Tuesday, June 30, 2009

A World First - How About A Some 3D Gaming Before That 3D Movie!

Jim here. Thanks to Matt in the UK for sending me another great story - this time Register Hardware has the goods on a new 3D Gaming System being set up for use before 3D movies are shown in 20 UK based VUE Entertainment screens (RealD) starting on July 10, 2009.

The game seems fairly rudimentary but of course it is first generation stuff and the idea is to involve the audience with an interactive gaming experience in 3D before 3D movies. Awesome idea that is finally coming of age.

O2's ASTEROID STORM brings the viewers into the mix by using two or more infrared cameras on the theater ceiling to track their hand movements. Sections of the audience simply raise their hands to control whatever it is on the screen that they are responsible for. In this case they must maneuver a damaged space ship in an asteroid field out of harms way. The game's server then takes the audiences various hand movements and plots out the real time motion of the space ship.

Of course asteroids are coming at you in 3D while this is happening! This game will show in front of ICE AGE: DAWN OF THE DINOSAURS and TOY STORY in major UK cities.

Some locations are:
Vue Leicester Square, Vue Bristol Cribbs Causeway, Vue Edinburgh Waterside, Vue Finchley road, London, Vue Kirkstall road, Leeds, Vue West End, AMC Manchester, AMC Birmingham, Truro Plaza.

Time to get this over to North America PRONTO. Think of the imaginative games you can come up with! Now, most of the time my immediate neighbors in a theater leave a lot to be desired - blazing light from their phones or incessant talking... Perhaps these games can bring us all closer together! Gain respect from your fellow movie goer and become part of the greater good!!

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Want To Learn To Shoot 3D Movies? 3D Workshop In NYC

Jim here. This post is for anyone in the business or who wants to be, to learn more about 3D movie making. StudentFilmMakers.com is putting on a special 3D Workshop in New York City on July 11, 2009. Should be a great opportunity to bring yourself up to speed with today's 3D technology and allow you to examine where you could fit into the 3D revolution.

Here are the details:

Shooting in 3D Workshop with Julian Chojnacki
Shooting "The Final Destination" and the future of 3D production

Date: Saturday, July 11, 2009, 10am - 1pm
Arrive at 9:30am for coffee and networking.
Location: 1133 Broadway, R245, New York, NY 10010

How we see in 3D and how the camera reproduces it.
The Cameron/Pace 3D camera system. Components and how it all works.
Challenges of shooting in 3D. Advantages and Pitfalls.
Alterations and Limitations in shooting.
Steadicam and Underwater.
Crew and support required.
Shooting "The Final Destination" and the future of 3D production.
Q&A Session

Price is $55, but if you register before July 2 you get $10 off. Also $10 off for students.

You can register right here.

This is what I like to see! There should be much more of this happening and the opportunity is now. Hats off to everyone involved; I am sure it will be a smashing success!

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Monday, June 29, 2009

Ice Age: Dawn of the Dinosaurs Review

Michael here. Ice Age: Dawn of the Dinosaurs is a humongous start for Fox's 3D efforts.

The best of the three Ice Age movies, "Dawn of the Dinosaurs" is not only action-packed and funny, but is a very well-told story. Each character gets his/her own emotional arc. Truths regarding family bonds, parenting, courage, the need for love and companionship, and forging one's own trail form the movie's heart. The movie isn't sappy, though, as it acknowledges potential reasons why "herds" may break apart. Diego and Sid in particular find themselves dealing with loneliness (in Sid's case), or the need to strike out on one's own (Diego).

It also has the most audience-pleasing use of 3D in a CG animated family film to date. The pterodactyl chase and the bubble scene were some of the 3D standouts. There were no gimmicky 'stuff sticking into your face' 3D moments. Instead, the 3D draws you into the prehistoric world that the characters uncover. But I must say that I really felt an inch away from Scrat's funny-looking snout as he sniffed around for that acorn. Speaking of everyone's favorite squirrel/rat hybrid, Scrat has a love interest in the film, forming a storyline that surprises with how well it intersects with with the main plot of the movie.

The action sequences are a lot of fun - tense, well edited, and filled with character moments and humor. The movie itself played great to the crowd of parents and kids which formed the majority of my screening audience. The movie knows how to create excitement and get you cheering for the characters, and is filled with applause worthy moments. It's this great sense of pacing and payoff (both in terms of action and character) which got the audience cheering and elevates this film above the first two Ice Age movies.

Packed with jokes that work on multiple levels for audiences of all ages, the movie is very funny without resorting to pop-culture references. There were constant laughs and running commentary from the kids in the audience. In particular, Simon Pegg's character 'Buck' is an incredibly entertaining addition to the cast. His performance as a borderline crazy Australian hermit swashbuckling weasel leaps off the screen.

This movie will do great business. I'm very interested to see where the story goes next. Will it be the rumored "Ice Age: Th4w" which sees the gang getting frozen and defrosted in a modern-day museum? Or something completely different?

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Saturday, June 27, 2009

Avatar: Na'vi description, Trailer Update and More

Michael here. People have been requesting a bit more detail regarding the look of the Na'vi and avatar characters. The same source who gave us that awesome reaction to the footage tells us about them below. He also gives the latest on the trailer from Cameron and provides some nice pictures and anecdotes from the festivities:

hey man,

Expo's over so finally have some time to give you a more detailed N'avi description.

The previous art is nothing like what the movie's N'avi ended up like. No blue lines, no floating (as far as I've seen).
The best description is luminescent (living) Blue tall people with a lot of Lion influences in the face.
They're about 10ft tall, so think more like double/triple the size of humans.
They all seem to have long hair in a braid and a tail best described as Lionesque (to connect to the Banshees or whatever they're called)
Their eyes are a lot bigger than human eyes, and bright yellow. It's also one of the features that most draws you into believing this world.
I saw the 'A Christmas Carol' footage and although it's an advancement from Beowulf, it's not an evolution from it because the muscles around the eyes and eyelids are still dead. They don't move, and really push the reality of it being mocap instead of people.
That just doesn't live. It's still very much a fantasy world created as a story device/enhancement. Avatar is more about the world where the story happens to take place. If that makes sense.

The clothing is very basic/tribal, so just cloths and belts.
Neytiri wore a beaded headband with beads down her forehand, reminding me a bit of indian/mayan headwear. Jake had a rifle gun, Na'vi sized which he parades around a lot in the first scenes described. Norm has a bag with him (probables with vials to take samples)

I was also asked about the glasses we wore during the presentation. I have them right here, they're the standard RealD 3D non colored glasses they use for cinema screenings around the world. I didn't find them taking anything away off the experience, it's just something you completely forget because you're so immersed in discovering the world displayed on screen.
We saw Ice Age 3D that morning with different glasses which used the 'old' red/green technology and those for me were a lot more disturbing.

Michael's note: The following material - from his experience at the after party - was included in the source's original email, but he just gave me the go-ahead to post it:

Cameron's wife says what I feel the best. "I took friends to the sets, they signed waivers and stuff. But really, when you would TRY to explain what you saw, you can't. It wont do justice to whatever you experienced or what they will when they see it." This movie is made of stuff we didn't think would happen for 10 years. This movie makes it possible.

Afterparty was amazing, talking with Cameron for about 10/15 minutes was just mindblowing. He is so proud of this movie and still handles it with great suave like he just folded a paper plane. I asked how long the movie is right now. He answered with, "I don't want too say how long. That implies it's TOO long. Epic is more of the right word."
He really shined when he told us how Steven Spielberg and Peter jackson are now working on TinTin with this and how he gave them to the studio for a week to 'play with it'. I am just mindbaffled how a genius like that can contain himself with something like this.

He told me he has a trailer, but isn't done with it. He wants it to showcase what the world is like, rather than impress with 3D because in his opinion most people will watch the trailer online.

He told me nobody had seen this stuff outside of production (even most of the studio flew down, I heard) and that he was truly happy to share this. When he saw the backdrop of the stage of the party with the artwork, he gasped and said "Whoa". When I joked he could take it home he said, "I wish, I just dont have walls big enough for it! ;) "
It was historic, and talking to the man afterwards was a true pleasure. Also Sam Worthington was flown in by private jet from the Clash of the Titans set so didn't attend the afterparty. Talking to Zoe Saldana at the party was cool too. She said during the presentation she wanted to create, "a fearless memorable action heroine" and when I told her she already did with Uhura, she actually became shy. Not hollywood shy, but very down to earth and said: "That makes me incredibly humble. I really want to thank you for saying that!". Then the convo turned to Amsterdam (i'm born and raised here) and she just seems so down to earth.

Seeing this today together with the real costumes, on-set footage and props from Burton's Alice in Wonderland made this such a day to remember.

The source also sent the following regarding the trailer:

Hey man,

Just heard from my contact that the cut of that trailer isn't final. It's what Cameron has now to give FOX an idea of the direction he wants to take the trailer. It was shown to fox execs at the Expo this morning. It'll be heavily tweaked and won't be expected until mid/end august to be shown online/cinema's etc.

I can tell you we saw 2 full scenes from A Christmas Carol that are 85% finished and everyone afterwards gushed on how Avatar is so completely beyond that mo-cap.

Thanks to "Sledgehammer" for the great reporting and after party pics!

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Quick Post: STEP UP 3-D Shooting In Lower East Side Right Now

Jim here. For all you interested in the production progress of Disney's STEP UP 3-D, they are going to be shooting all next week inside the vacant Essex Market Building D at the corner of Broome and Essex Streets in New York City. This according to the Bowery Boogie. Check out the site for more pics!

Further locations according to @Mishcam are "grand street tomorrow and next Wed and thurs. Btwn St marys at ridge and essex."

It is sad to think Michael Jackson was getting ready to be shot in 3D during his London concert gigs. There was no better entertainer.

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Thursday, June 25, 2009

RealD To Bring 3D Alternative Entertainment Broadcasts To Theaters

New Product Will Add Live Event Display Technology to World’s Largest 3D Platform

RealD, the world’s leading outfitter of 3D theatres, announced RealD LIVE, a new product that works with the company’s Cinema Systems enabling RealD equipped theatres to display live event broadcasts from anywhere in the world in crisp, clear, fully immersive RealD 3D. With 3D films driving today’s record box office, RealD LIVE promises to open new 3D entertainment opportunities to the over 8,700 screens contracted to RealD with live alternative content broadcast capabilities for concerts, sporting events, theatre and more.

“Films presented in RealD 3D are driving today’s box office showing moviegoers overwhelmingly prefer the true-to-life entertainment experience of RealD 3D,” said Joe Peixoto, RealD president of worldwide cinema. “RealD LIVE is the next step in 3D entertainment, offering our thousands of exhibition partners around the world the ability to show spectacular live events on their big screens.”

Another technology leap from the world’s leading 3D entertainment company, RealD LIVE is a separate product that when connected to RealD Cinema Systems receives a broadcast signal and converts the stream to a format compatible with digital cinema projectors. RealD LIVE works with the company’s DLP® 3D solutions, the Cinema System and XL Cinema System, which is capable of reaching screens up to 80 feet in width, and with the Sony 4K compatible XLS Cinema System. With standard RealD cinema eyewear, audiences will experience the high quality, stunningly lifelike viewing experience RealD 3D is known for.

RealD LIVE will bring worldwide distribution to technology recently used for live broadcasts of sporting events to RealD equipped theatres in the U.S. RealD LIVE is expected to be available in the fourth quarter of 2009.

About RealD
RealD is the global leader in 3D, bringing the most advanced and realistic 3D experience to cinemas worldwide. RealD’s new generation technology, deployed across the world’s largest 3D platform with over 8,700 screens under contract and over 3,200 screens installed in more than 45 countries with over 200 exhibition partners, provides a high quality, stunningly lifelike viewing experience. Beyond cinema, RealD is the worldwide inventor and provider of key stereoscopic technologies used in science, manufacturing, marketing, and other industries, with thirty years of scientific development behind its systems. RealD’s mission-critical 3D visualization technologies are used by organizations such as NASA, Pfizer, BMW, Boeing and more. www.realD.com

RealD is a sponsor of MarketSaw.

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Avatar: Letter From A Crewperson

Michael here. "Another Loyal Crewperson" posted this last night in the comments section of our "Footage Impressions" article, but it really begs to be posted on the front page, as it is a perfect showcase of the passion, dedication, and pride that the Avatar team has poured into this project for so many years.

Plus, there's some really cool tidbits in there.

Warning - Potential Spoilers Below:

Hi Avatar Fans,

I have been working on “Avatar” in Los Angeles for four years, and like the “Woodsprite” guy or gal down in New Zealand, I have resisted the almost overpowering urge to take pictures of the incredible stuff on the set, so your site has provided me with something to show my friends, too.

I know the fans are disappointed that more stuff hasn’t leaked out, but I am frankly amazed. This is testimony to the incredible loyalty of the thousands (yes, thousands) of people who have worked on the project over a decade, especially since everyone has cellphone cameras. Both Jim and “Avatar” itself inspire such dedication to make the movie as good as humanly possible, and to have the maximum impact when it is finally seen by the audience, by not “spoiling” Pandora’s virgin uniqueness.

Some of these comments are older, but just being posted now. They were written before some other sources revealed the facts. I have also added comments regarding the Amsterdam presentation.

(This is regarding an old picture of our MoCap stage.) When I saw the picture of our motion capture stage (which does indeed have a grey floor) some time ago, I immediately searched the stage for the mysterious being, but could not find it. We do have a female Na’vi model, but this one is an ordinary human-sized department store manikin that had been modified to match the Na’vi body. It has sported different wardrobe from time to time, so I assume the one in New Zealand served the same purpose. What the bigger one on our stage was remains a mystery.

We have the full-size ampsuit prop which was shipped up from New Zealand, along with other props and parts of sets. It is truly awesome – everything Jim has in this movie looks like it could work! The arms and legs can be repositioned, even the fingers, but unlike an action figure, it cannot stand up by itself. A large steel support beam is attached to its rump, which will be removed by computer processing. The canopy opens and closes, and various panel lights come on when switches are thrown. The actors who operate an ampsuit in the movie have spent so much time in it that they learned where the main power and other controls are, and their actions are very realistic.

Regarding the “clunky robot” look of the ampsuit, there are many logical reasons for it. As now, the military gets stuff that has been in development for quite a while, and then takes time to manufacture and more to work out the inevitable bugs. Once something does function more or less reliably, there are budgetary considerations in replacing it. We’re still flying B-52s, for God’s sake! The same goes for firearms – the M16 is half a century old! All our guns are indeed projectile weapons: simply refinements of the assault rifles and machineguns in use today. (But there are some “interesting” refinements to be seen.) Jim has given a lot of thought to mechanical engineering requirements in the design of the various mechanisms seen in the movie.

Along with others, I too wish the Na’vi looked more “alien”, but a large part of the success of “Titanic” was related to the fact that the movie wasn’t about a ship sinking, but rather about a love story set on a sinking ship. Since “Avatar” is also a love story, but one set in the future on an alien world, the audience has to accept that a human man can fall in love with a giant blue humanoid female with a tail. To this end, she has to possess certain attributes of human beauty. On the other hand, unlike “Titanic”, “Avatar” is visually so stunning that I think the story may take a back seat to the images.

The Pandoran plants and animals more than make up for the lack of alieness in the Na’vi. Real horses were used to capture the motion of the Na’vi’s mounts, so they look absolutely real at a full gallop. Videos of various terrestrial birds and animals were studied to develop the movements of the other Pandoran animals, and they too are completely believable. Unfortunately, I can’t mention anything more than what is in the scriptment or in the just released game screenshots, but the viperwolves (what the guy called “dogs” above) are far more nasty than their Earthly counterparts, and there are many animals far worse than them on Pandora. The “panther” is called a “thanator” and can eat a viperwolf for a snak. The horned creatures are “sturmbeasts”, and are kind of like buffalos. Like the machinery, the biological engineering of the animals has not been ignored. You will believe they are living on some planet somewhere in the universe. (Then again, perhaps Jim didn’t invent any of them – he just remembered what he had seen elsewhere, because he’s really an alien.)

The CGI banshees are nothing like those in the concept art picture – they’re much more amazing, both in their appearance, and aerial acrobatics. Even better than the ones in the game screenshot, although they are closer. And, yes, the Na’vi do ride them. But the banshees are mere pigeons compared to the leonopteryx.

Regarding the thanator, it was scaled down a little bit from the scriptment concept because if it is too powerful there is no drama in an encounter when the audience knows it can just step on an ampsuit and squash it flat. Now there is the slight possibility that an ampsuit might be able to beat a thanator. Maybe an old lame one. Perhaps. At least in the game.

Pandoran plants are as thought-out as the animals, and we see several that have unique characteristics (such as the spiral retracting one mentioned above). The plants’ colors in the daylight are almost irrelevant (and not all of them are green) – in the night scenes everything is alive with colored light, and those scenes totally eclipse (if that is the appropriate word) the day ones.

As to things like the floating mountains, etc, mentioned in the scriptment, remember that “Avatar” is much more than a movie – it’s a myth, a spectacle, and a cautionary tale. As a result, there are some things in it that are not explainable by “modern” science. But that does not mean that Jim ignored science. He had NASA scientists advise him on the space stuff, and uses Unobtanium, a room temperature superconductor, to explain other phenomena. But to make “Avatar” the truly exciting and spectacularly visual science-fiction epic it is, certain liberties had to be taken with reality. But no shortcuts – instead of “warp drive” or “hyperspace shunts”, Cameron’s starship travels at less than the speed of light, with all the complications of maintaining crew and passengers over a multi-year voyage, and the logistics of supporting a colony isolated by more than a decade of round-trip time.

Other compromises were made to allow the audience to experience “Avatar” without unnecessary distractions. Hundreds of years in the future, the English language will have evolved to the point where it might be incomprehensible to us (or devolved, if texting continues its relentless advance), so his characters speak contemporary English. On the other (four-fingered) hand, the Na’vi speak their own language, which has been developed by a college linguistics professor, and is perfectly believable because it is not just a bunch of random sounds (klaatu barada nikto) but a complete language with consistent syntax and vocabulary. The Na’vi also have a well-thought-out culture, with religion, music, cuisine, etc.

While “Avatar” follows the scriptment in general, there are a number of major points that are changed or eliminated, and new ones added. Sadly, the theatrical release of the movie can’t be four or five hours long, so some of the great scenes that were captured have wound up on the “editing room floor”. (Actually, they’re still on the editorial hard drives, so maybe a “Collectors Edition” DVD will have them.)

There is a great deal of crossover of assets between the movie and the video game, but there is no way that even a dedicated gaming computer has enough power to render the fluid motions of the movie’s GCI characters, let alone the incredible surface detail. (The game ampsuit doesn’t have windshield wipers.) Making the game 3-D only increases the number crunching. One of the advantages to CGI is that things like skin color are easy to change, assuming you haven’t already rendered the frame. Of course the game frames don’t take anywheres near the up to a hundred hours of a movie frame. The game can have their sturmbeasts any or all colors they want. I’m sure the Avatar game will beat any other game by a Pandoran mile, but it won’t come close to the movie itself.

(Regarding an old comment by “Woodsprite”.) The commercial/residential development which surrounds us is almost finished – in far less time than it took to make the movie. Our “stages” are actually old buildings left over from the Hughes Aircraft Company – you can Google Earth for an image. The largest building (with the white roof) was the live-action greenscreen stage (and also where the Spruce Goose was built), the smaller building across the street (with the tan roof) was the mocap stage.

The ultra-wide picture from the presentation looks like painted artwork, but much of our production art is computer-generated, and indistinguishable from a rendered frame of the movie.

We are finished with production, and Jim will have to work almost 24/7 to finish the show for its December 18th release. In my many years in show business, this is far and away the most fantastic (in both senses of the word) film I have ever worked on.

Another Loyal Crewperson

P.S. I work on the production crew – not Fox’s publicity dept. But everyone here is completely taken with the project, and our enthusiasm knows no bounds. When “Avatar” hits the theaters, no one will be disappointed with the images on the screen, no matter how high their expectations are. YOU HAVE NEVER SEEN ANYTHING LIKE THIS – JUST ASK THE PEOPLE AT THE PRESENTATION!

Thanks to "Another Loyal Crewperson" for this letter, as well as for the years of work on Avatar.

From everything I've heard from people working on the project, Cameron was dead-on when he said, "There’s a spirit on this film, an esprit de corps amongst the virtual team, that comes from knowing we’re doing something absolutely groundbreaking."

And that's probably the best reason of all to be excited.

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Wednesday, June 24, 2009

Avatar Footage News Roundup from Cinema Expo

Hi, Michael here with some more cool Avatar stuff out of Amsterdam.

First, check out this great write up of the footage over at Comingsoon from a 3D skeptic.

Then head over to IESB for another description from a viewer who wants to freeze himself until Dec. 18.

The Hollywood Reporter was one of only two media outlets allowed into the Fox presentation, out of an estimated 1250 total attendees from the European movie industry. Here is an exerpt from their full report:

"The future's so bright I gotta wear shades!" James Cameron cried Tuesday as he strode onto a stage -- with his 3-D glasses on -- to unveil the first publicly shown clips from his $300 million 3-D sci-fi actioner "Avatar."

The fittingly epic film promo literally added an extra dimension to Fox's presentation at the ongoing Cinema Expo.

"Three years ago, I stood up here and said the 3-D renaissance is coming," Cameron said. "And from what we've seen in the business, we can now say it has arrived."

In introducing the 24-minute assemblage, Cameron said much of it came from the first third of the film but that there were also glimpses from unfinished portions of later battle scenes involving warring sides clashing over control of the fantasy world Pandora.

Cameron encouraged theater owners to add 3-D capability as quickly as possible. But acknowledging "Avatar" will have to play in a mix of conventional and extra-dimensional venues due to insufficient number of 3-D auditoriums, he added, "I just want to say that I think 'Avatar' is going to play great in 3-D, 2-D, any 'D.' "

What an epic intro by Cameron. That crowd must have been giddy. And I've been hearing that the after party was incredible, with Cameron and the cast enjoying an Avatar-inspired acrobatics and pyro show.

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Tuesday, June 23, 2009

Exclusive: Avatar Footage Impressions - "Everybody Just Gasped"

Hi, Michael here. The consensus of those chosen ones who filled the seats of the RAI Auditorium for the Avatar presentation is that they witnessed something historic. Something they would be proud to tell their grandchildren about. Something shared and communal. Something that will bond them for life.

Awe is the second major reaction. The inability to articulate what they just saw. Or perhaps more aptly, the knowledge that their efforts to communicate the experience are completely futile. For Avatar is not something that can be put into words-It is an emotional experience, utilizing technology that shouldn't exist for 10 years or more. It is dreaming with your eyes open.

Read the impressions below (fresh from someone at the showing) to get an idea of what it was like to be in that room, at that historic moment.

WARNING: FOOTAGE DETAILS BELOW MAY CONTAIN SPOILERS!

Hey man,

This was all part of the 20th Century FOX 2009/2010 presentation. We saw clips of movies not out til november '10. But then Avatar was introduced and the crowd went silent
Sigourney Weaver, Sam Worthington, Zoe Saldana and Stephen Lang stepped on stage and introduced us to their characters and a brief into of the story. They then announced we would see a large range of clips in sequential order
We got to see clips with their scene numbers attached. Which ranged from sc. 8 to scn 48 -54 til 82. 82 is the last fully completed scene we saw which was only in act 2 of the film.
The clips were amazing, can't go into detail too much but we see Jake a lot. My memory of quotes is fuzzy cos of the impression the screen makes.
First clip showed us a militairy briefing with Stephen Lang's character about how brutal the N'avi are.
He says: "My job is to keep you all alive, but I'll fail." Jake is in a wheelchair listening to the brief.

Next scene we get into the lab, see two N'avi on labtables subdued. Jake enters lab with Joel Moore's character Norm Spellman who's a new doctor but knows a lot about N'avi.
Next scene we see Jake and Norm entering two tanks. Jake is getting out of the wheelchair, tries to get into the tank. Someone wants to helps him but he says he can do it himself and gets his limp legs into the tank. Sigourney's doctor Grace says "So you just came out here without any training and decided to get in on this? "

Then we see them take hold of their N'avi's. Norm is adjusting slow, while Jake stands up, wobbles, hits stuff with his tail and then STORMS out of the base into the wild.
Until now, all we saw was the base in 3D, mostly humans and now the 2 N'avi Avatars.
They look NOTHING like the drawing you've seen. They're living creatures with blue skin, bigger yellow eyes than humans with tails. The avatars even look like their human connectors. You will NOT believe the detail. Jake's character will get a wound in a scene we saw later, it looked so real. You could see beneath the skin's first layer, like only real wounds show. We later meet creatures that look like the evolutionary link between a pherodactyl and a bird. They can connect with the N'avi and hunt with them. They connect with only ONE N'avi and do this by swallowing the N'avi's tail with their mouth so they stay connected.

The world outside is amazing. It all lives, breathes and works.
You will not believe the amount of leaves that look like someone created that jungle for real. Later scenes involved Grace, Norm and Jake in the jungle exploring. Jake encounters a animal which stomps towards him, Grace tells him to stand his ground. He does and the animal backs away to reveal a more sinister animal behind them. Jake fights it and runs.
Next scene we only see Jake so I assume he lost Grace & Norm. He is being attacked by very very very nasty black dogs. Not only do we see their teeth, their gums look nasty as well. It's all so photorealistic you first wonder where they got these dogs. They look like our dogs but slightly different and it's only then you realise what this is. All CGI.
Jake gets saved by Neytiri (Zoe Saldana), a real N'avi with bow and arrow. Afterwards he wants to thank her but she gets mad. She says "You not need thank me, this shouldn't have happened. They shouldn't have to be killed if it wasn't for you." The next scene we see is Neytiri and Jake on a treeledge entering a Pandoran village where seeds of a sacred tree touch Jake. I mean touch. They touch his skin and then some fly off while others get absorbed by his N'avi skin.

After that: Cameron entered the stage. He talked about the beasts and how we now saw how it was to walk on Pandora. Now we were going to fly.
We then get introduced to the beasts I mentioned earlier and a small scene of Neytiri riding one ends the scenes that were finished.
Cameron then came back, talked about the specifics of the rendering already mentioned by others and then said: Now imagine 3000 of these beasts.
One more scene was shown then of something that will be near the climax of the movie. A battle between humans and N'avi. It was mo-cap footage of humans with the template CGI. Best to describe it would be World of Warcraft on a high-end PC. That's what it looks like when it's 40% done. And that is NOTHING like it'll end up but it shows WETA, Cameron how the scene will play. And even in that stage, the amount of bodymovement is absolutely realistic. In that scene we also meet the bot that was displayed at the afterparty.

What is most imporant about this movie: Everything lives and breathes. The tree in the scene with the sacred seeds glowed. Not the bast, but the tree underneath glowed like a living thing. Jake encounters plants which look like a kid's slide which shrink when he touches them. Little fireflies and birds fly through the shots without being there. You just take them as the world, like a dove in Central Park. It's not placed there, it lives there and just happens to be in the shot.
There's a shot of leaves somewhere which is so photorealistic you don't want to think it's CGI. You believe this world from the get-go. It's there, you don't need to believe it because you will experience it.
The cast and Cameron came back on stage after the last clip, took a VERY VERY VERY long round of applause and the houselights came on.

The audience afterwards was stunned. Everyone just gasped, wondered and just couldnt believe what they saw. [Cameron] is so proud of this movie and still handles it with great suave like he just folded a paper plane. I am just mindbaffled how a genius like that can contain himself with something like this.

This movie will change the industry. It can now enable me to play a character in a studio, then to be transferred into something different on screen so an audience will believe I am that different character. This is not the Polar Express style 'change of character'. This will enable actors to act without them being cast on looks, but on bodylanguage from now on.

Fifty years from now I'll tell my grandkids I was at this presentation and witnessed it 6 months before the movieworld was changed.
Only shame: I won't be able to see the final product like we saw today. With Cine Expo the most advanced projectors and audio is installed which won't be rolled out to most cinema's til probably next year's summer. But IMAX 3D will make this movie shine like never before, I hope.
I hope this gives you an impression of what we experienced. I had a hard time putting it to words. You just can't fully do it.

Thanks very much to our source who was kind enough to attempt to communicate the experience even though he knows that task is impossible!

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More Pictures from Avatar Party!

Michael here. These come from @UCSNord on Twitter.


Awe-inspiring stuff. When you are running through the bioluminescent forest at night, moss lighting up under your feet, you will think you are dreaming.




















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BREAKING: Exclusive Photos From AVATAR After Party At CineExpo!!! **WARNING SPOILERS**

Guys - Jim here...

**WARNING SPOILERS** Do not view photos if you want a pristine viewing experience for James Cameron's AVATAR! You have been warned.

STUNNING photos from the After Party at CineExpo in Amsterdam has just landed in my inbox - I literally can't believe what I am seeing! The first shot is obviously of the AMP Suit and man, is it ever cool how it is lit up. This party was held right after the screening of the AVATAR clips for the lucky crowd at the industry show.

Click to enlarge!

The huge photo of course is of the projection on the wall in the after party room. There seems to be 3 projectors illuminating this mural and WOW... Do you get the feeling that this movie is going to just blow your mind? We finally get a glimpse of the Na'vi too!! Imagine their 9 foot height as well.

You certainly get the "Garden of Eden" feeling from this shot. Seems to be waterfalls behind the Na'vi - and the foliage and lighting! The Na'vi on the left appears to be in motion - hard to tell if it is running or walking, probably the former. Look at the scope and grandeur of the scene - it truly is another planet imagined and created from the ground up.

Now picture this in stunning stereoscopic 3D. James Cameron's 3D, not someone who has just been introduced to the format - we are talking perfect 3D imagery here.

And of course you all should note that the plant life at night is NOT green! It is very much bioluminescient! The AMP Suit photo also shows some foliage to the left. You guys that were disappointed with the green plants during the daytime will be suitably impressed with this.

It must be said that this may NOT be a scene from the movie as it is far too wide to be captured from it - however, the gist is the same. What I wouldn't give to be at the after party right now! :-)

The third photo is simply a blow up of the Na'vi from the second picture. They look stunningly graceful. And LARGE.

More on these breaking photos when I get it!! :-) If you are seeking info on AVATAR - keep on MarketSaw of course!

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Avatar Scenes Shown at Cinema Expo!

Michael here. I have confirmation that 3 full scenes from Avatar were shown at Fox's presentation today at Cinema Expo.


-This may be obvious, but Fox has confirmed they will not be releasing the clips online, as that "is not how one should be experiencing it."

-Jim tells me that Fox has given him official confirmation of the footage showing. Hopefully they will provide us with some more details soon!

-Multiple sources are saying that Cameron and all the lead actors were there. I'm hearing that Worthington, Weaver, Saldana and Lang were present.

-According to a friend of firstshowing.net webmaster Alex Billington, Cameron told the crowd that "3D is here and here to stay."

-Alex: He kept teling me that it's "truly unlike anything you've ever seen." First public(ish) showing of Avatar footage seems to be amaazing.

-Follow Alex's Twitter updates here: http://twitter.com/firstshowing

-MarketSaw reader clogwyn writes: Friend of mine is at Cine Expo - he just called me.
They showed loads of Avatar footage.... he said it was unbelievable. I will try to find out more tomorrow.

-clogwyn: I will find out more tomorrow when i speak to him.
This guy is an industry pro and has very high technical standards - but this presentation blew him away! ;-)

More reactions from Twitter:

@dt4storms: Still in awe of meeting James Cameron... Avatar will change movie industry forever.. thank you Jim

@gjkooijman: is mindblown

@gjkooijman: still can't process the Avatar presentation he saw. It's nothing you can imagine, it's real. Cameron made a new planet and took a cam there.

@gjkooijman: saw 40 minutes of James Cameron's Avatar footage at the Cinema Expo tonight. THIS WILL CHANGE MOVIES FOREVER. Trust me, it will.

@NafRas: OMG keep this in mind James Cameron's AVATAR this Dec. it's gonna rock the way u see movies! Preview @ cinema expo leaves me wanting more

@sperling: It's official! The footage from "Avatar" shown at Cine Expo was amazing. Absolutely stunning in 3D. Should be a huge hit.

@UCSNord: "Avatar" footage at #cinexpo: CGI was photorealistic, characters look really real. Believe the hype, this movie will be massive!

@UCSNord:
Fox's product presentation at #cinexpo offered about 15-20 mins of "Avatar" footage in 3D, presented by Cameron & members of the cast.

@UCSNord: "Avatar" footage at #cinexpo was presented by Cameron, Weaver, Worthington, Saldana and Lang, who all attended the after-party.

@UCSNord: Footage from "Avatar" at #cinexpo was stunning, literally jawdropping. Amazing visuals unlike any before seen, with incredible detail.

@UCSNord: The screening room was packed, I'd say about 1500 to 2000, around there. Genuine excitement and an amazed crowd.

More news as I get it.

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Monday, June 22, 2009

Exclusive Interview: CLOUDY WITH A CHANCE OF MEATBALL's Rob Bredow!

Jim here. Got a special treat for you stereographic 3D animation fans out there! Rob Bredow, Visual Effects Supervisor for Sony Pictures Imageworks spoke with me about the work they have done on CLOUDY WITH A CHANCE OF MEATBALLS and I tell you, the more I see and hear about this project the more stoked I get.

CLOUDY rolls in for release in 3D theaters across the country on September 18.


So here is Rob Bredow!

Jim: How early in the process was the decision made to make this a 3d film?
Rob: CLOUDY WITH A CHANCE OF MEATBALLS was a great experience for us because the studio supported it being made in 3d almost from the very beginning. This gave us the ability to be 3d aware in the early planning stages and during the layout phase of the movie. This also gave us the ability to really tune the 3d experience from beginning to end.

Fortunately at Sony Pictures Imageworks we have a long history of making stereo films dating back to The Polar Express in 2005. Since then, we have approached each of our animated film as if they may be done in 3d because it’s been our experience that once filmmakers see the work coming together, there is almost always a desire to extend their films to three dimensions and make it as immersive as possible. We’re very fortunate that Sony Pictures Animation’s CLOUDY WITH A CHANCE OF MEATBALLS is our 7th stereo production here at Imageworks.

Jim: From your experience, besides things like convergence and interocular, what do you find yourself focusing on in order to make a shot or sequences of shots work in 3D?

Rob: We talk a lot about our “stereo budget”. We like to budget how many of those high impact moments you will have in the film. We’ve found the more selective we are with the stereo moments, the more effective those moments are for the audience.

For a movie like CLOUDY WITH A CHANCE OF MEATBALLS, it’s easy to imagine some amazing stereo moments when you’ve got food falling from the sky and feeling like its landing right in the audience. CLOUDY WITH A CHANCE OF MEATBALLS is really a perfect movie for 3d.

Jim: Are they any new stereoscopic 3D techniques that you are pioneering on this film that you have not yet implemented in your previous 3D movies?

Rob: Our stereo 3d technology has come pretty far. We are no longer inventing as much new technology but rather refining our techniques for the creative requirements of the film. Specifically for Cloudy we refined the way we used our 3d camera layout and did that work as early as possible. That allowed for the most creative flexibility on our side which in turn will help create a great 3d experience for the audience.

Jim: What sort of computer and software do you use in your day to day tasks in creating CLOUDY?

Rob: We use a wide assortment of hardware and software to make our films. We use some off-the-shelf software like Maya and Houdini as well as our own in house software for cloth, hair, lighting and many of the other areas of our pipeline. One of our biggest achievements on Cloudy is using a new renderer called Arnold which we helped to develop in order to meet the needs of this film. Some of the scenes like the Jello bounce house and the Gummy Bears would have been nearly impossible without this new rendering technology.

Jim: If someone was starting out and wanted to be doing exactly what you are doing today, what advice would you give them? What education is required/suggested? Do you have to work at a single location all the time or can you work remotely?

Rob: First, go see lots of movies. It’s a great training ground. Then, get as much experience with 3d animation, lighting and rendering as possible. The nice thing is that home computers are very fast today and there are cheap or free training versions of some of the software we use everyday. That kind of experience goes a long way towards both teaching you how stuff works, and making sure you love doing it.

Most of our artists work in-house but we do have a few people who work remotely.

Jim: Some artists may have differing opinions on how to present their scenes in 3D - how is this brought into the creative mix to determine a final decision for the team?

Rob: For each show we have one person who makes the final stereo calls for the film—the stereo supervisor. This helps give the movie consistency and we make sure we make the strongest choices for the movie, not just each individual shot. Of course, artists often present creative ideas and as long as they contribute to the film overall, they make it into the film.

Jim: Describe a typical day in your life - How much of the day is spent in creative process as opposed to actual scene creation?

Rob: My job consists of supervising the teams of people working on the various aspects of the film. Most of my time is spent in the screening room reviewing work and providing direction as the teams work to complete their lighting or effects work. Most of my interaction is on the creative side, although we still spend time talking about the technical merits of one approach over another.

In terms of the life of an artist, we work really hard to provide tools so that they spend their time making creative choices instead of fighting technical problems. Even so, the best artist has a good mix of technical and artistic skills because there is always troubleshooting needed to pull together shots as complicated as the ones we create.

Jim: The color palette for CLOUDY is amazing - are there special techniques involved in creating this, and/or is it there a person on the team that is influencing in this direction?

Rob: Michael Kurinksy is the art director on the film, so thanks to him and his team, we were provided with great inspiration for the colors and lighting found throughout the film. Each of our supervisors and lighting leads then add their own personal touch as we take those ideas from paintings to an actual 3d world.

We’re also doing some things in the way we’re handling the color to make sure the version you see in every theater matches our original intent as closely as possible. Cloudy is going to look incredible on new digital projectors that many theaters are now adopting.

Jim: How long does a project like CLOUDY take to complete?

Rob: I’ve been working on the project for two and half years and that’s pretty normal for an animated project..

Jim: I enjoyed your CLOUDY display at ShoWest this year (That's me under that giant meatball)! Do you rely on actual physical science in your world (effects of gravity, etc) or do you employ a cartoonish freedom for this project?

Rob: I like to say that CLOUDY WITH A CHANCE OF MEATBALLS is the first real “cartoon” I’ve ever had a chance to work on. I supervised animation before on Surf’s Up and The Polar Express, but those experiences didn’t offer the same freedom to bend the rules of physics like this film does.

Jim: How do you integrate the voice cast? Is it a kind of a chicken and egg thing where you need to have the actors give an emotional performance to get their faces just right - but to enable the actor's success you need to have the scenes playing out in front of them?

Rob: The actor drives the performance. We nearly always record the actors first and they are free to give the characters the voice they want and then we build the animation around their performance. Sometimes we even record video reference of the actors so we can be inspired by their facial expressions.

Jim: What are you the most proud of in CLOUDY?

Rob: I love the fact that we have such a wide variety of everything in CLOUDY WITH A CHANCE OF MEATBALLS. From the amazing clouds, the food falling from the sky, the wide array of characters, the huge town—basically everything about the scope of the movie is incredible. We joked around at the beginning of this production that we didn’t have any thing in Cloudy that we didn’t know how to do, but we weren’t sure how to do it all together! That’s been the trick because Cloudy packs it all into an amazing 90 minute movie.

Jim: Why is there such a different feeling between animation houses? SHREK is so much more different than WALL-E, yet both are obviously very successful. Is the difference in the human resources or the technology involved? Both?

Rob: I think there are both technical and artistic choices that yield such different looks between houses. One thing that we are proud of at Sony Pictures Imageworks is that we don’t have one “house look.” This year we have worked on Watchmen for Warner Brothers and that had completely photorealistic human animation, G-Force for Disney which has hi-tech photorealistic computer generated guinea pigs, and Sony Pictures Animation/ Columbia Pictures highly stylized film CLOUDY WITH A CHANCE OF MEATBALLS all at the same time. In fact, some of the same artists worked on multiple films. It’s one of the great things about working at a place that does animation and live action visual effects at the same time.

Jim: Did you use a 3D virtual camera while making CLOUDY?

Rob: Absolutely. Our hand-held virtual camera is a great tool in our arsenal. You’ll notice it especially during the action sequences where a hand held camera really helps compliment the action.

Jim: What project is next for you?

Rob: After Cloudy wraps, I’m moving into the Chief Technology Officer position for Imageworks and will be supervising the technology development for our studio. This will give me an opportunity to work very closely with the teams building the next generation of technology for our next round of films.

I want to thank Rob and Sony Pictures Imageworks for their help in putting this together! I am really looking forward to seeing how 3D is used here as the movie begs for some in your face action - normally I am against that of course, but for family adventure movies like this (and horror too) and if it is used tastefully (meatballs!!), then all is good.

Everyone who sees this movie owes me 100 meatballs. And I WANT my meatballs! :-)

If you haven't seen it yet, check out the trailer for the movie below...

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EXCLUSIVE SET PHOTO: Alexandre Aja's PIRANHA 3-D Will Have Some Humor!

Jim here. Got another spy shot from the same source that sent me the bloody boat pics from PIRANHA 3-D!

Click to enlarge...

This one shows that the movie is NOT lacking in the humor department! I love it! Take a look at the floating stage where they apparently hold a wet t-shirt contest: The banner overhead clearly says - WILD GIRLS - DYING TO GET WET. Nothing like a good pun to get you in the mood for a bloody good time.

Just how tongue-in-cheek will PIRANHA 3-D be? Will they go overboard? Or are they baiting us? LOL :-)

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Tons of Official "Alice in Wonderland" Images!

SAME DAY UPDATE: Michael here with two new pics from YAHOO! Movies, one of Mia Wasikowska as Alice, the other of the Tweedle bros.

Michael here. USA Today just posted a first look at Tim Burton's 3D CG/live action reimagining of Alice in Wonderland, and the article is chock-full of art and images from the film. I've seen some of this before at events such as ShoWest, but until now none of it has been made public.
An interesting piece of news from the article is that the movie is a sort of pseudo-sequel to the original Alice in Wonderland story: "Alice, 17, attends a party at a Victorian estate only to find she is about to be proposed to in front of hundreds of snooty society types. Off she runs, following a white rabbit into a hole and ending up in Wonderland, a place she visited 10 years before yet doesn't remember." This raises my interest in the film to even higher levels, as it allows Burton to approach the material from a fresh perspective. It will be fascinating to see how an older Alice reacts to Wonderland, and how the denizens of Wonderland react to an older Alice. What will be the same, and what will be different?

Also of note is that the film took 40 days to shoot: "We finished shooting in December after only 40 days," Zanuck says. Now the live action is being merged with CG animation and motion-capture creatures, and then transferred into 3-D." I am curious as to whether that 40 days encompassed both the live-action shoot and the mo-cap work for the CGI characters.

It will be very interesting to hear more about the production processes that Burton and his team employed in making this movie. "Alice" almost seems like Avatar's crazy twin sister - both are huge, fantasy-based 3D/CG projects from visionary directors, but they utilize wildly varying production pipelines and 3D methodologies. I can't wait to see how this one turns out.

Head over to the USA Today article for all the full-size pictures as well as comments on the film and its characters from producer Richard Zanuck.










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Sunday, June 21, 2009

Quick Post: Laeta Kalogridis (co-writer of Avatar, Battle Angel, The Dive) Profile

Michael here. It's long been known that Laeta Kalogridis has been working on Battle Angel and The Dive for James Cameron, and her work on the Avatar script has also recently come to light.  Kalogridis has been a very well-respected screenwriter, but until now it seems she hasn't had much luck getting her screenplays produced.  Well, that's about to change - Kalogridis' career is really heating up.  Later this year, along with a little movie called Avatar, she has Martin Scorsese's Shutter Island.  She is also working on the script for the action-comedy Witchita, which will star Tom Cruise and Cameron Diaz.

The Los Angeles Times has an interesting profile of Kalogridis, including this quote about her collaboration with Cameron: "The whole reason I came out to Hollywood was the influence of [Cameron's] work, his transformation of how we think of action, and how we think of female heroes in action."

I can't wait to see what she does with Battle Angel, which has insane action along with a complex female protagonist.

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Thursday, June 18, 2009

New AVATAR In Game Screen Caps!!

**ANOTHER SAME DAY UPDATE: Jim here - Yet another trusted source says the smaller aircraft is a Scorpion and the chopper landing in the rainforest is a Samson - which are featured heavily in the final cut!

**SAME DAY UPDATE:
Jim here again with confirmed names for these beasts and more info from a trusted AVATAR source.

Here is what he/she said:
"The 'panther' is a Thanator
, which was called a 'manticore' in the scriptment. The tan/orange animals being shot from the air are 'Sturmbeasts', which the Na'vi hunt like buffalo. The scriptment's 'titanothere' is in the movie too, but with a new name. Since I haven't seen an image of it online yet, I can't talk about it. The comment about everything being brightly lit is only partially correct. While there are some scenes in the movie like this, much of the action take place in dimly-lit rainforests, and at night."

Be sure to keep clicking to MarketSaw no matter what AVATAR related material emerges on the Interwebs - 'cause we have the sources to explain what is going on in them. Again, no real spoilers here - just damn interesting info! :-) Some more surprises in store for us I am sure...

Jim here. Wow - some great new shots from the Ubisoft authored AVATAR game that everyone is buzzing over. These photos come from news.com.au and reveal quite a bit about the creature design on Pandora. Have a look!

Click to enlarge.

I have a good idea what we are seeing - but perhaps someone else would like to chime in on what you think we are seeing here? You guys wanted more photos on the flora - here they are! How true they are to the movie is anyone's guess, but I see no reason to deviate much when it comes to these designs. The only real differences between the movie and the game is that they take place at different points in time (no movie spoilers as far as plot - but introduces everyone to the alien ecosystem) and of course the graphics will be FAR superior in the movie.

Looks like stunning gameplay! Can't wait to see this in action. Thoughts?

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Wednesday, June 17, 2009

Quick Post: Pre-order Your AVATAR 2010 Wall Calendar

Jim here. Quick note from Mirza (thanks!) in my inbox had me pre-ordering the official AVATAR 2010 Wall Calendar from Amazon. You can check it out here - the price is $13.99. Sorry, no pics up yet!

What better way to count how many days AVATAR stays number one at the box office than a calendar? Gutsy move my Cameron and crew :-) heh.

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Tuesday, June 16, 2009

EXCLUSIVE: Bloody New Spy Photos From The Set Of Alexandre Aja's PIRANHA 3-D

Jim here guys. Got some recent exclusive photos from the set of Alexandre Aja's PIRANHA 3-D sent to me and of course you are the first to know! :-)

Click on images to zoom.

Here is what my source had to say about the photos: "These were taken with a cell phone, security was pretty tight. There is a great one with a half body laying on an overturned boat. You'll see the boats covered with blood, and a couple good pics of the hydraulic sound stage."

I don't think there are any spoilers in these photos to speak of, so have fun taking a look! Again, I love seeing behind the scenes (BTS) photos and set shots - gives me a really good feeling for the quality of the production and of course with Aja at the helm it is going to be awesome. Bloody awesome.

The top photo is obviously with someone missing a lower appendage no doubt bitten off in some gruesome fashion! The next photos are of the bloody decks of boats used in the movie. Finally we have some shots of the Soundstage complete with boats sinking and BTS hydraulics used in the movie. Seeing these scenes in 3D is going to be wicked.

I am super stoked for this movie guys. I am definitely an Aja fan and that could color how I am viewing this project, but heck - it looks good. And a blast to be on this production! Wish I was there! Just how much blood do you think Aja is using in this? :-)







































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Monday, June 15, 2009

Disneynature Picks Up Feature-Length "OceanWorld 3D"

Michael here.  Disney's new Disneynature label, which is off to a great start with the recent box office success of Earth, is set to release 3D Entertainment's 85-minute digital 3D documentary OceanWorld 3D.  I'm excited by the new wave of nature films and am encouraged by the wide audiences they are reaching.  I will definitely be checking this out.


Press Release:

Disneynature has acquired the North American and Mexican distribution rights to the exciting new underwater film "OceanWorld 3D," the first feature-length nature documentary ever filmed and released in 3D, it was announced today by Jean-Francois Camilleri, executive vice president and general manager for Disneynature, and Francois Mantello, chairman of 3D Entertainment.

The film is presented by Jean-Michel Cousteau, son of the legendary Captain Jacques- Yves Cousteau, and was directed and produced respectively by veteran filmmakers Jean- Jacques & Francois Mantello ("Sharks 3D," "Ocean Wonderland 3D," "Dolphins and Whales 3D: Tribes of the Ocean"). This deal marks the first collaboration between Disneynature and 3D Entertainment, a company founded in 2001 to produce unique and immersive 3D story-driven experiences for audiences of all ages. "OceanWorld 3D," an 85-minute feature film, premiered at the Cannes Film Festival Annual Film Market last month, and will be released theatrically in France and Russia starting this August. The film's North America debut will be announced at a later date.

Commenting on the announcement, Camilleri said, "We are honored to be working with the film's ambassador, Jean-Michel Cousteau, and the renowned underwater documentarians the Mantello Brothers in bringing this extraordinary film to moviegoers in the United States, Canada, and Mexico. This is exactly the kind of film that Disneynature is striving to make, and it delivers an incomparable level of quality and craftsmanship. 3D Entertainment set out to create the most extraordinary underwater adventure ever captured on film, and they have exceeded all expectations with 'OceanWorld 3D.'"

Jean-Michel Cousteau and the Mantello Brothers added, "We had various distribution options for this film, but Disney's overwhelming reaction made this a simple decision for us. With its tremendous commitment to 3D and its new Disneynature label, Disney is the perfect home for 'OceanWorld 3D.' We applaud Jean-Francois Camilleri, Dick Cook and Mark Zoradi for their involvement in the protection of the underwater world, as well as their strong creative instincts and impressive business acumen."

"OceanWorld 3D" takes moviegoers on an awesome journey that captures the beauty and diversity of the oceans - the source of all life on our planet - and inspires them to protect its fragile ecosystem and inhabitants. Guided by a sea turtle, viewers will enjoy a close-up look at her fascinating world from the Great Barrier Reef in Australia and Argentina's Peninsula Valdez to Mexico's Roca Partida Island, home to thousands of sharks. They will witness some of the most unforgettable scenes of life beneath the waves ever captured: the manta ray's enchanting ballet, the noble procession of hammerhead sharks; the lionfish's relentless hunt; dolphins playing algae-soccer; the astonishing beauty of the Spanish dancer sea slug and leafy sea dragon; and an exceptional encounter with the largest cetaceans on the planet. The film is the result of seven years of production, 25 international expeditions and 200 hours of footage shot exclusively in the wild in 3D.

"OceanWorld 3D" is presented by Jean-Michel Cousteau and endorsed by the United Nations Environment Programme. Produced by 3D Entertainment and Gavin McKinney Underwater Productions, it is a Mantello Brothers Film with underwater cinematography by Gavin McKinney, and featuring an original score by Christophe Jacquelin.

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Mitsubishi Set To Produce A Lineup of Eight 3D Ready HDTVs

Jim here. Mitsubishi may not the only one producing 3D ready HDTVs, but they sure are cutting to the chase. They will be running with no less than eight different 3D ready HDTVs this year and one of them will be a mammoth 82-inch DLP Model WD-82737 says Dealerscope.

And Mitsubishi has 67- and 75-inch screen sizes in its second-generation LaserVue laser TV series in the planning stages, while already shipping the 65-inch model (pictured).

Laser TVs are the next generation of flat screens that make Plasma and LED blush in comparison - and they are VERY 3D friendly allowing potential polarization right at the light source.
Make sure Santa knows you want this on your list...

Thanks for the tip Kyle!


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Saturday, June 13, 2009

Fox to Present its Future Movies at Cinema Expo - Will "Avatar" Have a Presence?

Michael here.  If you will be attending Cinema Expo International, which runs from June 22-25 in Amsterdam, we'd love to hear from you!


Fox has a presentation that could possibly include some new glimpses of Avatar.  Now, I have NOT confirmed that Avatar will be included as part of the presentation, but look at the description of Fox's event and judge for yourself:

Tuesday, 23 June


Please note for the 20th Century Fox International Screening & Product Presentation, no mobile

phones or electronic devices of any kind will be allowed in the RAI Auditorium. All electronics must be

checked in the cloakroom on the lower level. No exceptions will be made.

17.00 Screening

20th Century Fox International’s

“Ice Age: Dawn of the Dinosaurs” in 3D

Presented in Dolby 3D

(RAI Auditorium)

18.45 Refreshment Break

(Auditorium Lounge & Terrace)

19.30 An Exclusive Look at 20th Century Fox International’s Lineup for 2009 and Beyond

Paul Hanneman, Co-President, 20th Century Fox International

Tomas Jegeus, Co-President, 20th Century Fox International

Please note: This is a ticketed presentation. You will need to show the 20th Century

Fox ticket given to you at registration to gain admittance to this event. Your

Passport will not be admissible in place of a ticket.

(RAI Auditorium)


The high level of security of the Fox presentation along with the potentially huge box office of Avatar in international markets would logically suggest that something from Avatar could be shown.  If not, it would certainly be the elephant in the room.

So, what movies could they be showcasing from "2009 and beyond?" Probably not Ice Age 3, which would have just had its screening and would be opening in a matter of days.  This show is about getting international exhibitors excited about future titles, and Avatar is the only future big budget Fox release with the potential to make gazillions in international markets that would also have footage available to show (The A-Team and Voyage of the Dawn Treader have not started shooting).  Jennifer's Body, Fantastic Mr. Fox, and Alvin and the Chipmunks 2 are possibilities, but it would be strange to have an "Exclusive Look" that does not include Fox's biggest movie in years.

Also on Tuesday, Disney will be exhibiting what sounds like concept art and other "inspiration" behind Alice in Wonderland:

11.30-16.30 Cinema Expo Trade Show and Luncheon on the Trade Show Floor

(Note: Lunch will be served from 13.00 – 14.30)

All guests are reminded not to miss the exclusive opportunity to step down the rabbit hole, in hall

11, as Disney invites you to experience the artistry and inspiration behind one of 2010’s most

anticipated releases in the ALICE IN WONDERLAND Touring Exhibition

Please note that cameras and recording of any kind are strictly prohibited.


On Wednesday, Disney will be showing off its future 3D projects:

Please note for the Walt Disney Studios Motion Pictures International Screening & Product

Presentation, no mobile phones or electronic devices of any kind will be allowed in the RAI Auditorium.

All electronics must be checked in the cloakroom on the lower level. No exceptions will be made.

16.30 Walt Disney Studios Motion Pictures International Invites You to a Presentation of

Upcoming 3D Projects….and More!

Anthony Marcoly, President, Walt Disney Studios Motion Pictures International

(this presentation will showcase the masterImage 3D cinema system)

(RAI Auditorium)


It looks like a lot of interesting stuff will be happening at the show.  Do you think Fox will show off Avatar at Cinema Expo International?

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Time To STEP UP In 3D! Call For Extras TODAY

Jim here. I know there are a lot of would be dancers out there that are VERY interested in STEP UP 3D because many have already contacted me and asked for any details I might have. Well, this may not be for actual dancing (hey - could be!) but you would be in the movie!

Open casting calls are taking place TODAY in New York City by Comer/Gallucio Casting for extras in the dance franchise movie STEP UP 3D.


To act on this, send an email to dancemovie2009@gmail.com with a recent photo and contact information.

Tell 'em MarketSaw sent ya! :-) Oh and check out director Jon M. Chu's
Twitter and YouTube. The photo is Jon's dog checking out the scenes with a pair of RealD 3D glasses :-)

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Thursday, June 11, 2009

3ality Digital Systems CEO Steve Schklair Talks 3D Tech, Education, The Future of 3D, Peter Jackson, and More!

Michael here.  I had the honor of speaking with 3ality Digital Systems CEO Steve Schklair at the Produced By conference last Sunday.  Steve is one of the few true trailblazers of modern stereoscopic 3D, and his depth of knowledge and many years of experience shooting stereo put his company on the bleeding edge of the 3D industry.

3ality Digital's series of "firsts" include the first concert movie shot completely in digital live-action 3D (U2 3D), the first live 3D broadcast of an NFL game, the first live 3D sports broadcast available to consumers (BCS Championship, Jan. 8th, 2009), and the first episode of a scripted television series shot in live-action digital 3D (Chuck vs. The Third Dimension, aired on NBC on Feb. 2, 2009).

Steve's passion for achieving the best possible 3D experiences for his audiences is infectious, and I learned a great deal from speaking with him.  He also gave me the exclusive scoop that Peter Jackson is committing to shoot all his films in 3D, and will be working with 3ality Digital's rigs and technology to do so.

In the interview, Schklair sheds fascinating light on 3ality's mission and technology, what it takes to make a good 3D film, the need for stereo education (and his program that addresses this need), the future of 3D tech, and much more.

MICHAEL: So, last night you told me you had a crew shooting a concert on the east coast a few weeks ago?

SCHKLAIR: We had a crew on the east coast shooting what will be one of a few shoots for a concert. I can't say who, but there's another concert film in the works. And I think I told you we were recently down in New Zealand with Peter Jackson, who is committing to shooting his films in 3D, and will be working with our rigs and technology to do so. I think this is big news for the industry because we are all pushing to get theaters built. Some theater owners are on the fence, asking, "If we do jump [into 3D], is there enough content?" And having guys like Peter Jackson jump in and say things like "I'll be making all my movies in 3D" is a great vote of confidence for the theater owners who are thinking about making the investment.

MICHAEL: When did you start getting involved with Peter and his camp?

SCHKLAIR: Months and months ago. It's been under discussion for a while, until we finally went down and started shooting tests.

MICHAEL: So he'll be using 3ality Digital’s 3D camera rigs for that?

SCHKLAIR: Yes, and the image processors. Our primary business has been R&D and developing technology, because this has to be production friendly technology. The biggest challenge was always, if a feature was a 40 day shoot, doing it in 3D can't make it a 41 day shoot. It has to stay a 40 day shoot. So there's a lot of things you have to do in 3D that you don't do in 2D that could suck up a lot of time on a set - mostly realigning the cameras constantly when you do lens changes, or even focal length changes. So we've been working on a lot of technology to eliminate that hand tweaking.

MICHAEL: For example, things like software algorithms that can adjust convergence on the fly?

SCHKLAIR: That's the easy part. Adjusting for differences between lens mounts and chip sets and where they sit behind the lenses, or adjusting for concentricity in zoom lenses as you go from one focal length to the next - that's the harder part. And that part we've solved. So at this point we've developed a lot of technology in both the cameras and the image processors, but we can shoot in the same amount of time we can shoot in 2D, because we don't have to go physically touch the cameras to realign them. They align themselves automatically while we're shooting, through a lot of image analysis.

MICHAEL: So any slight deviation will be compensated for by the software?

SCHKLAIR: Yes - but NOT by degrading the image. By actually readjusting the positions of the cameras.

MICHAEL:
So is it a servo-motor mechanism solution? That's amazing - it must have super high precision.

SCHKLAIR: Down to the micron. Yes, we can move cameras within a micron of space, accurately and repeatedly.

MICHAEL: That is incredible. When I think of mechanical systems in general, I think they are generally imprecise unless you're talking about something like a Mars rover.

SCHKLAIR: Take that and multiply it by 10, and that's the precision we're able to hit. Even Mars rovers don't need the kind of precision we need. Because if we're doing a shot, and we're on a long lens - say 180 mm - and we're shooting something 80 yards away, it's only a micron of movement to go up by one pixel.

MICHAEL: Which would misalign the two images.

SCHKLAIR: Yes, and if they are even a pixel or two out of adjustment, we want to adjust it. But it's a microscopic movement to move that object one pixel up when it’s blocks away.

MICHAEL: I've also heard that you are spearheading a program for stereoscopic 3D education. Could you elaborate on that?

SCHKLAIR: Let me start with this: If 3D is going to be a viable business, it can't just be 3ality Digital and one or two others making content. It has to be the entire world of content producers enabled to make content. So if that's true, the best way to get there is to start selling the cameras that we spend millions of dollars and years and years developing including the image processing and software. If we put that in the market, then it's going to require training to use it. If it's not used correctly, we're going to end up back in the world of bad 3D images, which is not good for anybody in the whole business. So because we're putting equipment in the market, we started offering a training program called 3DIQ. And there's a number of tracks in that program, from field engineers to stereographers to camera engineers to some of the electronic, image processing engineering. So we have a number of tracks in that program, and people are signing up based on their skillset interest - consistent with the duties they normally have on a 2D set. So the camera guys will go through one track; they are welcome to take all of them, but they'll go through one track, the DIT's will go through another track, and the stereographers - which is kind of a new area - will go through another track. And by the way, I just heard that the DGA just recognized stereographer as an official title.

MICHAEL: So we'll soon be seeing stereographers listed in the end credits of movies?

SCHKLAIR: Yes, there'll be a feature coming out with the word "stereographer" in it, now that it's officially been recognized by DGA, which I think is a great step forward. So, we're offering training programs. And after that there's certification. In order to rent or use 3ality Digital hardware in the field, you need to be certified. Just like you need to be certified if you're installing a big Microsoft system at some company. You need to be trained.

MICHAEL: Because you don't want people using your systems and coming out with cruddy results because they don't know what they're doing with it...

SCHKLAIR: ...Because inevitably it will get blamed on the system when the answer is no, it's operator error. You didn't know how to use it properly. It's like any piece of equipment. If Panavision comes out with a new camera, there's training programs on the ins and outs of it. If you take out a D21, you're going to get a training program on how to use it. But this is such a leap forward in terms of technology that there just has to be training to go with it, and certainly stereography is a new subject, and there are very few people in the world who are good at understanding how to make settings out in the field that translate to a 40 foot screen, an 80 foot screen - because there is different geometry associated with the screen sizes. And so the stereography training program will not only show them the tools to make those adjustments, but what constitutes an acceptable - meaning "doesn't hurt you" 3D image. We might even get into the creative aspects. But what we're most concerned about is that there are people in the field using the equipment, using it well, and creating really good 3D images.

MICHAEL: Has the program started yet?

SCHKLAIR: We've just started the program. We have a class in June that has already sold out.

MICHAEL: Based in Los Angeles?

SCHKLAIR: Right now, based in Los Angeles. We could take this on the road - there's a couple business circumstances that will have us take this on the road.

MICHAEL: Have you received a lot of feedback / interest regarding the program?

SCHKLAIR: We've received an awful lot of interest. Even the cameraman's union is going to offer the program as an adjunct to the training they usually do. So there's a lot of interest in the business, because more and more people are being called to shoot stereo films. And if you haven't done it you don’t know what you’re getting into. You don’t know if it’s hard or if it’s easy. From my point of view it’s easy if you have the right tools and know what you're doing. Then it's not hard. It's just an added element.

MICHAEL: I would imagine some people are afraid of the learning curve.

SCHKLAIR: Frankly, I think the changeover to digital cameras from film cameras was just as difficult, because all of a sudden it's a whole new breed of camera that you don't shoot the same way as a film camera. And you don't shoot a digital camera the same way as a television camera. The reason a lot of shows shot in high definition look like bad television is because they get the cameras in, and since the cameras look like a TV camera, they shoot it like a TV camera. But it's not television at all - the settings are completely different, and the way you use it is completely different. And so those that have been trained in the differences between film cinematography and digital cinematography do fairly well with it. Those that treat it like a TV camera don't. So it goes back to training and education.

MICHAEL: So stereo will be another learning curve. And it sounds like what you're doing will help speed it up.

SCHKLAIR: It used to take years to learn how to shoot a stereo film. We've built tools such that now I'm comfortable saying that in less than a week, you can go off and shoot your own stereo film, and do it fairly well. Technically. Creatively, like any other field - it takes years to learn how to paint, it takes years to learn how to direct. It takes years to learn the language of any new medium. So that's not addressing the creative issues. That's something that will take people time to adjust to, and maybe someone walks in the door with a knack for it and that's all it takes. But technically within less than a week there's no reason somebody can't be out there shooting a 3D film on their own.

MICHAEL: That’s exactly what we at MarketSaw are espousing – a world where anybody, from a first time low budget independent filmmaker trying to get his film into Sundance, all the way up to the big budget directors, can afford and shoot spectacular 3D.

SCHKLAIR: Let me give you an example. We shot an episode of NBC's "Chuck". We walked on set the first day, and we had never met the crew except for the DP and the director and the producer. When Chuck was shot it was their DP, it was their operators, it was their 1st AC's - it was really their camera crew. They're used to shooting in 16 mm, so for them I think the harder leap was to shoot a show digitally. But within a few hours in the morning we were rolling. Their production schedule did not change when we went to 3D as it did from a 2D film. They shoot an excessive number of shots. They do 40 to 50 shots a day sometimes on that show. It's TV, it's very fast, and they are very ambitious in what they try to do. And we averaged the same number of shots. On one day we did 47 shots and a big company move all on the same day.

MICHAEL: This bodes so well for the future of stereo that someone can just jump in and so quickly duplicate the production schedule they are used to, while utilizing this new technology...

SCHKLAIR: ...But that's because we gave them the right technology to do it. We gave them cameras that align themselves so they didn't have to spend ten minutes between every shot realigning. They can bump to a new lens length, so we'd be shooting at 12 mm, and the DP would say, "For the next shot let's punch in for a close up." You could go to 30, 40, 50 mm, and the cameras would align themselves automatically in the middle of moving into that lens length, and you'd be rolling your next shot as opposed to what we used to do, which was run around, take out the screwdrivers and the wrenches, put up the charts, realign the cameras - which is a 10 to 30 minute process - before we were ready for the next shot. This is completely automated. And they had to tools to look at it, to tell whether the stereo's good, not good. We had three monitors on set so they could see what they were directing in stereo. It was really a very seamless transition for them because they had the right tools.

MICHAEL: Are you planning on doing other TV work?

SCHKLAIR: We're planning on it. I can't say what shows yet. But I think that's going to come a little more slowly because the TV manufacturers are just starting to put the monitors into the market.

MICHAEL: SMPTE recently came out with their recommendations, and the 3D@Home Consortium has been working with them - but it still seems like it's a while off.  Some people I’ve spoken to believe market forces would dictate that relatively affordable 3D home systems would be available by June 2010. What's your take on that?

SCHKLAIR: I think they will come on the market earlier than that, but I think June 2010 is a fairly aggressive and ambitious number for when they will be widespread. I know one manufacturer is going to be releasing way before that. Part of it is not just the release of the TV's, but the marketing and advertising that informs consumers that the TV they might already own is already stereo enabled. Look at the 2+ million DLP's that Samsung put into the market over the last few years.

MICHAEL: Most people probably don't even know that they are 3D.

SCHKLAIR: I'd say 99% of the people who own them don't even know they're 3D. So there's a big education process that has to go on in their advertising to let people know that "this is a 3DTV", or that the one you own might be a 3DTV.

MICHAEL: What has 3ality Digital’s involvement been with the 3D@Home Consortium and the setting of 3DTV standards?

SCHKLAIR: We're a member of the 3D@Home Consortium. As a group that's looking to not only educate, but perhaps also get involved in standards, it's important to us to be aware of what's going on, and actually even help guide some of it, because we probably have more practical hands-on experience than anyone else in that group.

MICHAEL: Could you go into a little detail on your different product offerings, in terms of the different 3D rigs and systems? Do you offer different systems and support for different budget levels - for people starting out who are looking to make, for example, a $2 million movie as well as for the larger budget productions?

SCHKLAIR: Because we have a number of product offerings - on the camera system side, the camera systems, in terms of where everybody might be - we are on the upper end of that. But these are very, very precision machines.  And so those are really for more of a high-end user: either a broadcaster, or people working on studio feature films that have reasonable budgets for camera equipment, whether that's to purchase or to rent from a rental house. That's at one end. I was just at a conference where I saw five or six new camera systems that were being built, and they were all much lower end than what we have. A lot of them aren't even automated - the convergence isn't automated, the interaxial is not automated...

MICHAEL: ...I've read about some where there isn't even an ability to toe-in, where the two cameras are just side by side...

SCHKLAIR: ...There are a lot of those.

MICHAEL: I can't imagine how those could produce good 3D...

SCHKLAIR: There are some people who believe you can shoot 3D films completely parallel and they do very nice films. It puts everything in front of the screen though, which works in an IMAX world. See, that's the IMAX theory - but their screen is so large you could actually do that.

MICHAEL: Because it takes up so much of your field of view.

SCHKLAIR: And you can put it so that the infinity plane is on the screen, and everything else rolls forward. That's the IMAX methodology. You have to adjust that in post if you are shooting in parallel and putting it on smaller screens, or certainly on a television. We, Vince and Jim, Paradise - we all don't believe that’s the right way to shoot stereo films. All of us converge. There are people out there who look at IMAX and say "Oh, that works" but they aren't taking into account the fact that it works when there is no periphery on the edge of the screen because your field of view is filled.

MICHAEL: There's been a rumor going around that James Cameron will be shooting a segment of a "Heavy Metal" movie in IMAX 3D. Have you heard about that?

SCHKLAIR: Haven't heard anything about it, but it sounds like fun. Power to them. I hope they make that movie. I hope to see more and more 3D content made, whether it's IMAX format, digital screen format, television format. It's about quantity of content at this point as the technology is there to deliver, but there's not enough content to fill up the chains, to fill up the shelves of the DVD racks. Certainly for those going out and buying 3D televisions there's not enough content to push them into that at this point, which then gets into the whole idea of live broadcasting.

MICHAEL: It seems like a lot of this hinges on Avatar...

SCHKLAIR: Avatar's going to be important, because there's a lot of anticipation for Avatar, and it's a Jim Cameron film.

MICHAEL: And it's going to be the first major, big budget, non-horror...

SCHKLAIR: ...Non-horror, non children's, non-animated children's movie, yeah.

MICHAEL: So I think that will kind of be a lynchpin. Also, "Alice in Wonderland." I was a little disappointed when I heard that Burton was not shooting that in 3D - I am not sure whether he is using Passmore, In-Three, or who he is using to dimensionalize it.

SCHKLAIR: Most of that film is CGI. There are live action plates that they've opted to shoot in 2D and convert. But the conversion part of that film will be very small because they are basically shooting a few human characters in front of a green screen, to put them in the movie. Everything else is CG.

MICHAEL: I've read about your 3flex systems. Could you go into detail on that and other product offerings? 

SCHKLAIR: The real magic is the stereo image processor. That's a box that has multiple functions - from the simple functions of just feeding a 3D television from dual camera streams, or feeding a movie screen from dual camera streams, to complex functions such as color rectification, stereo waveforms, stereo vectorscopes, to subtractive viewing - so you can see what your depth is - , to grids that let you measure that depth against a 40 foot screen, a 60 foot screen - so you can see where you're shooting. So the stereo image processor - which is named the SIP - there's a number of versions in there. That's really the magic. So whether you use our camera system or anybody else's - even if you don't have the money to use our camera system for that low budget group you were talking about, for me it would be impossible to take a low budget rig out without a stereo image processor. I've known groups who've picked up one of the low budget rigs - I believe it cost them $25,000 for the rig - and they put two cameras on it, and they spent days trying to line up the images. Then somebody loaned them one of our SIPs, and then in half an hour everything was lined up. There's a real relevance, at least to the low budget world, that at least if you don't have a 3ality Digital camera system - get a SIP, because it would be impossible to shoot without it.

MICHAEL: Could you tell us about the different versions of the SIP that you offer?

SCHKLAIR: We have a SIP 2100, which is being sold by Quantel, which is mostly for post production use. It hooks very nicely into the Pablo and lets you know lots of things. We have a SIP 2200 just coming out, which is a portable field version, battery operated. It’s got a touch screen interface, it will show you the picture right on it. So basically you can be portable. It just goes with the camera, or sits behind the camera - wherever you want to hook it, it has lots of things to hook it on. There's a SIP 2900, which sits in a rack. It's a blade unit, so you load the individual SIP cards into it. The SIP 2900 will hold 9 cards, meaning it will run 9 camera pairs, or 18 2D cameras. So that's more for broadcasting, for truck use. It's a common interface then that controls all those cameras, as opposed to individual SIPs each with their own interface and stacks of equipment everywhere, it's just one rack-mounted unit with a single interface controller that runs all the cameras on the field. So they all do pretty much do the same thing, but different configurations depending on your need. Now, we're selling the hardware for not much more than it costs us to make it. We're licensing the software to go into it. And the software is broken into a number of modules. Maybe you need the broadcast module, maybe you don't. Maybe you need the color module, maybe you don't. I mean, if you're shooting with REDs, you're recording RED code right into the hard drive, so you don't need the color module in our unit because you're not recording through it. So there's various modules that you can turn on or off by plugging the box into the internet and get a key for whichever pieces you want to turn on for however long you want to turn them on. If you've got a production that's 3 weeks long you buy the piece for 3 or 4 weeks, and that's all you're paying for. So you pay for the software on an as-needed basis, and you pay for the modules on an as-needed basis, which makes it, 1) a little more affordable, and 2), it's not having to invest out of your capital expenditures budget a huge amount of money, because out of the production budget, you can just buy the pieces you need. So for us it seemed like a better business model for both us and the customers, because it's much better if you have a show to be able to charge things to the show, and only charge what's needed for the show. I've shot 3D for years, obviously, and at this point I wouldn't go out on set without a SIP box. It's pretty much everything you need to know, and I don't know of a single group or person that's used it that hasn't said the same thing, "I could never go back to shooting without it."

MICHAEL: I don't know how much you can get into your business plan, but would you say the SIPs are 3ality Digital’s bread and butter right now?

SCHKLAIR: I don't know if I would say it's our main bread and butter. It's one of our leading products. We have a number of other products coming out. The camera systems are certainly a good leading product. Some of the production work we've been doing is a good leading product for us, although that's more to familiarize potential customers on shooting in 3D. Before anybody buys anything, they're going to want to shoot with it first. So that keeps our production group fairly busy. You go out and shoot something with whoever might be your customer, and at that point they can decide if they want to rent, if they want to buy, if they just want to hire another company to deal with it. But those are all revenue streams for us, and those are all good for our business, and certainly those are all good for trying to educate the market, because what we're finding right now is that it's education more than anything else. There is a difference between good 3D and bad 3D. But if you've never done this work, you have no idea what it takes to make good 3D, or why bad 3D is bad.

MICHAEL: James Cameron had some harsh words yesterday about My Bloody Valentine...

SCHKLAIR: I won't name names, but I will say that this business needs education right now more than anything else so that people understand the difference between good 3D and bad 3D. Because the bad 3D is a disservice to the entire industry at this point. There's some bad 3D out there. There are some companies that have announced that they are in the 3D business that have no idea what that means. They're basically a couple of hobbyists that decided, "Hey, 3D's a big thing, we could be professional movie makers." But there's a huge gap between actually being a professional movie maker, and being a hobbyist. And a lot of their gap is not even understanding what it takes to be a professional in the 2D business - forget the 3D business! There are hobbyists who suddenly jumped into this business, announced that they're professionals, they get hired because they can show a few 3D things on their reel, but they're not professional filmmakers, they're not professional broadcasters, and that's what's hurting the business as bad as some people who claim they know 3D and they don't.

MICHAEL: What are you most excited about now in regards to 3D?

SCHKLAIR: I'm excited that this business has gone from an idea - an evangelistic battle to convince Hollywood that 3D's time is here and now and that digital has enabled that solved all the problems, to where the business is. I'm excited that at major events like this, suddenly a lot of it is concerned about 3D - that never would've happened in the past. That there's conferences devoted solely to 3D at this point. All of a sudden there's 15 companies making 3D gear. I'm excited that the business is growing this fast. I don't get asked the question anymore, "Do you think it's here to stay this time?" because I think everybody's past that question finally, which is great. I'm really excited about some of the new technologies that are on the drawing board that obviously I can't talk about to press...

MICHAEL: Autostereoscopic?

SCHKLAIR: I will say we are not in the display business, so we aren't doing anything towards autostereoscopic. 

MICHAEL: So the new technologies that 3ality Digital is working on are not autostereo related, but they are things you can't talk about yet?

SCHKLAIR: They are all geared toward making stereo faster to shoot, easier to shoot, simpler. Even taking it down to the consumer level. Because this will go to the consumer level. As the 3DTVs come into the home, it starts move into the consumer level.

MICHAEL: And people would be shooting their birthday parties and weddings in stereo.

SCHKLAIR: One would think! And we have an awful lot of software that could be applicable. So I'm excited about a lot of the new products that we could get involved in, and some on the professional side as well. There's a lot we can do to make this work better. To work more simply. To automate the processes so it’s not so as much guesswork, handwork. But the functions that can be dealt with by a computer should be dealt with by a computer.

MICHAEL: What are your thoughts on higher frame rates? That's something that Cameron has been evangelizing - 48 frames per second.

SCHKLAIR: I'm evangelizing the same thing. 24 frames per second is a legacy left over from film projection, and it has a lot to do with sound speed and persistence of vision - that was the minimum frame rate to allow smooth motion. There's no reason why digital is tied to this 24 frames per second frame rate. I know there's a lot of theaters out there that have film projectors that only run at 24, but there are ways to shoot digital at much higher frame rates and do a 24 release for those theaters, but give the digital theaters a real high quality master. This is especially critical in live sports or anything where things are moving fast.

MICHAEL: People have been saying that a killer app for higher frame rates will be sports.

SCHKLAIR: Absolutely. And when I was at the 3D conference in France last week, there were a number of companies that have shot sports, and they all are having the same motion issues at the low frame rates.

MICHAEL: So the cameras can do higher frame rates. What about the current crop of 2K DLP projectors? Could they potentially show 48 frame per second stereo right now, or would they need some kind of upgrade?

SCHKLAIR: When we did one live broadcast, we actually ran at 60 frames per second. We had to reduce the resolution to get there, but the advantages...it's a tradeoff. We got much smoother motion but we had lower resolution. So the projectors can do 30 frames per second right now at full resolution. And how fast is it until a faster chip comes out for the projector? Very soon.

MICHAEL: It wouldn't be too expensive?

SCHKLAIR: No, I'm a big believer in Moore's Law - every 18 months, everything doubles.

MICHAEL: That reminds me of how Sony is converting pretty much every AMC screen in the United States to 4k. The changeover to 4k is happening much faster than I initially anticipated.

SCHKLAIR: Yeah, it happens faster and faster. The curve is upward. It's much faster than it used to be. So, yeah, there will be a lot of 4k cinemas, which begs the question, "where's the 4k content to fill those cinemas?" Which begs the question, "who's making 4k digital cameras?"  The hard part is not on [3ality] but on the camera manufacturers to make a camera that is actually 4k, to make a recording mechanism that records at 4k, and do it at least at 48 frames per second.

MICHAEL: I'd love to see that as soon as possible.

SCHKLAIR: Or 60. There's a lot of people who argue we should shoot 60.

MICHAEL: SMPTE is saying that the 3DTV standard should be up to and including 60p per eye.

SCHKLAIR: Yeah. Because they have a way to take it back to 24 for the theaters, but it also reaches 30 for television smoothly. It reaches 50 for Europe smoothly. It reaches 25 for Europe smoothly. So there are some people who are huge proponents of not 48, but 60. I'm a proponent of anything that's faster than 24.

MICHAEL: Anything else you want to add about 3ality Digital and what you are doing?

SCHKLAIR: If you look at the work 3ality Digital’s done, what we're interested in is supporting this business through incredible, high quality imagery. We are perfectionists on quality. We're not just out there to pump some gear out and make a quick buck and get out of this. We're in this for the long run. So quality for us is key. We're interested in quality, and we're interested in educating the market so they understand the difference between good and bad 3D, because this is the only way the business will sustain.

MICHAEL: What's next for you, and 3ality?

SCHKLAIR: We're heading into a couple more productions. And designing the next gen camera rig. And it just doesn't stop...it's a good thing!

MICHAEL: It's a very exciting time for 3D. Thanks so much for talking!

Visit 3ality Digital's website at www.3alitydigital.com
3ality Digital is a sponsor of MarketSaw

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Wednesday, June 10, 2009

Disney to Showcase "Alice in Wonderland", "TRON", "Toy Story 3" and More at D23 Fan Expo!

Michael here.  Disney has announced that they will be holding their first-ever D23 Fan Expo from September 10-13 at the Anaheim Convention Center.

The show will give fans sneak peeks at Alice in Wonderland, TRON, Toy Story 3, A Christmas Carol, RapunzelPrince of Persia: The Sands of Time, and more.

Disney President and CEO Bob Iger calls it "the ultimate event for the multitude of fans who have been so instrumental in Disney's success."

From the D23 site: From September 10–13, 2009, the D23 Expo will transform the Anaheim Convention Center into the single largest gathering of all things Disney ever assembled in one place at one magical time. The incredible experiences, exhibits and presentations at the Expo are another way D23 will connect fans to the timeless stories, characters and amazing worlds that we create here at Disney.

For tickets, schedule of events, and more, visit d23expo.com.

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Tuesday, June 09, 2009

HELIUM3D: A Head-Tracking, Autostereoscopic, Body Controlled Gaming System!?

Michael here.  Now this is exciting.  Autostereoscopichead tracking, multiuserAND body-based motion controls?  Meet HELIUM3D: An interactive 3D body-sensing system developed by a team at De Montfort University that seems like it might give Microsoft's Project Natal a run for its money.

We're getting closer to the Holodeck / Matrix every day it seems!

Read more below: (Source: De Montfort University, via Video Game Media).

The [Imaging and Displays Research] group specialises in advanced autostereoscopic 3D displays and under our latest project HELIUM3D we are developing a revolutionary interactive 3DTV system which could change the way television is watched and computer games are played. The €4.2 million (roughly £3.9 million) HELIUM3D (high efficiency, laser-based, multi-user, multi-modal 3D display) project aims to develop a television that can recognise where somebody is sitting in a room and what they wish to view and interact with on their television.

Researchers believe it is a step towards truly interactive 3D video games where gamers use their bodies to control the action without the need for a controller.

The project is also exploring ways of allowing viewers who are watching the same television to each view a different channel at the same time and could even let them choose different viewing positions within the image.

For example, groups of people watching a football match in the same room could each pick the part of the stadium from which they would like to experience the action.

The 3D effect will be seen without special glasses and will use head-tracking technology developed during previous 3DTV research projects led by DMU to deliver the perfect image to every viewer.

The system will not only display standard 3DTV, it will also allow viewers to experience an effect known as motion parallax or the ‘look-around effect’. This is where the image has a ‘holographic’ quality, giving it a greater sense of depth and movement than standard 3D.

Researchers at DMU’s Imaging and Displays Research Group (IDRG) are leading the work, with partners from: Fraunhofer Heinrich-Hertz-Institut; Philips Consumer Lifestyle; Technical University Eindhoven; Nanjing University in China; Barco, a display hardware manufacturer in Belgium; University College London; and Koç University in Turkey.

The project is supported by £2.8 million funding from the European Commission’s Framework 7 programme.

Researchers working on HELIUM3D will also be exploring the display’s potential in professional applications, including medical imaging, video conferencing, engineering design and oil and gas exploration.

DMU’s Dr Ian Sexton, Head of the Imaging and Displays Research Group, said: “The inherent flexibility of the HELIUM display takes it beyond mere 3D and will open up a whole new world of exciting interactive possibilities.

“The display will give gamers a new freedom to enjoy interactive 3D television and games – for example viewers or gamers will be able to see 3D on the HELIUM TV and also interact with the game through the viewer sensing built into the system wherever they are in the room and without 3D glasses. This will make 3D games more natural, exciting and ‘real’.”

He added: “The system will also be used for more serious uses such as medical imaging; doctors and surgeons will be able to intuitively ‘fly’ through a 3D scan of a person to make a diagnosis or to prepare for an operation, making a 3D display that will be useful to a wide audience.”

Previous 3D systems have used flat panel displays in their design but HELIUM3D will use a new type of front screen.

The Gabor superlens screen used by DMU researchers replaces the usual LCD screen found on commercial television sets and is much more efficient than other technologies.

This will allow brighter whites and darker blacks, meaning the resulting image will be much more vivid than in previous 3D projects.

The HELIUM3D funding from the European Commission is the latest in a string of projects which the IDRG has worked on over the past seven years, worth nearly £14 million in total.

Also check out the Helium3D project website for more details.

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Another E3 Vid: John Landau and Ubisoft Producer Talk "Avatar"

Hi, Michael here with another video from E3, this one from the Associated Press:



Highlights:

-John Landau explains the level of divergence between the game and movie, saying that the plot of the game takes place a full two years before we ever arrive at Pandora in the movie.

-Landau calls the game "a great tease to the movie." He mentions how they want to educate people about the world of Pandora before the movie opens, as there "is so much there." Letting audiences step in the theater with some ground knowledge will help the movie "take them on a transportive story."

-Executive Producer of the Avatar Game Patrick Naud describes the insane levels of security within Ubisoft's Montreal offices, including what he calls "the bunker."

-Landau: "My Star Wars comparison is simply that they created a whole universe. I don't have the hubris to suggest that we will have the same success. But why do people turn to entertainment? They turn to it to escape the world we live in today. I think what Jim has done is created a world that people will want to escape to. Both in the video game, in the movie, in the toys, and elsewhere. And that's the similarity between Star Wars and Avatar."

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Monday, June 08, 2009

Rumor Control: Cameron/Heavy Metal and Avatar 189 minute runtime

Michael here.  Both the purported 189 minute runtime for Avatar as well as the story that Cameron is directing a segment of a movie version of Heavy Metal should be viewed as mere rumors and speculation.  There has been nothing even approaching confirmation on either of these "stories."

Rumor #1: "Avatar" 189 Minute Runtime:

 The 189 minute story comes from the Twitter feed of a t-shirt selling website, via Slashfilm:

"According to the threadmeisters at Film Crew T-Shirts, the running time of James Cameron’s Avatar is going to be… drum roll please… 189 minutes. How would they know? Well, I assume they’ve fostered some strong relationships with members of, quite obviously, film crews, and furthermore that one of these folks is a crew member on Avatar. Far from impossible."

This runtime claim is unsubstantiated, and likely just a made-up rumor.  Looking at the t-shirt company's Twitter posting, they also seem to think that ancient, fake youtube Avatar trailer is real.  Plus none of the t-shirts on their film crew t-shirt website are actual crew shirts from real films. So there you go - the 189 minute thing is almost certainly guesswork at best.  

Also, we've known for over a year that Avatar would be 2.5 hours.  However, it is good to hear confirmation from Landau that the latest cut is "definitely over 2 and a half hours." Thanks to Slashfilm for getting that!  Whether it is in fact 39 minutes over that mark is still unkown.

Rumor #2: Cameron Signed to Direct "Heavy Metal" Segment:

The Heavy Metal rumor comes from an interview with Heavy Metal magazine owner Kevin Eastman, via Film School Rejects.  

This rumor (like any, I suppose) has a chance of being true, but it is unlikely at best.  First, this project has been in development hell for a long time, and no studio has picked it up.  Keep in mind too that producers sometimes purposefully spread rumors in order to build buzz about their projects.  Certain A-list directors (including Guillermo del Toro) that have previously been rumored to be signed to direct segments of this movie are now reportedly no longer involved.  So while Cameron may have at one point informally expressed interest in this project, his involvement is by no means confirmed.  Talent attachments to a film aren't even remotely "confirmed" until the studio officially sends out the green light, and even after that talent may drop out or be switched.  My guess is that this is wishful thinking on Eastman's part.

However, I'd definitely be the first to line up for a Heavy Metal movie - especially with Cameron and those other rumored directors helming segments - but as of now the movie is vaporware.

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Sunday, June 07, 2009

James Cameron Podcast & More News from "Produced By"!

UPDATE 06/08/09 - I was asked by a PGA public relations representative to please take down the audio.  I am complying.

Hi, Michael here with a podcast of James Cameron's "Seeing the Future In 3D" panel that took place this morning at the inaugural Produced By conference.  Once again, I was lucky to get in.  As is always the case, Cameron is a fascinating listen.  I am grateful that he chooses to share his thoughts and experiences, and feel privileged to hear him speak with such depth and passion about the stereo technology he helped will into existence.  In the session he delves deeply into the nuances of the technology, artistic techniques, economics, and potential future of stereo filmmaking.

This is a must listen: 

::AUDIO REMOVED AT REQUEST OF "PRODUCED BY" MEDIA RELATIONS::

The audio quality is fuzzy (something to do with the ambient noise in the room I would imagine), but not hard to make out if you turn the volume up.  Headphones and a quiet room also help a lot.

Some new pieces of info:

-Cameron said that he has "officially shipped all our turnovers to the various effects vendors."

 -WETA is doing "well over 100 minutes of pure photoreal CG for the film", and ILM is doing a large number of shots as well.  Plus a few well respected smaller effects vendors.

-They are "out of the woods" in regards to the effects, and are "on good track to be there on December 18.  I get to breathe again, and get to do cool things like today.  I feel like I've been in a cave for a year."

-Real D President and Co-Founder Joshua Greer told us that the tally of Real-D screens will be 3227 screens worldwide by the time Ice Age 3 releases, (and about 4000 including other 3D systems).  By Avatar's release, he expects 5000 Real D screens, and 6000 to 7000 including competitors.

Other news from Day 1 of Produced By:

1) A nearly finished sequence from Roland Emmerich's epic disaster movie 2012 was previewed during the "Collaborative Proccess of Visual Effects: From Previs to Post" panel.  The sequence takes place during a 10.5 magnitude earthquake, following a family as they escape their collapsing house and drive into a city whilst dodging falling skyscrapers, tumbling highways, and giant pillars of earth that rise from the ground.  The surface ripples and cracks as huge waves of seismic force wreak havoc on everything.  The visual effects in this sequence are astounding, and the scale of what is happening is massive.  The team studied in detail how various structures, trees, etc would react to such a 10.5 quake, and the results are apparent in how scary and real the footage seems.

2) 3ality Digital Systems founder & CEO Steve Schklair told me that he was recently down in New Zealand shooting 3D test footage with Peter Jackson.  Of course, Steve was mum on what project the test footage was for.  But the following was made clear to me - Peter Jackson's next directorial effort will be in 3D!

I'll be back at the conference tomorrow for Day 2, where I will be talking further with Schklair, as well as attending panels on 3D Stereoscopic Production and Motion/Performance Capture technology.

Thanks very much to the PGA and the Produced By organizers for putting on such an educational and exciting event.

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Saturday, June 06, 2009

First Ice Age: Dawn of the Dinosaurs Clip!

Michael here.  I saw Ice Age: Dawn of the Dinosaurs tonight, and while my full review will have to wait until July 1, I can probably say that that the movie was exciting and hilarious, and the 3D was utilized wonderfully.  I'd love to go into more detail, but until July 1, saying that it is a winner will have to suffice.

To tide everyone over, here is a clip from the movie that Fox released today:


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Friday, June 05, 2009

Cameron Announces "Pandorapedia" + Confirms Movie Footage this Summer?

Michael here.  Thanks to reader Ronnick for pointing me to the following Gametrailers.com video, which contains two slices of interview with James Cameron.

The first piece of the interview starts at the 16:00 mark, and the second piece starts at 19:07


One interesting piece of news from this interview is the announcement that Ubisoft came up with an idea of a "Pandorapedia" which Cameron describes as "a way of educating the people about the world and all the life in it - just as a kind of entry to the game."

Incidentally, be sure to keep checking www.pandorapedia.com.  It currently redirects to foxmovies.com, but add it to your list of websites to keep an eye on.

At the end of the interview, the GTTV guy asks, hopefully, "I guess this summer we'll see some footage of this...."

Cameron says, "there you go!"

The interviewer continues, "and some footage of the film as well?", to which Cameron chuckles and says, "Alright, yeah."

He then says something that I can't quite make out.  Anyone?

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Thursday, June 04, 2009

Variety Got It Wrong: James Cameron Not Personally Signed to CAA

Michael here.  I knew something was fishy.

It turns out my confusion regarding Cameron signing with CAA was for good reason: Nikki Finke at Deadline Hollywood Daily reports that Variety was mistaken regarding CAA representing Cameron personally.

According to Finke, "everybody close to Cameron, including his guys at Lightstorm, were shocked to read this. Because what they understood was that CAA's Richard Lovett is assembling a team not to sell Cameron but to sell Cameron's Fusion Camera System technology developed for his forthcoming Avatar.

Later on in her article, however, Finke refers to the performance capture technology Cameron developed, seemingly confusing it with the Pace / Cameron Fusion camera system.  So is CAA helping to sell the Fusion 3D Camera System, Cameron's revolutionary performance capture and virtual production technologies, or all of the above?

In either case, I think this is great news.  The spreading of either of these technologies would result in better, more convincing 3D and CG characters. Plus it would give Cameron / Pace more money to pursue their own groundbreaking filmmaking pursuits.  As one of Finke's sources describes the CAA deal: "But, at the end of the day, it's not about repping him as a filmmaker, it's about finding money for his technology."

So there you have it!

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Drew from HitFix Experiences the Avatar Game Demo!

Michael here.  Drew ("Moriarty" of AICN fame) from HitFix has been on the hype train for James Cameron's "next project" longer than just about anyone else.  He was one of the first people in the internet movie community to really "get" just how revolutionary and huge a pop culture event James Cameron's return to feature filmmaking would be - on par with Star Wars or Lord of the Rings, if not even bigger. His enthusiasm has been contagious.

So I am very pleased that he is the only "movie writer" who has managed to get in to one of the demo showings of Ubisoft's Avatar game.


A small excerpt:

You. Are. Not. Ready.

And here's why. In simple language. Because James Cameron is trying harder. Harder than he's ever tried before. Harder than anyone else is trying now. He's just reaching further, and I'm wired to applaud that, and to root for him to do what he's trying to do... expand the language of film itself, to add new tools to the toolbox as we're making these tpes of movies in the future. The ambition of what he's building, the full-world realization of this longtime dream of his... it's sort of overwhelming when you first take it in. I understand why it took him a long time to get his head around how to make it real. You can write that a film takes place on a planet where there are floating mountains going by. But to convincingly create a planet where there are floating mountains, where you make that idea seem a natural part of the natural order... that's huge.


Read the rest at HitFix here!

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The Final Destination Trailer Online!

Michael here.  This looks like so much fun.  And I love how at the end it says "2-D in select theaters."  Seems like the tides have turned!



Vince Pace and his team did the 3D work on this film (using the same Pace Fusion 3D camera system used on Avatar), so you will be getting the state of the art.

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James Cameron Signs to CAA - Ramifications for his Future Films?

Michael here.  Variety just reported that James Cameron, after 15 years of not being signed with an agency, has just inked a deal with CAA.

For those 15 years (since the release of True Lies), Cameron has been represented solely through his legal team at Greenberg Glusker.

So why seek agency representation at this point in time?  Agencies are responsible for "packaging" movie ideas for presentation to studios and other investors.  They work with their creative talent, production companies, and studio executives to put movies together with terms that all are happy with.  Once all the legal t's and i's are crossed and dotted, the agency typically takes 10% of each client's earnings.

So this has me wondering: Why would Cameron jump back into an agency again at this point in his career?  He has the clout to do something as huge and ambitious as Avatar with zero studio interference - Fox execs have said repeatedly they are staying away completely and letting him do his thing.  They respect him, and are ecstatic to have him in their camp - so I doubt he needs an agency's help getting Fox to greenlight his post-Avatar movie.

He also doesn't need anyone to find potential projects for him - he has plenty already lined up, including Battle Angel, The Dive, as well as an untitled historical project, which I speculate to be an epic depiction of the eruption of Mount Vesuvius in AD 79 that led to the destruction of the Roman cities of Pompeii and Herculaneum and the deaths of 10,000 to 25,000 people.  This project was announced back in February 2004 when Cameron acquired the rights to the book "Ghosts of Vesuvius."  And he has referred to the project since then as well.

Variety mentions that Sanctum, a 3D underwater suspense/drama being developed / produced by Cameron for another director, was packaged by and is being shopped around to studios by CAA. But that still doesn't explain why Cameron personally signed with CAA.  A producer's job and an agent's job are very similar in the early stages-bringing the project together.  So although I could sort of understand Cameron paying a minimal fee to CAA to help package future projects (although with his pull at Fox and his respect in the industry at large, I doubt he would need this), I am still confused as to why he is signed as a CAA "client" - which seem to suggest that he would be receiving potential scripts from CAA for his consideration, would be relying on them to approach and negotiate with potential cast, writers and other talent, etc.

I'm very curious to learn more about his reasons for this decision, and what it may mean for his future movies.

What do you think?  Am I missing something? Any industry insiders that can shed some light?

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Wednesday, June 03, 2009

Avatar Game Demo Impressions + John Landau Interview

Michael here.  The Avatar game demo at Ubisoft's booth is the hottest ticket at E3 this year.  It's behind closed doors, invitation-only, and the security, as per everything Avatar related, is super tight.  According to Entertainment Weekly, "Purses, satchels and picture-taking cell phones had to be checked."

This high level of precaution might also have something to do with the fact that, as reported by IGN, "concept art was hanging from the wall, showing off a few alien plants and animals. More art was scrolling on the massive 103 inch television being used to demo the game."  Damn, I wish I could have been there.

Another surprise has been that John Landau has been personally on hand at each demo session to talk about the game.  And he even brought along his Titanic oscar!

Check out a video interview that Midnight Update did with Landau below.  The Landau portion of the video starts at the 10 minute mark:



The game seems to be great.  The third person perspective was a great choice, and I love how the story is separate from the film's storyline while at the same time introducing new ideas that impressed Cameron so much he is considering them for sequels. Ubisoft has invested a huge amount of time, money, and R&D into creating the best possible gaming experience.  And it seems that the impressions so far are filled with excitement for what Cameron and Ubisoft have created.

Read below for multiple in-depth impressions of the game:









Finally, here is a peek at the some of the gameplay and features from the game, as posted to the game's recently launched official Facebook page.  Become a fan here!

• Immerse yourself in James Cameron’s world.
Peer deep into the heart of Pandora and see James Cameron’s universe, from your own perspective.

• Engage in a massive conflict between two worlds.
Fight for you cause; RDA or Na’vi. Customize more than 60 RDA and Na’vi weapons, combined. Choose your skills: 20 for each clan. Drive all of the vehicles and ride the animals. Expand the battleground in online multiplayer.

• Develop your character and acquire new skills
Create your very own character and acquire skills as you progress through the game.

Read the impressions articles for much more detail on the game.  There's some great stuff there!

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Tuesday, June 02, 2009

FULL Power Suit Photos From E3! Photos!!

Hey guys - Jim here. Thanks to my friend Steve Weintraub over at Collider, we have photos of the ENTIRE POWER SUIT that we exclusively gave you a first look at here. It appears to be the same unit too as the number is 11!

Click on the images to blow up...

These things are MASSIVE! They appear to be 14 feet tall, just as we figured. Look at the detail - right down to the windshield wiper! And ahhhh... what sort of caliber do you think that ammo is? :-)

You can see in the back of the unit that they are indeed called AMPs. Not entirely sure what that stands for yet! Other than when you sit in it you are seriously AMPED UP.

Take a look at these shots and head on over to Collider for more photos...


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Multiple James Cameron Interviews from E3!

Michael here.  James Cameron interviews from E3 are popping up left and right.  There's a lot of fascinating detail about the game and movie in terms of both story and technology.  It's great to hear the level of thought, effort, and collaboration that is going into the game.

Also, the Avatar game demo is apparently behind closed doors, and is only being shown to select people, according to a Tweet from El Guapo of Latino Review.  I'll still try my best to check it out, but that's the most recent word.

Official Playstation Magazine Interview (3 Parts)

Part 1:



Part 2:



Part 3:



IGN Interview:


Gamespot Interview:



An edited text version of the OPM interview: Read it here

I'm hearing all the right things about the game.  And it's great to hear that Cameron thinks he has leapt over the uncanny valley in 9 shots out of 10 from the movie.  The sequel talk is exciting, too.  What do you think of the possibility of collaboration between Ubisoft and Cameron on developing the sequels' stories?

More as I get it.

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Video: Cameron at Ubisoft E3 Press Conference

Hi, Michael here.  For those that missed the live stream, here is a video of James Cameron at Ubisoft's press conference.  Check it out below!


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Graphic Set Photos From Alexandre Aja's PIRANHA 3-D

Jim here. Got some set photos (SplashNews via TheHorrorGeek) from Alexandre Aja's PIRANHA 3-D that is shooting now in Arizona.

Warning these are VERY GRAPHIC and although they look real these are obviously ACTORS. :-) The female woman in these photos is Kelly Brook (both with face and sans face). Personally, I don't like how the kid is looking at the fake corpse in pic 1. Reminds me a bit of what Linda Blair had to go through for THE EXORCIST. Look for PIRANHA 3-D in theaters on March 10, 2010.

Did we mention that Aja has said that there will be plenty of blood in this movie? And did I call it or what?? Told ya there would be a bloody mess on that boat!! LOL
















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Monday, June 01, 2009

Avatar Game Screenshots! Awesome!

Edit: replaced the pics with full resolution HD versions from IGN

Click the pics to see them in 720p!

And that night shot...it's the most exciting thing I've seen from Avatar yet, and it's not even a shot from the movie itself.  It looks like concept art to me, but the other three pics look amazingly detailed as well - so I cant be sure.  If it is artwork, then I'm guessing it was created by Ubisoft's team, but it could be from the film team too.  In either case, I'm already trying to pick my jaw up off the floor.


Michael here.  Wow.  I'm so pumped right now. 

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Watch Ubisoft Press Conference (Conference Now Over)!

Michael here.

Live streams:




Live Updates:

-Host just STRONGLY hinted that Cameron will be showing up.

-Yves Guillemot just announced that Ubisoft will be working with Steven Spielberg on Tintin games.

-Ubisoft is developing over 100 shots for Avatar with its new VFX studio!

-Cameron speaking now!

-Cameron says there will be 1000 ft tall trees.  Na'vi will be 10 feet tall, striped like tigers.

-Cameron says that game will have its own characters, vehicles, weapons, and settings.  Will also embellish on Na'vi culture and technology.

-Ubisoft started work 2 and a half years ago.

-WETA created assets for the game that will not be in the movie, just as Ubi created assets for the movie that won't be in the game.

-Player can choose either human or Na'vi perspective.  Moral theme in the game - who the "bad guy" is depends on who you play as.

-Cameron suggested that the game be 3D.  Ubi was a bit hesitant at first, but ended up showing Cameron a demo that blew him away.

-The game will be demoed over the next few days at Ubisoft's booth!

-Cameron leaves stage.  No footage or stills from game, yet.

-At beginning of conference, one of the Ubi guys implied that the game would be unveiled officially tomorrow.  I wonder if he means that the playable demo will be unveiled tomorrow - I think there's still a  chance we will see a clip from the game later in the conference.  We'll see!

-Ubi showing off Red Steel 2 and other non-Avatar games.

-Still showing off other games, all with trailers.  I wonder why they chose not to show footage from the Avatar game?  Maybe a surprise reveal at the end of the conference?  Although I would suspect they would have wanted Cameron to introduce the clip.

Conference still going on!

Conference is over.  Next stop: game demo on show floor tomorrow!

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UP's Box Office Balloons To Over $68 Million

Jim here. According to Box Office Mojo, Pixar's UP is going to have a heckuva ride in the coming weeks. Box office receipts have already soared to ~$68.2 million (by comparison, WALL-E only opened to $63.1 million last year). UP is enjoying 6,700 screens at 3,766 locations.

Moreover, 3D screens accounted for $35 million of the gross from only 1,534 screens (~51% of revenue from only 23% of the screens). CLEARLY 3D is a wise choice for business types. Audiences are enthralled with the format. That $35 million opening topped the previous, short lived record from Dreamworks Animation: MONSTERS VS. ALIENS which had $32.6 million of it's take from 3D screens. Of course UP is enjoying more screens that MvA did.

Is there any doubt that UP will be one of the best efforts ever from Pixar? I can't wait to see how their technology evolves now with 3D in their back pocket. Toy Story 3D anyone? :-)

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