ANIMATING THE EMPIRE STRIKES BACK
by Paul Mandell - Fantastic Films #18 1980
Empire animator Phil Tippett talks about Taun Tauns, Walkers and Probots,
the production problems he faced, and how he made the whole thing work!
Berkeley-born Phil Tippett saw Ray Harryhausen’s Seventh voyage of Sinbad as a youngster and
managed to turn his enthusiasm for stop-motion animation into a career. Much of
his spare time was spent sculpting and doing practice animation, and his
association with David Allen and Jim Danforth helped him considerably. Phil’s
first job occurred at Gene Warren’s Project Unlimited in 1969 for the film Some
kind of nut, where he animated a little car for a front light/back light matte
shot. It soon led to prolific work as a freelancer in LA commercial houses,
Cascade Pictures and Excelsior being among them. He sculpted the stop-motion
Plesiosaur for The Crater Lake Monster and built prototypes of prehistoric
animals for Jim Danfort’s unproduced Timegate.
Together with Jon Berg, who also worked at Cascade, Phil designed and animated those weird
chess pieces for Star Wars and sculpted some masks for the Cantina sequence. Their work on Empire
surpasses anything they have done to date on a technical level. Walkers and Taun Tauns are bound
to become household words in fantasy film jargon.
FF:
The stop-motion Taun creature sounds exciting. What was the genesis of the figure,
and who designed it?
TIPPETT:
When I started on Empire, George Lucas had been working on the Taun design with
Ralph McQuarrie and Joe Johnston. At that time, the way the animal was going to
be designed was still up in the air. There was talk of full size mechanical things,
men in suits, stop-motion puppets – they ran the whole gamut of approaches.
I drew up a number of designs based on some of the things Joe had done, as well as
some alternatives. Lucas went for a design of an animal suited for stop-motion, and
we spent the next month refining the thing with Irvin Kershner and Gary Kurtz.
In September of 1978 we sent a design mock-up to England. They in turn sent back
a mock-up with a number of practical and aesthetic changes. From that point, I began
sculpting the final puppet, while Jon Berg and Tom St. Amand found time amongst the
Walker parts to put together a testing armature.
FF:
When did test shots begin?
TIPPETT:
That happened at the beginning of 1979. Ken Ralson began integrating the motion
control equipment with stop-motion requirements. Dennis Muren and Richard
Edlund made a number of contributions. With relatively little adaptation, we
got some promising shots.
We went to the beach and
photographed reference material on horses much like we had done with an
elephant a few weeks earlier for the Walkers. We set up a situation similar to
Muybridges’s Animals in Motion, which helped us understand animal movement as
it related to film.
I spent the next months shooting tests, running
fur tests, Walker tests. Jon Berg and I developed a final armature that would
work better with the motion control equipment. Doug Beswick and Tom St. Armand
refined and constructed it. The final Taun was ready in August 1979.
But for one reason or another, we didn’t start
the bulk of the Taun shooting until January of 1980. We were involved with a
number of other projects as well as the stop-motion, and we completed the Taun
shots two and a half months later. That’s where the planning paid off! There
was no time for mistakes. All activity on the stage had to be shut down by
mid-March in order to give the optical department time to composite every
thing.
FF:
How did the stop-motion footage count compare to a typical Ray Harryhausen film?
TIPPETT:
Actually, we had few stop-motion shots compared to most pictures that rely on
the technique to carry the superstructure. The work we did on Empire was more
integrated into the flow of the action. Some shots were story points, others
were spectacular vistas. The technique was applied to the situation and not
used for its own sake.
FF:
Could you describe the effort that went into the building of the walking machines?
TIPPETT:
In September of 1978 Jon began working out the immense engineering problems that
would enable the Walker designs Joe cooked up up to function as stop-motion
puppets. The design itself was so unique, Jon had to develop a whole new system
of joints and gears, many of which were incredibly complicated. He worked like
mad for three months developing the first prototype.
We shot a number of tests during
this period, just learning how to handle this huge 18x20 inch contraption. We
then hired Tom St. Amand who spent the next four months building three final
Walkers. Joe Johnston and Nilo Rodis worked closely with the model shop in
realizing the final puppet. We began shooting the Walkers in mid-September and
had essentially finished by December.
FF:
We know how frustrating animation can be when something goes wrong, like
puppet lurching or a light blowing out in the middle of a scene. Did you have those problems?
TIPPETT:
Occasionally a shot will screw up. You’ll try to solve all of the problems that
you can foresee. But there are always one or teo horrendous headaches that
would come up. Many of the Taun and Walker shots were completely finished
products as seen through the camera, with the exception of lasers and some other
effects. It would take us some time in setting things up.
We had a good crew which makes all
the difference in the world. Dennis organized and developed most of the setups,
Mike Pengrazzio painted backings and glass, and Nilo Rodis set up most of the
miniature snow sets. Jody Westheimer and Mike McCallister, our camera
assistants, would set shots up under Dennis’ direction. Jon Berg and I would
rig and animate the Walkers or the Taun. Doug Beswick came in and animated on
all of the shots requiring three Walkers.
So you’ve got all this stuff going on and
finally you’re ready to shoot. But you get an hour into it and then something
goes wrong. Start again and the bulb in a light blows. Try again and the
shutter would stick in the camera. Again and you’d move the puppet the wrong
way! The odds are stacked up against you.
FF:
Were there many retakes?
TIPPETT:
We got most of our shots on the first take. But all of these problems are
indicative of what we’ve been up against. Occasionally we would have to
re-orient our approach to a troublesome shot. Especially with the Taun puppet,
since we were dealing with blurs. In attempting to solve that problem, we
created five more that had to be fixed.
In this type of effects work you
are constantly solving practical problems, mechanical problems, timing
problems, and on and on. The solution to these problems had better be invisible
on film. Almost every shot on Empire, be it terrestrial or in space, required a
new solution.
FF:
Did you blur the Walkers as you did with the Taun?
TIPPETT:
We didn’t blur the Walkers, except when the Flex camera was doing cockpit
point-of-view shots.
FF:
Were there stop-motion outtakes, shots we will never see in the film?
TIPPETT:
We shot the Walkers and Tauns like everything else in Empire, to replace a rather
small slug of film in a particular roll. Everything was organized to that those
shots were taken care of first. We were able to add a few extra things. Most of
them are in the picture. But the only shot that didn’t make it was the two-legged
Walker that Joe, Jon and Tom came up with. That shot showed a Speeder strafing
the scout Walker. It didn’t cut in.
FF:
How did the rotoscope department enhance your shots?
TIPPETT:
Roto added lasers, shadows, articulate mattes and garbage mattes on a number of
shots. Sam Comstock carefully matched moving plates to our elements.
FF:
Was working on Empire a satisfying experience? Taun creatures and walking machines
were obviously far more complex than the chess game animation in Star Wars.
TIPPETT:
The pace was hard, and while we had less stop-motion shots to do than say Ray
Harryhausen, we spent more time making them work. We are in the process of
developing some ideas for another picture – we really haven’t had time to
reflect in the past year and a half. As it was on Star Wars, most of us were
impressed by the way we were treated by the producers.
We had a good working relationship which is
generally not the case in film, no matter who you are. We were allowed time to
develop and refine, and were treated with respect. Which is something you
rarely get in Hollywood. What was most interesting about the project was a
large group of people working toward a common goal. We learned how during the
course of Empire, and it wasn’t all easy. What will be interesting to see will
be the quality of work done under these conditions, as differing from the
approach that has been taken since Mighty Joe Young – of single effects artists
working alone, and having to be responsible for virtually everything.
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