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Giggle is MPC’s own extension of the LUA scripting language and a component of Muggins – MPC’s 3D Library. The GhostTrails tool was implemented as a Giggle script and used inside Foundry’s Katana. Looking back to a previous project and the tooling seemed a good place to start and see what could be repurposed. This captures the high-speed at which someone is moving through the use of motion blur but also freezes the action in time so that movement can be understood by the viewer.” “For me, the inspiration comes out of night-time skateboard photography, where a long exposure is taken and then a flash is fired to capture the skateboarder frozen in time. “The basis for the technique is based in still photography when taking a bulb exposure,” Earl said. For that project, the intention had also been to provide the artists the means to artistically control the motion blur through a tool called GhostTrails, which was originally developed by FX Lead Nigel Ankers.
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MPC Film had created a similar effect on a previous movie to create ghost effects. “We needed to provide the artists with more control to sell Sonic’s speed, so that it wasn’t just a big blue blur on screen,” explained Earl.
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And for some shots, we’d also see multiple Sonics with a motion streak between each action or pose. In addition to Sonic’s speed, there would be times when he moves so fast, there would be a ‘supersonic’ effect where we would see more of the character’s actual movement within the motion blur effect. Sonic moves very fast, so there was going to be a lot of motion blur with a ‘blue streak’ effect behind him. There were a number of challenges for this movie, many relating to Sonic and his speed.
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MPC Head of Optimization Will Earl lent some insight into how the studio created the effects to show Sonic’s incredible speed when they provided the visual effects for 2020’s Sonic the Hedgehog.įor creating Sonic’s groom, MPC once more relied on its proprietary groom software Furtility while lighting and rendering were accomplished using the normal pipeline of Katana and Renderman, respectively. How do you recreate the effects and moves of an iconic video game character for the big screen?