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                    Since 
                    its first appearance, in the 60s, Star Trek has continues 
                    to set the pace for science fiction shows. As the franchise 
                    has evolved it has continued to break new barriers. Its core 
                    post-production team has been with Trek from anywhere 
                    between 5-20 years, and have seen the special effects progress 
                    from physical models to computer generated (CG) ships and 
                    effects. Keri Allan talks to the some of the people working 
                    behind the scenes as they begin work on season two of Enterprise... 
                   
                    Set in the 22nd Century, Enterprise predates the enigmatic 
                    Kirk and his crew, but still leaves room for high tech CGI 
                    wizardry, creating space ships, aliens and backgrounds never 
                    seen before. 
                    Artists have already had to cope with space anomalies, morphing 
                    aliens and a temporal cold war - allowing for a future post-apocalyptic 
                    setting for the end of season one.  
                  
                  Working 
                    in-house the team is run by Dan Curry [pictured right], visual 
                    effects producer, who oversees the two separate CGI teams 
                    headed by visual effects supervisors Mitch Suskin and Ron 
                    Moore. The episodes are divided in two - one team taking on 
                    the 'odds' and the other the 'evens'. They then oversee the 
                    main CG work, which was created last year at Foundation Imaging 
                    and, from season two onwards, at Eden Effects. Other, mainly 
                    2D effects, such as warp stars in the background, phaser fire 
                    and transporter graphics are created by Technicolor Creative 
                    Services.  
                  Over 
                    the many years of its existence, CGI has been the biggest 
                    step forward for Trek. "I have been involved in the 
                    production of visual effects for over 25 years, and for me 
                    CGI has been the most profound technical advance during this 
                    period," says Suskin. "It's hard to appreciate the significance 
                    of computer generated effects if you didn't work in the period 
                    before their development. It took weeks and sometimes months 
                    to complete shots. With the advent of computer graphic tools, 
                    a single artist can have complete technical and creative oversight 
                    on a shot, and can complete an effect in days or hours instead 
                    of weeks. This was never possible with model photography and 
                    optical compositing."  
                  
                     
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                  It 
                    wasn't all plain sailing during the transition however, and 
                    some were reluctant to change. "At first I think it was harder 
                    for us as we used to prefer the look of models and shoot in 
                    motion control," says Moore. "But we were limited to the kinds 
                    of shots we could do. There were some moves we just didn't 
                    have time to work out using motion control, due to limitations 
                    of the model size or camera. With CG that's just not the case. 
                    We can throw in hundreds of ships, and we can do moves that 
                    we could never do with motion control.  
                   
                    Moore continues: "I think we were reluctant to go to CGI, 
                    we didn't think it was good. We had tried it, way back in 
                    early  Next Generation episodes and it just didn't 
                    work very well. Occasionally over the years we'd try it here 
                    and there just to do something, but it took time for that 
                    to grow. I think it took a while for the quality of the CG 
                    images to match the originals."  
                  Curry 
                    adds: "CGI is both a godsend and a drawback - one of the things 
                    that is taken away is the kind of alchemy of figuring out 
                    how to use materials that were never intended to be used that 
                    way - to have the illusion of being something else. Where 
                    in the CG world - especially for ships - it's a godsend because 
                    it saves us from 60 hours a week of shooting miniatures." 
                     
                  
                  Some 
                    team members have taken a leap into the world of CG. Rob Bonchune 
                    is now supervising VFX animator at Eden, but began working 
                    on Trek five years ago as a practical miniature, model 
                    and prop maker. He's now left behind the glue and the workshop 
                    in favour of Lightwave and a PC. He was thrown in at the deep 
                    end when for his first supervisory role on Voyager 
                    he was asked to crash the ship onto an ice planet and given 
                    two weeks to make it happen.  
                  Nowadays, 
                    supervised by Suskin, 99 per cent of the time Bonchune's team 
                    uses Lightwave to create effects. They've shown that many 
                    feats are possible using this simple tool, and that you don't 
                    always need expensive software to create the best effects. 
                  Recently, 
                    they've also brought onboard After Effects to speed up rendering, 
                    and now use a technique evolved from model filming. "When 
                    we're running short on time we render up separate elements, 
                    kind of like old school motion control where you're filming 
                    space separately and putting everything together," says Bonchune. 
                    "The reason we do that is that each separate element will 
                    render faster with the stack of machines we have and then 
                    if the producers want us to change anything it will be easier 
                    and quicker to re-render one element than to re-render the 
                    whole shot."  
                  
                     
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                  Eden 
                    also has an unorthodox, yet cost saving method of running 
                    a render farm. "With Eden Effects they rent what they need," 
                    Bonchune explains. "When I worked at Foundation Imaging the 
                    machines were bought and we had roughly 150. Eden's philosophy 
                    is more like rent what you need. Therefore as soon as a better 
                    chip comes along you get rid of what you have and you get 
                    the newest one in. So when we were trying to deliver a show 
                    in a ridiculously short amount of time they brought in an 
                    extra 40 machines and it made a difference to how quickly 
                    we got it done, but on average I'd say there's 50 machines." 
                     
                  With 
                    Enterprise there are no models, not even a visual model 
                    for the ship except for a paper version created in order to 
                    envision how certain shots might work. "I guess in a sense 
                    it is a precedent, Voyager being the last one to use 
                    practicals, even though they went away from them in the end," 
                    notes Bonchune. "This show is all CGI. We built a CG 
                    version of a real ship, with the difference being in the small 
                    details. You can sit on the hull on certain parts of the ship. 
                    You can keep a camera flying in so you can see writing on 
                    small panels on the cargo doors. If it was a filming miniature, 
                    you could never do that."  
                  
                  Many 
                    new alien races have also been brought into the show and their 
                    abilities enhanced using CG. Motion capture technology has 
                    allowed for convincing physical contortions of the villainous 
                    Suliban race, for example.  
                  Supervising 
                    artist, John Teska said: "We did a cyberscan, so the actual 
                    building of the character and the texturing were relatively 
                    easy to do the climbing of the walls. It got a lot more complicated 
                    for the 'squishing under the door' shots! A lot of that was 
                    just manipulation by re-sculpting morph - targets and using 
                    the bones and such as reference."  
                  Bonchune 
                    adds: "What's really amazing to me is the use of motion capture. 
                    There's one scene that Teska did where live action Sulibans 
                    are walking down a corridor, Teska added two more crawling 
                    on the walls. You can't tell the difference! You just couldn't 
                    do that four years ago without extreme difficulty, but now 
                    we can do it on a much more consistent and regular basis." 
                     
                  
                  Set 
                    extensions are also the mainstay of Enterprise, bridging 
                    the gap between the grand illusion of space and the physical 
                    sets upon which the actors deliver their lines.  
                  There 
                    are also other things such as Nebula's etc. This is when they 
                    call in the specialists such as NASA and the JPL (Jet Propulsion 
                    Laboratory) who provide them with deep space photographs from 
                    the Hubble telescope. "We 
                    will paint out the stars so we can put in our own stars and 
                    shift them around a little bit," says Curry.  
                  Overall, 
                    Enterprise has been a giant leap forward for the post-production 
                    team, and also a grand success. Last year the team won an 
                    Emmy for special visual effects for its pilot - Broken 
                    Bow. The team are also happy with the evolution of effects 
                    throughout the show.  
                  
                  A 
                    favourite of Moore's is from a recent episode aired which 
                    involved a CG bat flying around the sick bay. "I'm just thrilled, 
                    I think it's some of the best CG we've ever done," he says. 
                    "It's a very convincing bat, we've even gone in and got close-ups 
                    of it - with hair and flickers of the ear!" 
                  The 
                    guys like a challenge and are happy to take on whatever comes 
                    their way. They're used to dealing with tight deadlines, high 
                    quality effects and as new challenges appear they feel like 
                    they are pushing the envelope further and are given a new 
                    level of job satisfaction. "I think that keeps us all going 
                    and makes it interesting to work on. We are always coming 
                    up with new effects and the writers are constantly providing 
                    us with new challenges. That's what keeps it fresh and interesting," 
                    notes Curry. 
                    
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