Superpunch的制作

G. Borshukov
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引用次数: 9

摘要

超级一拳是《黑客帝国》三部曲最后一部中尼奥对特工史密斯的最后一拳。这是导演拉里·沃卓斯基和安迪·沃卓斯基以及他们的概念设计师为续集制作故事板的第一个镜头。(早在2000年春天,这个镜头的故事板也是第一个在互联网上泄露出来的故事板)。《超级拳》的目的是在我们熟悉的《子弹时间》中,展示Neo的最后一拳在不到一秒的时间里,以一种超现实的、类似动画的方式落在Smith的脸上,使其变形。作为一个子弹时间镜头,它的特点是一个不可能的虚拟摄像机,但它必须看起来真实。推入摄像机移动的性质和要求用非人道的强大力量击打某人意味着原始的多个静止摄像机的方法无法部署。这个镜头经历了许多不同的视觉化、分解和考虑阶段。当我们了解到它必须在大雨中发生时,Superpunch变得更加具有挑战性。我们探索了基于真人元素创建镜头,并用CG元素进行增强。测试表明,这种方法会损害所需的流体摄像机。这架相机本来是要在太空中滑行,从前所未见的角度向我们展示一个激动人心的事件。大约在2003年的春天,当我们在逼真的人脸渲染技术上进行了3年的研发工作,我们获得了信心,我们可以完成一个熟悉的演员(如Hugo Weaving)的全帧慢动作特写,我们决定完全在CG世界中创建这个镜头。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making of The Superpunch
The Superpunch is the final punch Neo that delivers to Agent Smith in the final installment of The Matrix trilogy during the film's last face-off. It was the first shot that the directors Larry and Andy Wachowski and their conceptual designer storyboarded for the sequels. (The shot's storyboards were also the first storyboards to leak out on the Internet back in Spring 2000). The Superpunch was meant to show, in familiar Bullet Time, the event of Neo's super-powerful last punch that occurs over a fraction of a second and lands on Smith's face deforming it in a surreal, anime-like fashion. As a Bullet Time shot, it was to feature an impossible virtual camera yet it had to look real. The nature of the push-in camera move and the requirement of punching someone with an inhumanly strong force meant that the original multiple still camera rig approach could not be deployed. The shot went through many different stages of visualizations, breakdowns, and considerations. The Superpunch became even more challenging when we learned that it had to happen under heavy rain. We explored creating the shot based on live action elements and augmenting it with CG elements. Tests revealed that this approach would compromise the required fluid camera. The camera was meant to glide through space showing us an exciting event from previously unseen perspectives. Around the Spring of 2003 when we had gained confidence that our 3 year-long R&D effort in realistic human face rendering technology could pull off a full-frame, slow-motion close up of a familiar actor such as Hugo Weaving, we decided to create the shot entirely in the CG world.
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