DreamWorks SKG Fansite Animation-The Prince Of Egypt


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MAKING OF... (page 5)



THE MULTITUDES

In addition to the main characters, "The Prince of Egypt" features thousands of "extras," who would have been virtually impossible to animate using traditional hand-drawn animation. Through some remarkable digital innovations, the computer animators were able to populate the film with hundreds of thousands of people. CG crowd animator Wendy Elwell remarks, "Obviously, you can't tell the story of the Exodus with only 100 characters, so `The Prince of Egypt' required that we figure out how to put tens of thousands of people on the screen." The process began in the traditional way, with the hand-drawn design of a character, which was then modeled in the computer in 3-D. By reshaping that initial character, the animators were able to produce four "key" characters representing extremes of height, weight and age. They then took varying percentages of the four models and blended them in different proportions to make a database of about 20 characters. Modifying features like skin, hair color and clothing gave them even more variety. The process was duplicated to create a database of women and children as well. "It's limitless," Elwell states. "You can have as many characters as you need."

The next step was to give the characters a "skeleton," so the animators could assign repeatable motion cycles like walking, hammering, polishing, etc. Elwell expounds, "We could pick from an entire library of different actions and apply them individually as suited the character. An old man, for example, was animated very differently from a young woman."

Applications of what is called behavioral software made the computer generated characters seem actually aware of their surroundings and the obstacles therein. To illustrate: the characters are given parameters of space, distance and variable speeds and set on a "path." When a younger, faster person approaches an older, slower one, the faster character can judge how much space there is to go around the slower one without bumping into him, so they don't crash into each other.

Even though the computer generated people could sense time and space, they didn't seem to have much fashion sense.so to speak. Many of them are wearing long robes, but the computer didn't know that the fabric should not go through the skin and vice versa. To prevent that from happening, the clothing had to be animated along with the character.

There was, however, one major drawback to animating the multitudes needed for scenes like the exodus itself. The amount of data necessary to create tens of thousands of 3-D character models would have slowed down the computer enough to have made it nearly as impractical as hand- drawn animation. To overcome this problem, software developer Mike Ullner designed a crowd simulation program for scenes where the characters would only be seen from a limited perspective. The computer could map a two- dimensional image of the animated character onto a "card" in three-dimensional space. Instead of the thousands of data points necessary for a 3-D model, the computer only needs the four data points of the "card" to show the character in motion from just the audience's point-of-view. Using these methods, "The Prince of Egypt" team was able to create a combined total of hundreds of thousands of characters for sequences like the exodus and the Red Sea passage. The final epilogue shot alone depicts over 146,000 fully animated characters.


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