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Watch FX Experts Build the Prototype of a 14-Foot Creature

The design phase is over, and now it's time to prove that the 14-foot-tall creature can be built. As the team starts to build the prototype, challenges arise due to the creature's size and scale.

Released on 07/18/2014

Transcript

We're going back to Comic-Con.

The idea obviously is to kick last year's butt.

We have to make sure that this will actually work

or we're back to the drawing board.

Now we're through the design phase.

We know what we're going to build.

The next step is to prove that it's possible.

That's where prototyping comes in.

So pretty much today what I need to do is prove

that this concept can work,

that we can have multiple people.

This will have one person down below,

probably three people up here.

So that's the concept is that this is gonna be

the largest autonomous free-walking character

that we've ever done.

This is all human powered.

So getting something this big to move around is,

you've got to test it.

You know, okay, will that arm actually move?

Can we actually make an arm

that's eight feet long move by one guy?

It's huge, it's massive.

I don't know if the cameras caught it

but my favorite moment in that little meeting

that we just had was when Alan looked

at the printout of his creation

and then looked over at the AMP suit

and was like (drops head).

When I saw that arm printed out,

I was like, Oh, we're so screwed.

I don't know how we're going to do this.

One way we like to refer to prototyping

in the creature effects industry is

a garbage bag test.

This goes all the way back to aliens

and Stan Winston's studio.

And that's how they proved the Alien Queen

would even be possible as a puppet.

We'll apply the same principles to Giant Creature.

We started out the build with the day one proof

of concept of the base which was to see

if three people can get up there

on a three wheeled vehicle and have it be stable.

It's huge, 14 feet tall.

Is it safe?

Is it's center of gravity with that many people

that much higher?

Can it move?

Can it drive around?

And you know, is it going to fall over or not?

[Man] And from there we basically learned from that

where our weak points were.

And we started doing heavier steel work.

It wasn't a doubt that we couldn't make it work

with the three wheels, it's just how much steel

and stuff do we have to put in there to make it safe.

Then we built the real thing.

We built the real thing, the wheel base

and then while that was going on

I was also prototyping the arm.

The other real challenge mechanically was creating

this arm mechanism which had to be prototyped

in order for us to figure out how it would work

and how it would perform.

[Man] Last year the big problem was getting

the movement of the shoulder in line

with a puppeteer shoulder.

If it was out of line, then that could cause

a lot of stress.

I think with a bigger arm now the problem is going

to be worse so we just want to get

a nice shoulder move somehow so we can also bungee assist.

The big challenge about these arms is that they're huge

and we know they're going to weigh a ton.

So that's where prototyping is essential.

It's got a two to one so it's actually harder to lift

but we're not worried about that

because you can bungee assist.

So it only has to move 45 degrees

for the arm to go 90.

So it will be less work for the puppeteer

as far as how far he needs to move his arm.

(intense music)

We figured out the geometry and now we've gone back in

and we're starting the real build

which includes bearings and making sure everything's

strong enough and light enough that it's going to work

to the best of its ability given our schedule.

The prototyping helps a lot for us to visualize it

but I try and approach anything of this scale

with a kind of stupidly optimistic attitude

that it's all just going to work.

But, you know, it always breaks when it's

in front of an audience.

So that's the part we're trying to avoid.

It's all doable if you have enough time and money.

That's the biggest, it's the biggest glitch here is

we've got a deadline unless we can get them

to push back Comic-Con a couple of weeks.

That'd be cool.

[Narrator] Go to hyzs518.com for the entire

Giant Creature series.

HOW TO MAKE A GIANT CREATURE - The Webseries

Produced by Stan Winston School for WIRED in association with: Legacy Effects, Condé Nast Entertainment & Stratasys

Executive Producers: Matt Winston, Erich Grey Litoff

Producers: John Ales, David Sanger

Director of Photography: John Ales

Production Coordinators: Maggie Sayer, Teresa Loera

Camera Department: John Ales, Jake Borowski, Ben Saltzman, Peter Gould, Chris Trueman

Production Intern: Nick Norton

Post-Production:
Lead Editor: Damien Acker
Editor and Live Editorial Lead: Yukako Shimada
Editors: Peter Gould, Jacob Goodman
Assistant Editors: Jake Borowski, Ben Saltzman

Giant Creature LIVE Team:
Live Coordinator: Christopher Vaughan
Live Editorial: Yukako Shimada
Cameras: Jake Borowski, Peter Gould, Ben Saltzman
Sound: Chris Trueman
Giant Creature Live Assistant: Ryan Cultrera
Production Interns: Nick Norton, Marni Roberts

Social Media for SWSCA: Andy Franco

Music by Network Music Lab: www.networkmusiclab.com

GIANT CREATURE CREATED BY LEGACY EFFECTS

Giant Creature Project Supervisor: Alan Scott

DESIGN: Jim Charmatz, Kourtney Coats, Darnell Isom, Scott Patton, Greg Smith Won-Il Song, Bodin Sterba

RAPID-PROTOTYPING: Jason Lopes

ART DEPARTMENT: David Monzingo-Supervisor, Vance Hartwell, Trevor Hensley, Akihito Ikeda, Mark Killingsworth, Mark Maitre, Jason Matthews, Paul Mejias, Rob Ramsdell, Christopher Swift

FABRICATION DEPARTMENT: Dawn Dininger, Ted Haines, Bruce D. Mitchell, Tracey Roberts, Amy Whetsel

PAINTERS: John Cherevka, Erick De La Vega, Jamie S. Grove, Derek Rosengrant

MODEL DEPARTMENT: David Merritt-Supervisor, Brian Claus, Ken Cornett, Alan Garber, Jesse Gee, James Springham

MECHANICAL DEPARTMENT: Peter Weir Clarke, David Covarrubias, Rich Haugen, Seth Hays, Russ Herpich, Hiroshi 'Kan' Ikeuchi, Jeff Jingle, Jim Kundig, Richard Landon, Lon Muckey, Brian Namanny, Hannah Wilk

ELECTRONICS DEPARTMENT: Rodrick Khachatoorian, Greg Keto

MOLD DEPARTMENT: Damian Fisher-Supervisor, Javier Contreras, Tony Contreras, Lou Diaz, Jeff L. Deist, Chris Grossnickle, Clay Martinez, Jacob Roanhaus, Frank Ryberg, Jaime Siska, Gary Yee

FOAM DEPARTMENT: Cory Czekaj-Supervisor, Ken Culver, Jacob Roanhaus

HAIR DEPARTMENT: Connie Grayson Criswell

3D PRINTING BY STRATASYS: Terry Hoppe, Bonnie Meyer Darren Perry, Isaac Damhoff, Michael Block, Jay Beversdorf, Kevin Nerem, Mac Cameron, Paul Merrill, Dan Wahtera, Jamal Muhammad, Bill Morrow, J Consuelo Mendez

RANCHO CA OFFICE UNDER TERRY HOPPE: Steve Gibson, Mark Bashor, Patrick Brault

BILLERICA OFFICE UNDER TERRY HOPPE: Leslie Frost

ADDITIONAL STRATASYS STAFF: Jessica Songetay, James Berlin, Chris Cates, Dustin Kloempken, Cathleen Kadletz, Marc Downie, Ryan Litman, Daryl Baumgartner

FUR BY NATIONAL FIBER TECHNOLOGY: http://www.nftech.com
Maggie Bloomer, Kim Clark, Fred Fehrmann, Emile Gagne, Carol Goans, Juan Gomez, Talia Harvey, Kaitlin Hardy, Allison LeSaffre, Kate Maloney, Chris McMullen, Abby Roy

"AUGMENTED REALITY" BY BLIPPAR: https://blippar.com/en/
Marc Florestant-3D Artist, Leon Tyler, Radu Nicolau, Matt Banyard, Gareth Upton, Mike Harris, Brian Morales, Cheena Jain, Patrick Aluise

FOAM MILLING BY ALCHYMIA: Alfred Kuan

SOUND EFFECTS BY ANARCHY POST: http://www.anarchypost.net
Dan Snow, Tom Boykin

SOUND & LIGHTING CONTROLLERS BY ADAFRUIT: https://www.adafruit.com
SPECIAL THANKS: John Rosengrant, Shane Mahan, Lindsay MacGowan

New Deal Studioses: Shannon Gans, Matthew Gratzner, Ian Hunter

Visit our WEBSITE: https://www.stanwinstonschool.com

SUBSCRIBE to SWSCA on YouTube: http://bit.ly/Zp70T4

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