of off-beat personalities. The crew was small (usually fewer than five people), with Linklater and Pallotta each doing double duty behind the camera. The team shot over 40 hours of footage on mini-DV with two Sony TRV900s and a Sony PC-1.

 

On set, all of the source material was captured with its eventual metamorphosis in mind. "The shooting style definitely had everything to do with the animation," says Pallotta. "It was conceived in order to be used in conjunction with Bob's software. We also wanted each scene to have a distinctly different style so that we could give the animators a variety of material to work with. The animation was actually very integrated into the entire process and thoroughly planned out."

 

The live action footage was cut that fall on Final Cut Pro 1.0 by long-time Linklater editor Sandra Adair, who had never used the software before. "It was actually my first completely digital project. I really didn't know much about the medium or the software, so it was quite a learning curve for me," recalls Adair. "At the very beginning I was trying to find a way to convince everybody to cut on Avid, but Tommy was determined to have me cut it on Final Cut Pro." The system Adair used, which Pallotta set up himself after consulting with Apple, was a 300 MHz blue and white G3. For storage, Pallotta hooked up a 400 GB external SCSI Raid drive in addition to a 300 GB internal IDE unit.

Once the picture was locked, the project was broken down into 20-minute reels and converted into QuickTime movies. Since the filmmakers worked with the intention of eventually scanning onto film, the QuickTime files were rendered back into Sabiston's animation workstations at 12 fps. (Animation at 12 fps is standard technique, as it halves the number of frames that need to be drawn. The finished project runs at 24 fps with duplicate frames.)

 

By the time "Waking Life" began its animation phase in February 2000, Sabiston and Pallotta had already begun to attract some attention with the festival success of "Roadhead," a short film that utilized an early version of Sabiston's software. As a result, it wasn't difficult to assemble a solid team of animators. "Most of our animators came to us by word-of-mouth," recalls Pallotta. "Thankfully, we know a lot of talented people. They would show us some artwork, and if we liked them, they were in." The plan from the beginning was to "cast" one animator with one character from the film, then let him or her interpret the material without a lot of supervision. "We matched each person with characters we thought they could work with," says Pallotta. "I wish I could tell you it was more complicated."

Sabiston taught each animator the ins and outs of his yet-to-be-named software (known affectionately among the team as "Rotoshop"). "My program is fairly easy to use," says Sabiston. "Its interface should be familiar to anyone who has worked with computer graphics." As he describes it, the application is essentially a painting application -- complete with a pressure-sensitive Wacom tablet -- that allows the animator to flip back and forth between frames. The key feature is the interpolation tool. With it, explains Sabiston, "An animator has the ability to draw a line, skip forward a couple of frames, draw another line, then tell computer to create the missing frames. It approximates motion and fills in the gaps."

 

Once the animated sequences were complete, the project was broken down into approximately 72,000 individual frames, which were converted into TIFF format. The material was then sent to technicians at Swiss Effects, the cutting-edge post facility based in Zurich, who rendered each frame at projection resolution on HD 24P. Sound mixing was completed after the conversion. For the initial screening of "Waking Life" at the Sundance Film Festival in January, the film was transferred from 24P to HD 60I, as the festival did not have the equipment necessary for 24P projection.

 

"When Rick, Bob and I started the project," says Pallotta, "most of us were at a crossroads in that we all were re-examining our approach to filmmaking. There is something very elegant about that. So the basic idea from the very beginning was to throw away our film background and create a new sort of cinematic syntax. When your terms are like that, it is very, very pleasurable. We have had 100% creative control and haven't compromised at all. Disney or Pixar can't do projects like ours because they need to please a huge audience in order to make any profit at all. We never left Texas."

From VFXpro

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