Episode 104:  "Basic Training"

This was the first show I was officially assigned to while on "Grey Team", and for me, the title of this episode was very appropriate.   My supervisor at the time, Mike Stetson, opened my eyes to the wondrous possibilities of using the camera like a character, so that the audience could feel like there was really someone guiding an actual lens in their hands, making decisions about what they were viewing.  It was a radical break from the usual cold, lifeless linearity inherent with the typical use of a CG camera in most children's television.

In many ways, this series was unique and everyone working on it knew there was something special about it.  Needless to say, I learned a lot during the production of this show and from my supervisor directly (People used to joke that a year at Foundation, was like two anywhere else).  In fact, I still view Mike Stetson as a mentor and good friend to this day.  And even though there was a constant battle to wage, with production problems to solve and insane deadlines to meet-- it was probably the best time in my life.

Shot numbers are given whenever possible, and not all the shots I worked on are displayed below.  The accompanying text is a combination of my personal  opinions and admittedly biased memories of this chaotic time in my life; and should be taken as such. 

 Gossard has a very thick skull...Shot 93

This screen display was made from a number of recycled components already available at Foundation, and revamped to fit into the Trooper universe.  The brain was obtained from Marvin Landis' web page, from CAT Scan data of a real brain.  The animation was done entirely in Lightwave, and a clip map was used to reveal the "active" areas of Gossard's brain.  Edge RGB was used to give everything a unified 2D look.  All the Latin is correct for the parts of the body identified on the display, since the audience sees this full screen for a couple of seconds in the show.  FYI: The official Trooper screen display font is OCR extended, and we tried to use it as much as possible, for consistency.

 Must... Kill... Higgins...Shot 139

Holobugs are fun!  I created this effect using a couple layers of the built-in grid texture, with asynchronous velocity, Edge RGB, and Steamer with an animated image projection sequence for the laser effect.  Prem's Relativity was used to keep the laser projectors in the ceiling tracking only on the Z-axis, so they stayed on their rails as the bugs skitter towards Rico and Higgins in the control booth.

One of the sticky problems with this shot wasn't in creating the holographic effects, but the fact that the set had been modeled way too short for the action to occur in.  This was solved by remodeling and extending the target room using Boolean and cut and past in modeler.  It pays to have these things worked out ahead of time, but in the end, the audience never noticed.

 Carmen wants to know what's inside of a Hopper Bug...Shot Number Unavailable:

Before Carmen gets her fighter attacked and forced down onto the surface of Pluto (that woman can't fly anything without crashing it), she gets to kill off a couple of those nasty Hopper Bugs first.

Particle Storm and a custom collision object were created to simulate a missile's ignition and the smoke sweeping around the craft (rather than just letting it go through it), as the warhead seeks its target.  Hypervoxels were used for the smoke trails, with their own internal light source.  The explosion was done using a tinted Pyro element (to match the green bug guts), and a pre made explosion assembly of bug bits, for some chunky style action.  Add green flairs to taste.  Serves 4.  Yum!


            


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