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| ICE
AGE Q&A with director Chris Wedge |
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Just how accurate do you have to make an animated adventure set in the Ice Age? “I was hoping we could make the film as accurate as possible. Then again we were making a story in which the animal characters have the power of speech, so we’re using a little creative licence. We used as much reference as we could to help design the characters, and to help us choose which creatures to use. We also wanted to make something that looked natural but was very stylised.” Have you had any feedback on the film from people who specialise in pre-history? “We did consult some at the very beginning, in our efforts to have some modicum of truth to inspire the setting. And they understood that we were making an animated film, they didn’t feel we had to rigorously conform to anybody’s idea about how the world was back then.” You feature human characters in the film, which has always been a tricky thing for computer animation to capture effectively. How did you go about it? “Well for one thing they weren’t Homo sapiens. It’s really a style issue when you animate humans, my feeling is that if you’re going to make it animated there should be something you want to do with the style because there are five billion people on the Earth that you could use in your movie otherwise. There are also technical challenges in making humans look too real, because the more real you make them the more demands you put on the animators to make them act properly, and not look like they have strange deformities or facial tics. As humans ourselves we have such a low tolerance for variation, when we look at people walking down the street we can tell if there’s something wrong with somebody. So we stylise and that gives us an opportunity to make the animation, and the expressions, much broader.” Continued on page 2 |
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