VFXPro
INTERVIEW WITH PHIL TIPPETT, VFX SUPERVISOR 'MY FAVORITE MARTIAN' Elif Cercel Founder and president of Tippett Studio, Phil Tippett was the visual effects supervisor for Disney's "My Favorite Martian." Visual effects supervisor John Van Vliet's Available Light also supplied computer graphic effects for the film. Tippett's company was responsible for the CG character, Zoot, a living spacesuit with a playful and prominent presence in the film. His team of 60 CG artists also designed and animated the lesser alien creature, the Lizzie Monster. Best known for his work on animated sci-fi characters, Tippett is a two-time Academy Award winner ("Return of the Jedi" and "Jurassic Park"). His filmmaking pedigree dates back to the early days of George Lucas'ILM where he was part of the "Star Wars" team in 1976 and headed the animation work for its sequel, "The Empire Strikes Back" with Jon Berg. He earned an Oscar nomination as one of the innovators of the technique called "Go-Motion" for "Dragonslayer" before heading the Lucasfilm "creature shop" in the early 80's. Tippett Studio, formed in 1984, is currently in production on DreamWorks' "The Haunting of Hill House" and Buena Vista's "Komodo," both slated for release in the summer of '99.
What specific areas did you work on in the film?
Our Zoot is a computer-graphic model of a suit. Right from the beginning, Donald Petrie conceived him as an animated cartoon character. The only way we felt we could pull this off was to create a computer generated character.
What other visual effects shots did you create?
We also worked on the scene towards the end of the picture where Daryl Hannah eats some Martian chewing gum given to her by Zoot to help save the day. She turns into the Lizzie Monster, which is a fanciful alien creature wearing the dress of Daryl Hannah's character.
The Zoot character is different from the types of creatures your company has been associated
with in the past, is it not?
Did you have to develop any new technology or software to deal with this project?
What tools do you use and did you write any proprietary software for the project?
The programming department is constantly writing software to help us integrate different applications. We did not write any new code for the film that was significant enough to be considered a product worth selling. Our applications are geared more towards the specific needs that we have, on a shot-for-shot or per-character basis. Every shop is doing their specific version of effects like water or hair. We are certainly working on innovations along those lines, but it's really no different from anyone else.
How many shots in all did your facility create and how many people were involved?
What was it like working with Donald Petrie as a director?
My interaction with Donald came more in the post-production stage when we actually started putting shots together. I would work with him refining the animation. I think Donald's interest and background came more from acting and performance, and he looked at Zoot in those terms. It was our job to make sure that whatever course we were on was a clear one so we could move forward. Visual effects is very much an architectonic craft, and it doesn't open up to a great deal of improvisation as you would normally do on the set. You have to chart a course that you are quite committed to in the beginning, and then you start building on top of that. It is very much like surveying the land, putting in the plumbing and the rebar, pouring the foundation, and then framing the building. If you get up on the third story and you decide you don't like the whole thing, you have a huge problem because you then have to take it down to the foundation. You are not allowed to do that in motion pictures, either. The project involved a learning curve for everyone, in terms of figuring out how all these processes would work, because, not only are you using very cumbersome equipment -- as I would characterize computer technology -- but you are trying to create a character, as well, that has life, a sense of being and personality. There is an inherent conflict when you are using these very cumbersome, counter-intuitive tools to do that.
How much of Zoot's personality emerged in the animation process?
There is one amazing scene where Zoot is wrestling with Jeff Daniel's character. What were
the challenges of integrating the live action with the CG?
How does this project fit into the overall direction your company is taking?
How did the collaboration with Disney work for you? How do you see that relationship evolving in the future?
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