Ender's Game: Creating a Zero-G Battle Room Effects Exclusive
Released on 11/04/2013
(bright music)
(sci-fi music)
(blasts firing)
I've never seen anyone do that.
Action
[Man] Alright (off mic) in a matter of weeks
we may be called off to find a real battle.
Let's (off mic) man her up to speed!
[Ender] Ohhh!
[Mike] Hi, I'm Mike Seymour from Fxguide.com for WIRED.
In the film Ender's Game, the hero, Ender Wiggin,
needs to orchestrate complex, almost operatic battles
to defeat the threatening Formics.
Earlier in the film, while still
in training in Battle School, a floating space station
that hovers above earth, Ender competes in war games
with fellow students.
These complex battles are ballets themselves,
that had to be choreographed by the director, Gavin Hood.
Ender's Game, like the film Gravity, before it,
has had to solve the problem of floating in space.
They've done this by shooting actors on wires,
but primarily only using their faces.
Step through that gate,
and you're in a Zero-g environment.
Battle School is a great visual challenge.
In this black dome, I feel like I'm out in space,
and of course, when you're making a movie,
you want two things.
You want great characters, and a great story,
and you want fantastic big visions,
especially with a movie of this size.
Run your final simulation.
If I win tomorrow --
[Colonel] You'll be the finest commander
we've ever trained.
[Mike] So why do these films digitally replace
their actors, leaving just their originally filmed faces
on CG bodies?
Well the problem the Director and the Visual Effects
Supervisor had to solve is one of physics and balance.
(adventurous music)
Weightless movement in film is simulated
with elaborate wirings.
The problem is that these rigs need to be pivoted
around the waist of the actor.
If the actor is standing up straight,
this is the correct center of their mass.
The problem is that this would be fine
if the actor didn't have to bend or well,
act really (laughs), but as soon as the actor bends
their body, the center of mass actually shifts away
from the body, and this is something that a wire rig
just can't emulate.
Elaborate tricks are often used to try and solve this,
including, literally, puppeteering the actors, themselves,
but in the end, the solution is often just
to line up the shot on an actor, on a soundstage,
and then fully replace their bodies with digital versions
which can be adjusted to match zero gravity's real physics.
Which begs the question, why not just make
their entire bodies and their faces digitally?
We asked the Director this very question,
and while it is true that Digital Domain,
the effects house, did provide some fully digital
performances, on the whole it is still actually
a lot cheaper to not have to do human faces in CG,
and just remain true to the original performance
of the actor.
Well don't forget to subscribe if you want
more behind the scenes action.
I'm Mike Seymour for WIRED.
[Ender] Two, one, now!
Starring: Mike Seymour
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