Synthetic
Actors Guild
By MICHAEL A. HILTZIK and ALEX PHAM, Times Staff
Writers
"Final Fantasy,"
the first film with an entire cast of hyper-realistic, computer-generated
human characters, is likely to reanimate a 20-year debate over the role
of "synthespians."
Aki
Ross is the very model of a modern movie heroine: brunet, lithe, headstrong
and confident enough to lead a team of commandos on a mission to rescue
the planet Earth. No doubt the producers of her new film are counting
on these qualities to make the audience forget that despite her astonishing
resemblance to a living, breathing person, everything about her, from
her form-fitting spacesuit to the twinkle in her eyes, was created inside
a computer.
Whether her creators have fully succeeded in making Ross a convincing
digital simulation of a real human being will not be known until the film,
"Final Fantasy: The Spirits Within," opens nationwide in mid-July. But
as the most ambitious attempt yet--and one of the costliest--to create
a photorealistic world and its denizens via computer animation, "Final
Fantasy" is likely to reanimate a 20-year debate over the role of "synthespians,"
or real-looking but artificial human actors. "We're giving people something
they've never seen before," said Andy Jones, the lead animator for Square
Pictures, the producers of the film. "We have the ability to make our
actors do what we want, but still make it look believable. We're able
to create an entirely new world with no limitations. We can put characters
in more dangerous situations, make them superhuman." To others in Hollywood,
the idea of digital actors taking on jobs traditionally reserved for flesh
and blood is not just gratuitous, but disquieting.
Hollywood animators, of course, have long taken pride in their ability
to move audiences with manifestly handmade characters. Generations of
moviegoers have cried at the death of Bambi's mother and chuckled at the
Bronx swagger of Bugs Bunny's voice. For millions of fans, the Woody and
Buzz of "Toy Story" project every bit as much life and spirit as did Butch
and Sundance.
Certainly Sakaguchi and the film's domestic distributor, Columbia Pictures,
are marketing Ross as though she were flesh and blood; the publicity campaign
for "Final Fantasy" includes a photo spread for the character in the men's
magazine Maxim (although Square's artists had to specially render those
parts of her body that are covered up by her spacesuit in the film, but
on display in the string bikini de rigueur for Maxim models). Sakaguchi
has also talked about casting Ross in a range of roles in new movies,
as though she were just another Michelle Pfeiffer or Jennifer Lopez.
Still, the possibility that computer-generated characters might someday
masquerade as, or even supplant, humans on-screen has been discussed since
the 1980s, when computer animation first appeared in Hollywood.
The
first major-studio vehicle was the 1982 Disney release "Tron," which told
of the adventures of a team of engineers trapped in the inner world of
a computer and featured 53 minutes of wholly electronic animation. "Tron"
arrived with the requisite aura of hyped expectations ("It is hard to
see how a film so original in conception and execution . . . can fail,"
proclaimed film critic Richard Schickel for a cover story in Time). Instead,
hobbled by cost overruns and a lumbering story, "Tron" bombed so badly
that many computer animators believe it set their cause back by a decade.
Not until
1993 and the release of "Jurassic Park" did major studios recognize that
computer-generated life forms could be integral, even indispensable, characters
in their films. By then computer animators had already turned from creating
such digital wildlife as dinosaurs to working on humans.
In 1988 the digital filmmakers Diana Walczak and Jeff Kleiser turned out
a short featuring Nestor Sextone, a digital character purportedly running
for the presidency of the "Synthetic Actors Guild." Sextone's platform
was an attack on such faux-digital characters as Max Headroom, who was
portrayed in a television series by the real-life actor Matt Frewer in
elaborate makeup. "The idea of the Synthetic Actors Guild was only half
a joke," said Kleiser, who coined the term synthespian in 1989. "The question
for 10 years has always been, when will we have a completely photorealistic
synthespian? I believe there will be more and more convincing performances
by synthespians."
Some would
argue that has already happened.
The 1999 release "Stuart Little" featured an entirely computer-generated
title character--"probably the first real digital star in a live-action
movie," contended Tim Sarnoff, general manager of Sony Imageworks, the
digital studio that created the lifelike mouse for the picture. But although
Sony devoted thousands of man-hours to giving the digital Stuart Little
naturalistic fur and clothing that appeared to come fresh off the rack,
Sarnoff believes it is not worth the effort to do the same for a human
being. "I take it as an article of faith that it will always be more efficient
for a human to communicate a human character," he said. In fact, synthespians
are chiefly used today as background extras (digital figures populated
the passenger list of "Titanic" and the Coliseum stands of "Gladiator")
and for stunts too dangerous or difficult even for experienced stuntmen.
A digital Spider-Man will be scaling digital buildings in the upcoming
film based on the comic book hero, Sarnoff said, although once earthbound
he will be played by Tobey Maguire.
Digital
humans have stayed largely relegated to the background in part because
the creation of a indistinguishably lifelike, fully interactive digital
human is still not quite achievable. For all the inexorable march of computing
power, animators measure their successes in incremental steps: here a
new algorithm to recreate the hang of fabric, there one to refine the
texture of skin or the parting of lips to pronounce a specific phoneme.
Computer animators still struggle to achieve effects that traditional
animators take for granted, in part because audiences expect a high degree
of verisimilitude from the technology, even within a fanciful world. "What's
the single hardest shot we did in 'Shrek'?" remarked Katzenberg. "It's
the pouring of milk into a glass."
"We're coming
to the point where you won't know if an actor or newscaster is computerized
or flesh and blood," said Andrew Niccol, the screenwriter of "The Truman
Show" and the upcoming "Simone." "What's more, you won't care, as long
as they impress us or move us."
For all that, how far digital actors can go in replicating, much less
replacing, real actors is a speculative question. "Ultimately, artificial
actors and actresses will be as realistic as real humans," said artificial-intelligence
expert Ray Kurzweil. "You can even get into a philosophical debate about
whether they'll be really conscious."
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