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VOL. VIII, NO. 116
CALIFORNIA STATE UNIVERSITY, LONG BEACH
MAY 14, 2001


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diversions:

Shrek poised to become next classic

By Alex Roman
Online Forty-Niner

Animation has gotten difficult in the new millennium. With the use of computers and various types of technology these days, animation seemingly has no more constraints.

DreamWorks' new animated flick, "Shrek," opening Friday, features the voices of Cameron Diaz as Princess Fiona, Eddie Murphy as a talking donkey, Mike Myers as a green ogre and John Lithgow as the vertically challenged Lord Farquaad.

The film is based on the children's book written by William Steig and breaks new ground in many ways. This is the first computer generated film to use people instead of relying solely on animals. In addition to the regular cut of the film, "Shrek" will also be shown in some theaters digitally, making it one of the first animated films to be shown directly from the original computer files instead of first being transferred to film.

The debut of "Shrek" at the Cannes Film Festival in France was the first animation film to be part of the festival in 48 years.

"We just really took it as a tremendous honor," co-director Vicky Jenson said about the slot at Cannes. "It's not being looked at as an animated film, but it's being acknowledged by such a prestigious festival and event as a film with a good story that needs to be looked at, not in any particular category, but in it's own right."

As for the creation of the life-like human characters, "Shrek" is the first of its kind to test the boundaries that exist in computer animation.

"I like to say there was a reason that the first four movies were about toys and bugs because the medium wasn't really ready for human characters at that point in time," Ken Beilenberg said, the film's visual-effects supervisor. "When we started this film, we didn't put any constraints on what the directors wanted and the story they wanted to tell and we kind of had to take it faith that we would figure it out."

Each character was built beginning with a skeleton and from there layers of fat, muscle, skin, clothing and hair were added, giving the characters a very complex human look.

The makers of the film developed a program they dubbed a "shaper" to give their characters a more realistic feel, such as deformations of the skin when they spoke, moved or reacted.

"One of the biggest challenges, of course, was Fiona," co-director Andrew Adamson said. "We had a stylized world, but we had a person -- a human that had to be believable and beautiful within that world."

The intricate process took more than five years, 275 animation artists, two directors and a litany of other talented people to complete.

"We wanted to create the storybook world come to life," Adamson said. "We didn't want to create the reality we see on an everyday basis, but we wanted to create a reality that was as rich and as believable as the reality we experience everyday."

The film was created at PDI/DreamWorks in Palo Alto, where each animation artist worked on one second of animation per day. On average, that attention to detail amounted to about 24 to 27 seconds of finished film per day, not including the always necessary changes.

The process began so long ago that Lithgow, who voices Lord Farquaad, said he forgot what he did, as capturing the characters' voices are one of the first steps of the animation process.

"It's the very first thing they do," he said. "They had designed the characters and written the script and everything, but the animation doesn't start in earnest until they have the voice."

Lithgow said he was quite pleased with the way the film turned out.

"It seems very revolutionary to me," he said. "Imagine what it was like to see "Snow White" back in the 1930s. People must have thought, 'My god, something entirely new. I've never seen anything like this.' That's how everybody's talking about this film."

 

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