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by Stu Maschwitz
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Twister

May 10, 2016

Twenty years ago today, TWISTER was released. I’m going to share a bit about my involvement in the film. pic.twitter.com/6RBphItaLT

— Stu Maschwitz (@5tu) May 10, 2016

Work on TWISTER started in 1995, just two years after JURASSIC PARK came out. Computer VFX was still in its infancy. I was 23.

— Stu Maschwitz (@5tu) May 10, 2016

I had just finished animating and rendering helicopters for MISSION: IMPOSSIBLE. The first one.

— Stu Maschwitz (@5tu) May 10, 2016

VFX producer Kim Bromley and supervisor Stefen Fangmeier brought me in to help with a unique sequence of shots. Shots with no tornadoes.

— Stu Maschwitz (@5tu) May 10, 2016

Physics simulations were still bleeding edge back then. The tornadoes were created with Dynamation, which would later become part of Maya.

— Stu Maschwitz (@5tu) May 10, 2016

ILM could just barely make those tornadoes. A lot still needed to be done by hand. Sims could not handle anything more than a particle.

— Stu Maschwitz (@5tu) May 10, 2016

So in a shot like this, the bits of barn are particles, with no collisions. The silo roof was animated by hand. pic.twitter.com/Smig6XX8jv

— Stu Maschwitz (@5tu) May 10, 2016

TWISTER was a big-brain simulation show, a playground for new technology. But that wasn’t my passion. I loved animation and lighting.

— Stu Maschwitz (@5tu) May 10, 2016

And someone was going to have to animate that house.

— Stu Maschwitz (@5tu) May 10, 2016

I was given six months to do four shots. SH01, 02, 03 and 04. The “Spinning House” sequence. pic.twitter.com/lo7wJbqdpU

— Stu Maschwitz (@5tu) May 10, 2016

The first shot alone took four months. I animated the house by hand, and every board and prop that flies off it. pic.twitter.com/tD29jQouOP

— Stu Maschwitz (@5tu) May 10, 2016

Stefen agreed to approve the animation in stages. There were some aspects of the shot that would be very difficult to go back and tweak.

— Stu Maschwitz (@5tu) May 10, 2016

Animation was done in SoftImage. Rendering was in Renderman. Lighting was with ILM’s internal lighting/shading tool. Just like JURASSIC.

— Stu Maschwitz (@5tu) May 10, 2016

Director Jan de Bont, whom I idolized because he shot DIE HARD, would come up to ILM every two weeks or so. He signed my copy of the script!

— Stu Maschwitz (@5tu) May 10, 2016

I mention that again for context: VFX was really hard back then, and a big deal for a production. And this movie was breaking new ground.

— Stu Maschwitz (@5tu) May 10, 2016

Which I found very intimidating as a film school grad with no computer science background. Just sitting there every day animating my house.

— Stu Maschwitz (@5tu) May 10, 2016

I started by roughing in the path. I deformed the house with a lattice on impact. Stefen and Jan approved that animation. That took weeks.

— Stu Maschwitz (@5tu) May 10, 2016

Then the real work began. I started adding levels of detail. Boards breaking. The door falling off its hinge. All animated by hand.

— Stu Maschwitz (@5tu) May 10, 2016

Every day I’d add a board or prop or two or three, rig it, animate it, check it, and run a new take. pic.twitter.com/Pd1gYPRY78

— Stu Maschwitz (@5tu) May 10, 2016

If a piece of the house need to turn on or off, I’d have to go into the rendering program to script its visibility. Lots of typing.

— Stu Maschwitz (@5tu) May 10, 2016

I wish I could give proper credit to the artists who modeled and textured the house. Can’t remember who it was! https://t.co/IV5oyGCDcT

— Stu Maschwitz (@5tu) May 10, 2016

I’d make requests of the modelers for props. “Could you make me a clawfoot bathtub?” Couple of days later it was there for me to add in.

— Stu Maschwitz (@5tu) May 10, 2016

Jan loved these kinds of Easter eggs. Notice the “For Sale” sign that flies though at the head of the shot!

— Stu Maschwitz (@5tu) May 10, 2016

At some point I had to figure out the lighting. Realistic objects in daylight were a big challenge back then. Lighting tools were primitive.

— Stu Maschwitz (@5tu) May 10, 2016

We lit shots with spotlights, period. No sky domes or global illumination. You could have soft shadows, but just barely. No contact shadows.

— Stu Maschwitz (@5tu) May 10, 2016

Without soft shadows and global illumination, CG wants to look bad. Real bad. https://t.co/1V1PDum9NL pic.twitter.com/QRWtc4nUAq

— Stu Maschwitz (@5tu) May 10, 2016

My solution was to build a dome of shadow-casting lights around the house. Dozens of lights. It looked great, but took forever to render.

— Stu Maschwitz (@5tu) May 10, 2016

I remember Stefen Fangmeier being very supportive of my crazy hacky techniques. I think he loved my ignorant, brute-force tricks.

— Stu Maschwitz (@5tu) May 10, 2016

In dailies I remember Stefen’s main note was always “Looks good, keep going!” And I’d go back and add ten more boards.

— Stu Maschwitz (@5tu) May 10, 2016

I animated the curtains in the windows by keyframing the actual geometry. I had no idea what I was doing. Things broke a lot.

— Stu Maschwitz (@5tu) May 10, 2016

SH02 followed pretty organically from SH01. But SH03, the impact, presented some challenges. pic.twitter.com/ov8uHz3Jf7

— Stu Maschwitz (@5tu) May 10, 2016

With the model filling the frame, my lighting rig became expensive. About 12 hours per frame. pic.twitter.com/i4KhcwKl34

— Stu Maschwitz (@5tu) May 10, 2016

The solution? Well, the shot was only 12 frames long, so every night they’d give me 12 processors to run it on.

— Stu Maschwitz (@5tu) May 10, 2016

I animated the glass breaking. By hand. And the flower box breaking apart. pic.twitter.com/oIjx4Bm4yK

— Stu Maschwitz (@5tu) May 10, 2016

I think I held some kind of ignominious record for most time spent on the fewest frames with SH03.

— Stu Maschwitz (@5tu) May 10, 2016

There’s a lot of “me me me” in this thread, but VFX was a big time team effort then, just like now. I had lots of help and support.

— Stu Maschwitz (@5tu) May 10, 2016

As a young VFX artist working at his dream job, I was thrilled to be a part of TWISTER. It was also a really fun show. Beers every Friday.

— Stu Maschwitz (@5tu) May 10, 2016

…and then, for a while, work every Saturday. And some Sundays. I paid off my student loans early with the overtime pay.

— Stu Maschwitz (@5tu) May 10, 2016

We bonded over the work, and the film. Weird in-jokes, like how often Bill Paxton would grope Helen Hunt on camera. pic.twitter.com/zg7ahqyGDK

— Stu Maschwitz (@5tu) May 10, 2016

We all thought TWISTER was the beginning of a crazy trend of blockbuster movies where CG was the star, which felt kinda gross.

— Stu Maschwitz (@5tu) May 10, 2016

Now I look back and see that TWISTER has more heart and soul than just about any big movie released in the last decade.

— Stu Maschwitz (@5tu) May 10, 2016

Like DIE HARD, TWISTER is the story of a fractured marriage being saved because extraordinary events make two people realize what matters.❤️

— Stu Maschwitz (@5tu) May 10, 2016

Its also one of the last films where VFX have a certain special feel to them, as @Awakeland3D pointed out to me. A larger-than-life quality.

— Stu Maschwitz (@5tu) May 10, 2016

I think this has to be in part because the VFX plates were shot VistaVision, just like in JURASSIC, FORREST GUMP, BACK TO THE FUTURE, etc.

— Stu Maschwitz (@5tu) May 10, 2016

VistaVision is a huge neg, double the size of 35mm film. The trend of shooting action scenes on IMAX? TWISTER was way ahead of that.

— Stu Maschwitz (@5tu) May 10, 2016

But people weren’t doing it to be cool. They were working with limitations. VFX was given a wide berth on set. Its own giant cameras.

— Stu Maschwitz (@5tu) May 10, 2016

Everything’s better now, everything’s easier. But as a result, we’re all sloppier. I’m so honored to have been a part of that era of VFX.

— Stu Maschwitz (@5tu) May 10, 2016

I was telling @Awakeland3D that the particle rendering used for the tornadoes is about as advanced as @RedGiantNews Particular today.

— Stu Maschwitz (@5tu) May 10, 2016

This turned into a bit of a dare. I made this using @RedGiantNews Particular in a couple of hours. pic.twitter.com/Rd8IpQGiGL

— Stu Maschwitz (@5tu) May 10, 2016

Render time: About 4 seconds per frame. pic.twitter.com/GmBqAwkL1z

— Stu Maschwitz (@5tu) May 10, 2016

The clever method that @trapcode_lab uses to create self-shadowing in Particular is very similar to ILM's technique. pic.twitter.com/BabQR8U31B

— Stu Maschwitz (@5tu) May 10, 2016

A bunch of the ILM crew went to see TWISTER on opening night in SF, 20 years ago today. We all crammed in to the front rows of the theater.

— Stu Maschwitz (@5tu) May 10, 2016

The spinning house shots came up and the theater was electric. My heart was pounding. The audience burst into applause.

— Stu Maschwitz (@5tu) May 10, 2016

I learned so much about filmmaking, life, work, leadership, artistry, technology, and friendship on that show. It was an amazing experience.

— Stu Maschwitz (@5tu) May 10, 2016

Thanks for sharing my recollections of TWISTER! I’ll put all this on @prolost later today. 😃

— Stu Maschwitz (@5tu) May 10, 2016
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