Monday 2 February 2015

Flash users convert to Toon Boom – Romanian studio wins big


ReeAnimation Studio
ReeAnimation studio is a small but powerful team of six. The artists take on diverse tasks from concept art to storyboarding, background art, and animation.
The talented team at ReeAnimation
The talented team at ReeAnimation
After having great success with the popular national tv series Luzarii de pe Electrolizei, they started an ambitious feature length project Aetas. It was very obvious that the limitations of Flash would not allow them to complete this project easily, so they tried Toon Boom Harmony. As Dan Masca, CEO of ReeAnimation explained,  “The team has been hard at work on painstakingly detailed background art and was looking for a solution to make the animated actors look as great as possible, knowing a nice and believable digital line is hard to come by…And it’s exactly what Harmony provided, not to mention multiplane cameras, particle generators which were essential to a scene involving Aetas‘ confetti-heavy bazaar, and many others”.
Toon Boom Animate Pro and Harmony are recommended for those who want to migrate from Flash to Toon Boom digital content.
Follow : createbetterflashanimation.com/category/studio-news/

Adobe Flash Next??

Adobe Flash:
Brief history

Flash Player was originally released in the late 1990s as a browser-based plug-in for displaying simple vector-based graphics and animations. It quickly gained popularity with animators as it provided a rich, creative medium for displaying animations on the web, something that, at the time, was difficult if not impossible to do directly in the browser.

Over time, Flash Player added new features and functionality that greatly expanded what was possible within the player specifically, and on the web in general. Some of these features include:

Animation
Vector-based graphics
Audio (including MP3)
Video
Microphone and webcam access
Low-level bitmap manipulation
Binary-based sockets
Strongly typed, class-based programming language
Hardware-accelerated 2D and 3D content
As new features were added, designers and developers would create new types of content for the web, which in turn ensured that users continued to install and use Flash Player. This became a virtuous cycle. Developers could create new types of expressive content because Flash Player offered new features with a near-universal reach on the web. Flash Player maintained ubiquity as users continued to install Flash Player because it provided access to some of the most expressive content on the web.

In 2008, Adobe released a desktop runtime that contained the core Flash runtime functionality. Named Adobe AIR, the runtime allowed developers and designers to create and deployed Flash based content as stand-alone applications, initially on desktop operating systems and more recently as native applications on mobile devices.

Flash Player "Next"
Over the past decade, Adobe has played an active role in the development of languages and virtual machines for web-based development. This includes the development and deployment of a number of virtual machines and languages via Flash Player, as well as active contributions and leadership to ECMAScript / JavaScript language drafts and specifications (including the current "Harmony"). Adobe maintains a world-class engineering team focused solely on next-generation virtual machine and language developments for web and multimedia runtimes.

Previous iterations of this document laid out a roadmap for exploratory virtual machine and language innovations from Adobe to be pursued via a rearchitected Flash Player (referred to as Flash Player "Next" and ActionScript "Next"). However, by its nature, this type of architectural innovation is disruptive and generally not backwards-compatible. As Adobe has learned in the past from transitions between generations of virtual machines (from ActionScript 2 to ActionScript 3), this places a high burden on developers who want to take advantage of features and APIs which may only be available via the new runtime, or which may require significant porting of content, frameworks, and libraries. Given this, as well as the growing importance of browser-based virtual machines, Adobe will focus its future Flash Player development on top of the existing Flash Player architecture and virtual machine, and not on a completely new virtual machine and architecture (Flash Player "Next") as was previously planned. At the same time, Adobe plans to continue its next-generation virtual machine and language work as part of the larger web community doing such work on web-based virtual machines.

Wednesday 26 March 2014

The Animation of Disney's 'Frozen'

The Animation of Disney's 'Frozen': Striving to Capture the Performance

Underneath all the visual design, digital effects and filmmaking technology lies the artistry of the animated performance.
Anna, from Disney's upcoming feature film Frozen. Except where noted, all images © 2013 Disney. All Rights Reserved.
Anna, from Disney's upcoming feature film Frozen. Except where noted, all images © 2013 Disney. All Rights Reserved.

Understandably, access to the inner workings of a $150 million animated feature film production is kept tightly under wraps. From story, to design to the production process, information about a film is fiercely guarded, doled out in drips and drabs to the press as well as to audiences through tightly controlled PR and marketing machines.  Anticipation amongst fans and the media starts running higher as a film nears completion.
Consequently, as the release date approaches and the studios begin to grant access, we all jostle for position to find out as much as possible. There is no shortage of fascinating topics and investigative angles to dig into.  As animated features have become so unbelievably complicated, so has the business of learning about and reporting on how the films are made, the intricacies of production and the talented people involved at every level.  It’s easy to get lost in the complexities of a big studio animated feature film production.  Voice talent, visual development and previs, art direction, costume design, character design, story development, look development, rigging, lighting, layout, effects and simulations, the list is endless, as is the list of inherently interesting topics for discussion in each and every area.  Getting an intimate look under the hood of a film like Disney’s latest animated feature Frozen is, for anyone even remotely interested in animation, a real treat. A dizzying treat.  Where do you even start?
Producer Peter Del Vecho and Directors Chris Buck and Jennifer Lee.
Producer Peter Del Vecho and Directors Chris Buck and Jennifer Lee.

The recent Frozen press day at Disney Feature Animation is a perfect example. Presentations by numerous production teams.  Interviews with co-directors Chris Buck and Jennifer Lee, producer Peter del Vecho, art director Michael Giaimo and his visual development team, Frank Hanner and the character TD team, Marlon West and the fx animation team.  Each fascinating, each worthy of time in the spotlight, all with great stories and all vital to the success of the production.
However, when you wade past the snow and ice crystal sims, the studies of how heavy cloth skirts move in deep snow and how some frame renders took over 5 days, the numerous teams of artists, piles of artwork, rows of workstations, racks of servers and conveniently located breakfast cereal snack stations, you eventually get to the heart of the production, what links Frozen to every animated feature the studio has made since the release of Snow White and the Seven Dwarfs in 1937 – the performance.  When you talk about the magic of animation, the very essence of how and why these films have captured the hearts of audiences dating back 75 years, it’s not the lighting, the cloth sims or the beautifully designed castles.  It’s the performance.  It’s the animation. That’s what captures audiences and draws them into the story.
Head of Animation Lino DiSalvo, Animation Supervisor Wayne Unten and Animation Supervisor Becky Bresee.
Head of Animation Lino DiSalvo, Animation Supervisor Wayne Unten and Animation Supervisor Becky Bresee.

Spending just a few minutes with Frozen’s head of animation Lino DiSalvo and two of his senior animation supervisors Wayne Unten and Becky Bresee, you realize that first and foremost, they live and breathe performance.  Their passion about this film is contagious. Their job is to bring feeling, emotion and energy to the film’s characters, to help shape them and flesh out just exactly who they really are.  They create the performance. As DiSalvo puts it, “Our ultimate goal is doing these characters justice, getting a team of 60 animators to push for believable performances with honest and truthful acting.”
For the animators, the process began years earlier with the help of an acting coach, going over every single character in the story, discovering who they are, their stories, working with the voice actors, studying how they moved, how they breathed, the tension in their faces when they spoke and sang. Reference trips were taken to the snowy plains of Wyoming and the icy fjords of Norway. A live reindeer was brought into the studio. Soon, animators learned they scratch their heads with their hind legs, just like a dog. Endless tasks involving endless details from over two years of preproduction that had to be done before animation could even begin.
Sven the reindeer.
Sven the reindeer.

Then animation tests were done to visualize what the main characters “could” be, defining a type of “shape language” that impacted the final CG model. 2D sketches, drawings, model sheets and volumes of other artwork were integrated with the latest CG tools to bring the characters to life.
Bresee’s process typified the all-consuming nature of production.  Her work on Anna started with instructions from the directors, what they were looking for in each shot.  With a computer-mounted camera in her office, she filmed herself acting out each of her scenes dozens of time, continually refining her performance. She’s done this on every movie she’s worked on – she filmed her dog for Bolt, her husband for Tangled, even her daughter for scenes in Frozen featuring little girls. According to Bresee, “I’m looking at poses.  I’m looking at expressions.  I’m looking at the timing of certain things I do with my hands. For close-ups, I’m looking for things you do with your brows, even little perky things you’re doing with your mouth. I’m trying to grab something that makes it feel real, feel believable.”
Anna, Olaf, Kristoff and Sven.
Anna, Olaf, Kristoff and Sven.

Like DiSalvo and Unten, she started by first creating key poses, putting them into what’s called a “blocking pass,” done to get something in front of the directors as quickly as possible.  Iterative blocking passes were done to get buy-off from the directors before the much more involved rough animation began.
For the comedic character of Olaf, a snowman, animation tests helped determine his overall design.  His arms are made of sticks. How should his arms move? If he has no elbows, how does he scratch his head? How do the pieces of his body come apart?  How does he move? How does he think?
As co-director Chris Buck explained, “For the animation team, Olaf was like a giant toy box.  He’s made up of three balls of snow that can break apart and come together in different ways. His eyes can move around, his nose can slide in and out and off. His stick arms came off. Animators could do anything with him.”  Co-director Jennifer Lee pointed out that as far as Olaf’s performance, “Olaf went through many iterations in development.  He had so much potential. We found him as soon as we asked, ‘How does a snowman think?’”
Olaf's dream sequence - spending a care-free day frolicking in the sun.
Olaf's dream sequence - spending a care-free day frolicking in the sun.

DiSalvo used hand-drawn 2D for many of the blocking passes on Olaf.  As he explained, “I had never animated Olaf.  I had a limited amount of time, I wasn’t yet familiar with the rig, so I just did it by hand.  Later, I just matched up the CG to what I’d done hand-drawn. No matter what tool you use – paintbrush, pencil, charcoal, CG – the end result is always that appeal, the entertainment, the performance.”
Matching the performance to the story is difficult, as an animator’s idea of what the acting should be doesn’t always mesh with the director’s vision for the scene. Part of DiSalvo’s job as head of animation was keeping an eye on such details.  “Sometimes you have to make hard choices.  A shot looks good, but is it the right ‘thing?’  The animation looks beautiful, but was that really supposed to be a funny moment? What if we just wait and get the payoff a little bit later? Making those choices is like conducting.  You have such talented artists.  The conductor is uniquely in tune to those little accents, those notes, those beats and where to put them.”
Anna facial model sheet.
Anna facial model sheet.

Olaf facial model sheet.
Olaf facial model sheet.

On Tangled, DiSalvo learned from one of the best, the now retired Glen Keane, how to push the performance as far as possible.  The iterative process of animating, reviewing in dailies, making notes then making changes, is designed to get the best performance you can.  On Frozen, like Keane on Tangled, DiSalvo had the responsibility of helping his animators push the performance.  He described the thinking.  “Is it authentic?  Is it genuine? Do you buy it? It’s about giving notes in dailies and seeing shots coming back looking much better. I’m trying to do exactly what Glen [Keane] did for me early on.  We’d take a shot that was really good.  He’d ask, ‘Is the subtext real? Do you have too many poses?’ We keep echoing that stuff.  Passing the baton.  Now I’ve got it.  The next show already is picking up from where I left off. What’s great for me is that now, instead of being able to affect five shots, I’m affecting the whole film. I tell Chris and Jenn all the time that this is the highlight of my career.”
He continued, “In Tangled, we broke a wall down.  Acting-wise, having Glen there to push you to find the truth in what you’re caricaturing, we all learned that on the film. I started Frozen with that knowledge. I learned that all on Tangled.  But now, it’s a finely sharpened tool instead of a blunt instrument. When Idina Menzel [the voice of Elsa] came in and we showed her two sequences in particular, she paid us the ultimate compliment. She said, ‘What you guys are doing here, some of the great actors, I don’t see it in their performance.’ She noticed little furrowed brows, wrinkles, eye tension, pulsation in the lips, the breathing.  Then her husband [actor] Taye Diggs told us he kept getting wrapped up and lost in the characters’ eyes.  It was so cool because that’s exactly what we were trying to do. Being told we’re creating performances that you often don’t get from live action. That is the ultimate compliment for an animator.”
And from the looks of the 25 minutes of finished animation shown to the assembled audience during that press day, it’s a compliment well deserved.  Frozen opens in theatres across the U.S. this coming November 27.
Breakfast cereal snack station at the Burbank feature animation studio.
Breakfast cereal snack station at the Burbank feature animation studio.

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Dan Sarto is the editor-in-chief and publisher of Animation World Network.

Tom and Jerry

Tom and Jerry Return

Steve Neilson and Joel Shemrock discuss the challenges of directing the new animated series.
The battle rages on between the beloved cartoon icons. All images courtesy of Warner Bros.

For a pair of guys who’ve been trying to kill each other for some seventy-four years, Tom and Jerry still look pretty darn good.  Through animated shorts and feature films, the Hanna-Barbera-created rascals have been relentlessly engaged in the ultimate game of cat and mouse.  With The Tom and Jerry Show, a new Flash-animated series, Warner Bros. hopes to return the characters to their slapstick roots while also appealing to the modern viewer – no simple task, especially in an age where on-screen violence in children’s programming is anything but a laughing matter.  It fell to Steve Neilson and Joel Shemrock of Ottawa-based PIP Animation to find a way to deliver some classic comedy without crossing the line.  With their work on the 52 eleven-minute segments now concluding, the animation directors took a moment to describe – whilst speaking in perfect unison - this latest rebirth of the property, and share their thoughts on what’s changed for the iconic duo, and the animation industry, since the 1940s.
James Gartler:  It’s pretty incredible how many animation legends have worked on these characters, not to mention how long Tom and Jerry have remained in the public eye…
Steve Neilson and Joel Shemrock:  Yeah, they’ve had an amazing longevity.  The main thing is that they’ve got a good chemistry between them and even though they’re enemies, there are also moments where they’re friends.  It doesn’t matter what era it is – that’s endearing.
JG:  Did you draw inspiration from those past eras in your handling of the characters?  Did you look to the work of Chuck Jones or Gene Deitch as you produced these new episodes?
A rare moment of peace from the classic Chuck Jones era of 'Tom and Jerry.'

SN & JS:  Oh, for sure!  For this modern interpretation, our goal was to emulate those Oscar-winning moments of the past.  Although we reference all the classics, the direction was to follow the timing, impacts and actions of the pre-Chuck Jones eras specifically, but we would still reference Jones, especially for emotion.
JG:  Most kids today are probably more familiar with the bloody antics of Itchy and Scratchy than Tom and Jerry.  How do you make milder on-screen appealing to the modern generation?
SN & JS:  The writers did a great job of finding the balance and keeping the action funny in the violence, but yeah, you do have to adhere to changing times and the sensitivities of today.  There’s no gunplay and we are careful how we use dynamite, for instance.  It was our job to match the old school snappy timing and keep it lighthearted.
Tom plays victim in the Pilot episode for the new series.

JG:  Since Tom and Jerry don't speak, the comedy comes out of their expressions and poses.  Are the character designs still easy to work with in that regard?
SN & JS:  It is more challenging than with other shows, but we had a lot of great reference to emulate.  We used multiple builds for each character, one being your robust standard rotation, another for the extensive library of expressions, and then you have gag specific builds.  Some scene specific actions could only be hand-drawn.
JG:  How does using Flash help to streamline the process?
SN & JS:  These are still hand-drawn characters and you still have your line quality – you’re just reusing the drawings, which allows you to focus on your timing.  If you look at it on your screen, you have a character drawing, but when you click on it, it breaks into ten different pieces, like torso, upper arm and lower arm, etc.  And then you go into that and there are thirty different arms.  Then you can go into a layer like a hand, which is even deeper into that build, and there are hundreds of different hands drawn-out.
Basically, it saves you from drawing the same exact part a thousand different times.  You can concentrate on the quality a little bit more and how you’re manipulating that drawing.
Tom demonstrates the “stretch” portion of the animation principle known as “squash and stretch.”

JG:  Are the days of fully hand-drawn television cartoons behind us?  Is it only possible financially when outsourcing overseas?
SN & JS:  For the most part, the reality of North American animation is that fully hand-drawn animation is not cost or time-effective.  There are things to be said for digital animation and we have an advantage over our overseas counterparts.  Our strength is our love and understanding of the timing and fundamentals of the classic animation style.  You can see the difference where overseas animation tends to have even timing, as opposed to the snappy timing of the originals.  We enjoy the challenge of blurring the lines between digital and classically drawn animation and we think we’ve achieved that.
JG:  What has been the most satisfying sequence to direct?
SN & JS:  Each episode has its own golden moments.  It was a nice change of pace from the learning-based series we have done previously.  It’s great just focusing on selling a joke!  You know you have done your job when you watch the same gag dozens of times and it still makes you laugh.
Jerry enjoys a snack while exploring the great outdoors.

We just finished a great action sequence, but you won’t see it for a while.  We have science episodes that all revolve around them in a laboratory, and it’s a really fun sequence and a little bit of a nod to Japanese animation.  One of our better animators really brought it for that sequence.  It puts a smile on our faces every time we watch it.  The episode is called “Cat-astrophe”.
JG:  This will be the first time a Tom and Jerry series is produced and aired in widescreen, instead of cropped into fullscreen for broadcasting.  Is it fun to be able to play in the widescreen format knowing nothing will be cut out on TV?
SN & JS:  Although not our first 16:9 project, we prefer widescreen because it’s better for more cinematic staging.  Its also nice being fully committed to that ratio instead of having to keep both formats in mind.

New episodes of The Tom and Jerry Show air Saturday mornings at 8am on the Canadian network Teletoon.  Look for the series to debut on Cartoon Network in the US come April.
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James Gartler is a Canadian writer with a serious passion for animation in all its forms. His work has appeared in the pages of Sci Fi Magazine, and at the websites EW.com and Newsarama.com.

Saturday 7 April 2012

Flash Professional 5.5


What’s New in Flash Professional CS5.5

Simplify the creation of immersive experiences that present consistently across desktops, smartphones, tablets, and televisions. Target the latest platforms, including Adobe Flash Player 10.2, Android, Apple iOS, webOS, and Adobe AIR 2.5. Manage multiple FLA files that target various devices, and efficiently create, test, package, and deploy content. Use the improved Code Snippets panel to visually preview and add over 20 new code snippets, including ones optimized for mobile and application development. Help ensure the integrity of your files with a new auto-save and file recovery feature, copy and paste layers, and intelligently scale artwork.
New features:
  • Expanded platform & device support – Reach audiences on the latest players & runtimes
  • Efficient workflows for mobile dev – Manage multiple FLA files for different devices
  • Content scaling when resizing stage – Quickly optimize for different screen sizes
  • New code snippets & improved code snippets handling – Speed with the new pick whip
  • Seamless mobile testing – Run and test content directly on the device over USB
  • Incremental compilation – Use asset caching to reduce compile time and deploy faster
  • Pinning support for inverse kinematics – Define more complex kinematics movement
  • Enhanced layer controls – Copy and paste layers across multiple files and projects
  • Symbol rasterization – Use new options to easily export content as bitmaps
  • Work with the latest device profiles – With Adobe Device Central CS5.5 emulation
  • Streamlined publishing and document settings – Change settings quickly and efficiently
  • Auto-save and file recovery – Protect your work with this new safeguard
  • plus more, or download a free trial

Monday 19 September 2011

Toon Boom vs Flash


Toon Boom Strengths

There are many things that Toon Boom can do that Flash animators wish they had access to. Note that some of these can be accomplished in Flash via additional plugins, but not by default.
  • Parent Child Relationship - The most powerful integrated tool in the Toon Boom arsenal is proper parent child relationships between elements. The ability to attach one drawing to another and have it mimic the parent’s movements is a key feature of limited animation. Flash users have been begging for this functionality for years but neither Macromedia or Adobe has seen fit to grant this feature.
  • Detailed Camera Controls - Toon Boom you to easily pan, zoom and track your camera. The system offers budding directors all the camera control they’ll need.
  • Cell Controls - Used for quickly changing a drawing for a frame of any particular element, Toon Boom Studio can inherently do what Flash requires a plugin for (AnimSlider Pro).
  • Z-Axis Control - The ability to place elements with a z-axis 3D environment is an important tool in the animator’s arsenal. By default Flash hinders animators by forcing a dual-plane environment.
  • Exposure Sheet - Traditional animators are accustomed to using exposure sheets to draw their characters. This allows you to view many drawings at once and really nail your timing.
  • Library Management - While Flash allows you to import and export items from other movies there is no distinct library management tool. Toon Boom allows easy drag and drop capabilities to quickly managed your digital assets.

Flash Strengths

  • Actionscript - The scripting language integrated into Flash continues to be a powerful asset, allowing Flash to do what it’s best at: web publishing. Database interaction, custom forms, interactive quizzes are all possible with Actionscript. This advanced scripting can be put to good use in animation as well, especially for things that would be difficult to animation by hand like particle effects.
  • Blur Effect - Flash MX saw the first bitmap blur effect for vector graphics, and this has proven to be a useful tool for animators looking to push the envelope with impressive realism.
  • Customizable Preloaders - Toon Boom currently has a default preloader that can be assigned to SWF files but it can not be modified. Flash allows you to create and edit your preloaders how you see fit.

So Which is Better?

If your animation requires interaction Flash is the clear choice. Toon Boom is centered around animation throughout, which makes it preferred by animators. Toon Boom has great integration with Flash though, so using them both together makes a great animation studio.

Wednesday 31 August 2011

Press Release from Prime Focus Film


Prime Focus Adds Noted Exec Producer Nancy St. John

Posted In | News Categories: FilmsPeopleVisual Effects | Geographic Region: All | Site Categories: FilmsPeopleVisual Effects
Press Release from Prime Focus Film

Vancouver - Prime Focus Film has announced the appointment of Nancy St. John as the Executive Producer for its Vancouver facility. Nancy will lead the feature film visual effects team while also working closely with the Prime Focus VFX teams in London and Mumbai.

Nancy was most recently the VFX consultant at Relativity Media and Senior Visual Effects producer on “Limitless” starring Bradley Cooper, “Season of the Witch’ starring Nicolas Cage and the much anticipated ‘Immortals’ directed by Tarsem Singh releasing 11/11/11.

Nancy has also VFX-produced for most of the major studios, including Disney, Dreamworks, Fox, HBO, Paramount, Walden Media, Universal and Warner Bros.

Recognition of her excellence in leadership includes two Academy Awards – for ‘Babe’ (1996) and ‘Gladiator’ (2000) – and an Oscar nomination for ‘I-Robot’ (2004).

Nancy is a highly visible and respected industry figure who, earlier in her career, led teams at major VFX facilities such as ILM, Rhythm & Hues, Robert Abel & Associates and Mill Film.

Having left her native Canada over 27 years ago to pursue a successful career in Hollywood, Nancy is now returning home to lead Prime Focus in Vancouver.

‘When I left Vancouver to seek fame and fortune in Hollywood, I always hoped I would return home one day to support and help grow the VFX community here,’ said Nancy St John, Executive Producer, Prime Focus Film. ‘My aim is to attract my Canadian ‘wild geese’ friends and colleagues back to Canada – those who, like me, went abroad to work. Here at Prime Focus, we are building what I know will be one of the best VFX facilities in the world – and that is certainly something worth coming home for.’

‘We’ve searched for some time to find the right person to help us lead the Vancouver facility and we feel that Nancy is about as right as it gets,’ said Terry Clotiaux, President, Prime Focus International. ‘She is one of the industry’s most respected producers: she has been part of every size and kind of film project required by the industry and has led some of the most successful VFX teams both on the client production and facility sides of the business, including two Oscar-winning efforts for Best Visual Effects. We are extremely proud and excited to welcome her to the Prime Focus global family.’

‘We are working hard to attract the very best talent to our Prime Focus leadership team globally. Nancy’s arrival in Vancouver adds immeasurably to our talent base and to our ability to bring proven, world-class skills and experience to our clients’ projects,’ said Martin Hobbs, Managing Director, Prime Focus Film, Vancouver and London.

‘Vancouver is increasingly important in the VFX and CG world, as evidenced by its inaugural hosting of Siggraph 2011 this week,’ added Namit Malhotra, Founder and Global CEO, Prime Focus. ‘Nancy’s appointment will further raise our profile as a key player in this market and firmly position our Vancouver operation as a core component of the Prime Focus global network VFX offering, working seamlessly with our European and Indian facilities.’

Nancy’s experience will be called upon immediately, as Prime Focus  gears up for a busy end to 2011 – a year which has seen them contribute stunning VFX work to projects such as ‘Immortals’, ‘Final Destination 5’, ‘Tree of Life’, ‘Transformers: Dark of the Moon’, ‘Sucker Punch’ and ‘TRON: Legacy’.

Beyond this Prime Focus is currently partnering with the filmmakers of ‘Dredd’ providing conceptual, planning, production design and pre-vizualization work in addition to supplying a full slate of stereo VFX services.
 
Prime Focus will also be converting key shots for ‘Dredd’ to stereo 3D using View-D™, Prime Focus’ proprietary 3D conversion process, most recently used to convert ‘Harry Potter and the Deathly Hallows Part 2’, ‘Transformers: Dark of the Moon’, ‘Green Lantern’ and ‘Star Wars Episode I: The Phantom Menace’.

Prime Focus Film is a film VFX specialist, with offices in London, Vancouver and Mumbai. We offer an exciting alternative to other VFX companies, challenging the conventions and traditional practices of the industry and promoting a new way of engaging with filmmakers. As a partner in the filmmaking process, Prime Focus Film provides conceptual planning, production design and pre-visualization work in addition to a full slate of stereo VFX services, and 3D conversion using View-D™, our world-leading 3D conversion process.
Website:
www.primefocusfilm.com ;