Klondike Bear CG Commercials:

"RUNNERS"

The Klondike Ice Cream company recently  joined forces with Bent Image Lab, in Portland Oregon to create a new spokesperson (spokes bear?) for their new 98% Fat Free Ice Cream Bars.  Here is the result.

New Production Team:

The newly formed CG team was headed by veteran Director David Daniels, who had also directed a number of the famous M&M's commercials back when the characters were done in Lightwave 3D, at Will Vinton Studios.

My main responsibility was the creation and application of the CG fur (using Sasquatch), modeling and Element breakdown for compositing, but during the nearly 4 months of my tour at Bent, I got to do a bit of everything.

 During the design phase for the bear, I added a nose from one of my canine models & the teeth from my TiGorilla Model to help speed up production.  Those teeth were extensively reshaped to make them much less scary looking. 

I modeled and textured the wallet & made the holes in the original CG version of the ice cream bar.  And I tweaked the animation on the wallet shot and got to key frame the final scene animation for "Runners", where the bear gets to wiggle his toes as he lustfully anticipates the joys of his 98% Fat Free Klondike Bar.

FYI:  'Jill' is played by the warm & charming Madaline Smith & the voice of 'Slim-A-Bear' is performed by Jim Connor.  And the in-house code name for the final version of the bear's 3D geometry was 'Andy'.

Slim A. Bear's Original ID...

Slim's ID  for the wallet shot in "Runners",
was modified from my own (notice we have the same birth date).  His address of course, is where Klondike Ice Cream's HQ is located.  Click to view!

The ID was later changed to read "North Pole" instead of "California", but the text is almost unnoticeable during the animation due to motion blur.  But it does what it needs to: make the wallet feel used as if it were owned by a real person.

Prototypes:  There were about 21 different clay sculptures and 9 CG versions of the bear before a final look was selected for the new digital mascot.  That's a lot of bears and test renders !!!



The coolest thing about CG, is you can get away with things you just can't in real life...


Here are some stills from "Runners" that better showcase the detail of the bear and his pelt:

             

The ANIMATION for this spot can be viewed HERE!


"Slim-A-Ball"

The first commercial suffered from a number of technical issues.  Some of them easily solvable, some of them not so easily dealt with...  With the idea that we could do a lot better, we learned from some of our mistakes, pressed forward and came up with some new methods to get around these production issues.

Compositing Fur Elements:

One of the biggest technical problems for "Slim-A-Ball",  was how to composite the scarf OVER the fur, yet keep from having to do a lot of manual roto work with splines, on every frame where he self intersects.  Fur typically creates a very irregular, natural looking edge when you see it, and it just didn't look right when it was cut into by hand-- it was just too perfect.

After brainstorming late one night, one of the techniques that Christian Smith and I came up with, was knocking holes into the Alpha Channel of the body's RGB Fur Pass with Alpha Matte Objects.  This way, the Compositor could use the same RGB elements of the scarf either under the intersection areas, or on top if a soft, overlapping edge was desired.   The geometry of the body was rendered using Area Lights, with the Fur Pass later applied on top of the naked bear.

To help the scarf look more 'real' on close ups, barely visible red fibers were grown from the cloth to simulate the organic softness of yarn.  It worked quite well, although it did take more time to process.  BTW, the original texture of the scarf came from a sweater owned by
Pascal Champion.  Even in OpenGL, it looked quite convincing.

Exercise Ball Effector Rig for 'Andy':

I created a simple deformation Rig for the exercise ball,  using Polk's Poke Plugin and Lightwave's Follower, which allowed the ball to rotate while still keeping the 3 effector nulls horizontal as it rolled.  It was effective at simulating 'Slim's' weight on the object and was very quick to set up and animate.

The top effector simulated weight pressing down  where the bear was.  The middle effector was used to maintain volume, and the bottom one was used to fake interaction with the floor.

Overall,
"Slim-A-Ball" looks far better than the first spot, thanks to teamwork and the desire to continually improve upon what was done before.
Slim's Tongue Rig

Slim's IK Tongue Rig:  Fun, yet creepy because of
the organic way it could be moved. It's basically
controlled by 3 nulls.  The first is the root of the
assembly, and the other two bias the IK chain
 so you can get it to curve and flex organically.

Slim's Body Placeholder

Slim's dopey costume acted as a place holder for
where the CG bear was composited into frame.

Slim A. Bear's Exercise Ball Rig

Slim's Exercise Ball Rig: Using Polk's Poke PluginIt simulated the bear's weight pressing down on the object.  Custom OpenGL objects helped show the radius of the effectors influence.


Here are some stills from "Slim-A-Ball" that better showcase the detail of the bear and his pelt:

             

If you're interested in what the last shot looked like before it was textured and lit, click here for the PREVIEW ANIMATION!

The FINAL ANIMATION for this spot can be viewed HERE!


"Treadmills"

This was actually the **FIRST** Klondike Bear Commercial to be story boarded, but the **LAST** to actually be completed.  I think it's also by far the funniest of all the prior spots, making it especially disappointing when the price of Milk kept this clever  and original work from being broadcast...


Yes, milk.  Apparently ad budgets for Ice Cream Companies are tied to it, like a circulatory system is tied to blood; so when people turned to comfort foods with milk in them & the price shot way up;  there was no budget left to air this spot after it was finished.

After nearly 4 months of Klondike production, my time at Bent  Image Labs was nearing its end.  My contract was almost up and it was time for me to head back to LA.  But before I packed up the Beetle and left, I got to animate a couple of shots on this piece before saying "Good-bye" to Portland Oregon, and the great people at Bent.

Nothing is Written in Stone, Until You Deliver:

Of course, if you've worked in CG, you know nothing is set in stone until delivery (or sometimes, even after), so my work was modified a bit in my absence.   The top two pics on the right are from shots I originally animated, but the Bear's Shudder Scene was changed quite a bit from what I recall... 

Great Job Guys!

The final lighting was done by Galen Beals, since I had to leave before the spot delivered; I'm very impressed with how well it came off!  Nice rim lighting on the fur guys, it looks great!



Looking at the
Human Zoo...




Modified "Shudder"


Animation Link

View the Final Commercial !


CREW LIST
FOR TEAM
KLONDIKE

Flame: Mike Quinn

Editing: Steve Miller

Producer: Ray Di Carlo

After Effects: Steve Balzer

Live Action Director: Robin Willis

Animation Supervisor: Jeffrey Bost

Supervising Director: David Daniels


Director of Photography:  Mark Eifert


Asset Manager / Tracking TD: John RA Benson

Animation / Modeling / Illustration: Pascal Champion

Lighting / Modeling / Element Breakdown: Christian Smith

Fur FX / Modeling / Animation / Element Breakdown: Rowsby

Animation / Modeling / Lighting / Element Breakdown: Galen Beals