charlie and the chocolate factory




      Chocolate Factory


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      THE OOMPA-LOOMPAS

      Bringing the Oompas to life involved the full cooperative effort of all the effects artists on the film, but it all began with one man, the Oompa-Loompa prototype: Deep Roy.

      If five, six or 20 Oompa-Loompas appear in a scene, Roy played all of them. In separate takes, and from different starting marks, he would act out each single part on the motion capture stage, whereby his body and facial movements were recorded in the computer. If the scene was one in which the Oompa-Loompas join to dance and sing a number about the fate of each wayward child on the tour, the entire routine would be meticulously choreographed for months to composer Danny Elfman’s music. Then Roy would perform the steps from each individual spot on the line, subtly adjusting his gestures and expressions from one to the next so that when the collection of images were later joined together onscreen he would have created an entire troupe.

      “I think of it as doing nineteen second takes,” offers Roy, whose extensive training for the roles included daily pilates sessions and dance classes. “The most challenging part was trying to remember my position from one performance to the next, counting in my head and remembering at what point to turn or where to look. It was a lot of rehearsing.”

      “This was extremely tricky, partly just for the volume of shots it created,” says Chas Jarrett, Visual Effects Supervisor of The Moving Picture Company, one of the companies that joined the production team to work on Oompa-Loompa footage and contributed nearly 500 shots. “Although effectively the Oompas look alike, we’ve slightly altered the facial tones of each. Their hairstyles may be a little different and each performance is slightly varied from one character to another.”

      What the relatively new facial-capture process offers over standard animation, Jarrett believes, “is subtleties around the eyes and mouth shapes, the way the jaw moves and the skin stretches around the nostrils when he speaks. Those are the kinds of details that animators find most difficult to recreate. And here we get it free, with Deep’s performance.”

      As if that wasn’t complicated enough, the Oompa-Loompas are only two-and-a-half feet high, so Deep Roy’s virtual image had to be proportionately reduced. This wouldn’t be a problem if he played his scenes solo but the Oompa-Loompas are in nearly every frame of the film and interact with all the human characters in various settings.

      To illustrate how complicated it was just keeping track of the scale issue, Alex McDowell offers an impromptu checklist that sounds like one half of an Abbott and Costello routine: “Our environments had to be in two different scales. We had to be constantly aware of Oompa-Loompa scale, which is 30 inches high. Hand tools, controls, pathways and architecture had to conform to Oompa height. A lot of the time that’s Deep Roy, who is actually twice that height. So there’s Oompa scale and Deep Roy scale. Oompa scale is sometimes the same as human scale, with tiny props that stay tiny in human scale but appear larger in Deep Roy scale. Sometimes you have Deep sitting in a human chair so you build a double-size chair for him so he appears half-size to humans; sometimes Deep is in the Oompa environment in which case you build a set for Deep, at his scale, and a half-size set for Willy Wonka so that he appears large in the Oompa environment. The terminology alone is hard to get a handle on.”

      Partly to provide a scale reference point in some scenes as well as a focal point and something for the actors to react to, the production enlisted animatronics and prosthetic makeup effects specialist Neal Scanlan, of Neal Scanlan Studio, an Oscar winner for his work on Babe.

      “Our goal,” says Scanlan, “was to make a photo-realistic Oompa-Loompa.”

      He and his team assembled five completely motorized puppets, one for each room in the factory. Made from molds taken from an original sculpted model, the puppets were covered with painted silicone skin, hair-punched, and fitted with highly reflective blown-glass eyes. Their fiberglass skulls accommodated motors to realistically move their eyes and cheeks. Remote-controlled rods beneath their chests turned and moved their heads, necks and limbs.

      The creations were so lifelike that even Roy himself was taken aback upon first seeing them. “I was truly amazed,” the actor recalls. “They can talk, they can move their eyes and mouths. I thought, hey, am I going to lose my job here? Maybe they can just use the puppets.”

      Another 15 puppets were designed full-bodied and pose-able but lacked internal mechanization and gained their illusion of motion through attachment to other moving props, such as the motorized oars on the spun-sugar boat.


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      THE SQUIRRELS

      In his own fantastic yet logical fashion, Wonka understands that the world’s greatest experts on the quality of nutmeats are squirrels. No other creature on earth and certainly no man or machine could pick out good nuts from bad with such single-minded accuracy and speed.

      So, as Wonka’s tour reaches the nut-sorting room the children see 100 of the captivating rodents perched on tiny stools, intently engaged in doing what they do best. Evaluating each nut by scent and sound, they nimbly shell the good ones and place the meat onto a conveyor belt while tossing the bad ones over their shoulders into a giant trash chute.

      Like Wonka, Tim Burton also wanted the real thing – live, trained squirrels.

      “When I found out what was involved, it was a bit overwhelming,” says Senior Animal Trainer Mike Alexander, of Birds & Animals Unlimited. Alexander was happy to re-team with Burton following his successful stint as a chimpanzee wrangler on Planet of the Apes, but admits, “squirrels can be very tough, and training 100 of them was inconceivable.”

      Ultimately, the animals on screen were an artful amalgamation of skillfully crafted animatronics plus some CG and multiple images along with 40 individual, rambunctious and very real squirrels to set the standard and lead the animal action.

      Alexander’s team of four trainers (under the watchful eye of a Humane Society rep), spent 19 weeks with their lively charges, providing mostly one-on-one attention. Some of the animals came from private homes in the UK while the majority were recruited from local rescue shelters. Once rescued, squirrels cannot be released to the wild, by law, for their own protection, so those that were not returned to their owners when filming wrapped were adopted by Birds & Animals Unlimited, where they will be cared for until possibly called for another job.

      While undeniably intelligent and, Alexander attests, “incredibly photogenic,” squirrels are notoriously difficult to handle. Independent and unpredictable, “they’re not necessarily good at doing specific, intricate things,” he says. “They don’t like to sit still. They’re hard to keep in one place. The first couple of weeks were spent in just getting the animals to come out of their crates and sit with us, nevermind any of the things they were supposed to do.

      “We took baby steps,” he continues. “After they were comfortable sitting with us we introduced them to the props. We taught them to pick up a nut and put it into a metal bowl, which is not what they’d do in the movie but once they got the idea of picking the nut up and putting it into a bowl we could change the bowl to a conveyer belt. Once they grasped the basic concepts, they began to learn faster and things started coming together.”

      Each squirrel had a name and it wasn’t long before individual personalities and talents emerged. “All of them are capable of learning, but some are naturally better at certain things than others,” says Alexander. “We found that some of them had no interest at all in picking up the nut, while others, once they had it, refused to let it go. Those that didn’t lend themselves to being ‘good nut squirrels’ were moved to a second group, being trained to run across the floor toward Veruca. Our smartest squirrels do the nut gag.”

      There was a limit to what the real squirrels could do, by their nature or in deference to the potential danger of a scene. In those cases, animatronic or CG troops were called in.

      “Tim wanted to use live squirrels as much as possible,” notes Nick Davis. “But some actions they are just not physically able to do, for example, throwing nuts over their shoulders. Physiologically, their bodies don’t work that way. Our job was to make the CGI squirrels as realistic as possible, to interact with humans in a kind of anthropomorphic way and yet remain absolutely true to their animal nature. Squirrels have a unique dynamic energy and that’s what attracted Tim. He didn’t want to shoot in high-speed or interfere in any way with that natural edge, that intensity and speed that’s utterly charming and can be a bit unnerving.”

      Jon Thum, Visual Effects Supervisor for Framestore-CFC, came aboard to lend his expertise to the squirrel action, eventually contributing 88 VFX shots to the mix, “multiplying the real squirrels in about 15 shots as well as the much harder task of creating squirrels from scratch for another 64. Some shots of the squirrels on stools, turning their heads, had to be CG, and once they are on the floor they are mostly CG shots.”

      Multiplication meant capturing the animals performing on cue, one at a time, and joining the images to present the group in unison. For example, where the squirrels are meant to jump from their stools en masse and run toward Veruca, Thum explains, “they could jump, but not all at the same time. So we had to shoot each squirrel alone, jumping off its stool, and then synchronize them into one shot.”

      To create the virtual squirrels, Thum’s team “took loads of reference footage of the real thing. We had them running, jumping, shelling nuts, tugging at bits of fabric. Animation cycles were built based on this reference to use in all the shots, then for any ‘hero’ squirrels the animators would go in and keyframe that squirrel individually. In some shots our job was to animate actions the animals could not do, like tap Veruca on the head, but the movements you see them doing right before and after that are referenced from real squirrels.”

      The computer images were then painstakingly rendered hair by hair to convey individuality, as Thum describes. “The tricky part was that many CG shots had to cut with shots of the real animals and we found that our close-up squirrels needed five million hairs to look authentic.” Fur was groomed to match the tiniest details of length, color and direction of growth. Nuances of movement such as breathing and twitching were added to complete the effect.

      Additionally, Scanlan produced 12 animatronic models, plus some partials attached to hand-held poles. “In most of the shots there will be a live squirrel in the foreground performing an action and several animatronics in the background repeating it,” he says. The advantage of animatronics is that they don’t mind doing things endlessly and they don’t complain; but they’re never going to appear as real, so mixing and matching is the way to go.”

      Scanlan’s puppet crew were driven by internal motor packs that enabled a wide range of motion including moving their heads, holding a nut and shaking it or listening to it, and flicking their tails around. “We could program and control them to do whatever Tim needed.”

      When Veruca tries to kidnap a squirrel and is summarily knocked down by the incensed rodents en masse, a number of animatronic animals join their warm-blooded brethren in the fray, designed by Scanlan “with little hand and mouth springs to grasp onto the fabric of her dress.”

      Great care was taken to avoid injuring squirrels that might dart underneath her or her stunt double as Veruca hits the ground. In fact, she lands on an unseen platform just above the ground, with ample clearance below. Supplementing the animal actors with animatronics and CGI in this scene created the striking effect of Veruca being completely covered in squirrels.


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      CHARLIE AND THE CHOCOLATE FACTORY MARKS THE 11TH COLLABORATION BETWEEN TIM BURTON AND ACCLAIMED COMPOSER DANNY ELFMAN

      Providing the film’s distinctive score and putting Roald Dahl’s Oompa-Loopah lyrical chants to original music for four special songs is multiple Oscar and Grammy Award nominated composer/musician Danny Elfman.

      Although not a musical (no one but the Oompas sing), Charlie and the Chocolate Factory includes four scenes in which the Oompa-Loompas recount, in song, the woeful misadventures of the unruly children on the factory tour. All the Oompa-Loompa vocals are performed by Elfman, formerly lead singer of Oingo Boingo. Using Dahl’s own words from the book, he tailored the pieces stylistically to each child – Violet, Augustus, Veruca and Mike – whose bad behavior sets off alarming consequences and illustrates a moral lesson.

      “The challenge was to give each song for each child its own distinct feel, and have each one go to a completely different place,” says Elfman. “Augustus Gloop was inspired by big brassy Bollywood production pieces. For Violet, the gum-chewer, I threw back to a retro 70’s funk feel. For Mike Teavee, I needed something frenetic and hyperactive like he is – the short attention span, video game, rock kid. Because Veruca goes down the garbage chute and all the lyrics were about fish heads and such, Tim suggested we contrast that with a really sweet sound, so we went in a 60-ish kind of hippie/happy love-psychedelic direction.”

      For the song’s lyrics, Elfman went directly to the book. “I wanted to stay as true to Roald Dahl’s words as possible. In the book, they were written more like extended chants than songs, but his lyrics already had a wonderful rhythm to them. In the end, I had to do a lot of editing, but I think I was 95% true to the book, with just a bit of tweaking here and there.”

      The creative collaboration between Tim Burton and the multi-talented Elfman is one of the longest-running and most successful director/composer relationships in the industry, beginning with Burton’s 1985 feature debut, Pee-Wee’s Big Adventure, and spanning 20 years to include such memorable titles as Batman, Beetlejuice, Edward Scissorhands, The Nightmare Before Christmas and Sleepy Hollow. Of Elfman’s seven Grammy nominations, four were for Burton films (Batman, Edward Scissorhands, Planet of the Apes and Big Fish), with 2003’s Big Fish also bringing him the most recent of three Oscar nominations.

      For Burton, “his music has always been a guidepost, a way to help define the various elements of a story and draw it all together. In a way, he’s like another actor in the film.”

      “The great part of working with Tim on the music was that he kept throwing me off center by suggesting different styles of music that I wasn’t expecting, but we had worked together enough times so that I knew I could do a lot of crazy things without shocking him,” says Elfman. “Likewise, his ideas have so many times led me to places that I wouldn’t have thought of but that remain my favorites. In particular, on the songs for Charlie, Tim and I worked very closely together and I’d have to say, I can’t remember when I’ve had more fun working at all. It was truly and wonderfully nuts!”


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      CHARLIE AND THE CHOCOLATE FACTORY: THE IMAX EXPERIENCE

      Charlie and the Chocolate Factory will be released in IMAX® theatres worldwide, beginning July 15th, 2005. The film has been digitally re-mastered into the unparalleled image and sound quality of The IMAX Experience® with proprietary IMAX DMR® (Digital Re-mastering) technology.

      This is the sixth IMAX DMR release from Warner Bros. Pictures, following closely on the heels of Batman Begins: The IMAX Experience, which opened June 15, 2005. Previous collaborations include The Polar Express: An IMAX 3D Experience (the highest grossing IMAX DMR film to date), in addition to the digitally re-mastered releases of Harry Potter and the Prisoner of Azkaban and the last two installments of the Matrix trilogy, as well as the original production of NASCAR 3D: The IMAX Experience.

      IMAX Theatres deliver images of unsurpassed clarity and impact, providing audiences an opportunity to experience the magic, excitement and wonder of Charlie and the Chocolate Factory on screens up to eight stories tall and 120 feet wide, surrounded by up to 14,000 watts of pure digital sound.

      “So much of Charlie and the Chocolate Factory is larger than life,” says Tim Burton. “The immersive IMAX format adds its own dimension to the sense of wonder that comes from stepping inside Willy Wonka’s fantastic world and realizing the brilliance of Roald Dahl.”

      The sheer size of a 15/70 film frame, combined with the unique IMAX projection technology, is key to the extraordinary sharpness and clarity of the images projected in IMAX theatres. The 15/70 film frame is ten times larger than a conventional 35mm frame and three times bigger than a standard 70mm frame. IMAX projectors are the most advanced, powerful and highest-precision projectors in the world, and the key to their performance is the proprietary “Rolling Loop” film movement which advances the film horizontally in a smooth, wave-like motion. During projection, each frame is positioned on fixed registration pins, and the film is held firmly against the rear element of the lens by a vacuum. As a result, the picture and focus steadiness are far above normal projection standards and provide outstanding image clarity.

      To fully envelop IMAX theatre-goers, the presentation is enhanced by a multi-channel stereo surround system comprised of 44 custom designed speakers that extract up to 14,000 watts of pure digital surround sound. The IMAX Proportional Point Source loudspeaker system was specifically designed for IMAX Theatres and delivers superb sound quality to every member of the audience, regardless of where they may be seated.

      IMAX has redefined the movie-going experience with IMAX DMR, a patented, revolutionary technology that allows live-action films to be transformed into the unparalleled image and sound quality of The IMAX Experience.

      IMAX DMR starts by converting a 35mm frame into digital form at a very high resolution, capturing all the detail from the original. The proprietary software mathematically analyzes and extracts the important image elements in each frame from the original structure to create a pristine copy of the original photography. This is the most complex step in IMAX DMR. The image on a 35mm film frame is comprised of a fine grain structure like that of all photographic images. This grain, when projected onto the IMAX screen, looks like a TV channel that isn’t quite tuned to the station. Removing the grain while preserving the quality of the underlying image is the basis of IMAX DMR.

      To create the brightness and clarity that audiences have come to expect from The IMAX Experience, IMAX uses a proprietary computer program. The digitally re-mastered film is then transferred onto the world’s largest film format, 15-perforations 70mm. In addition, the film’s original soundtrack is recreated for IMAX’s powerful multi-speaker sound system, which further enhances the movie-going experience and helps put audiences in the picture.


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      << 1 | 2 | 3 | 4 >>

      Crew >> Cast >> DVD Release Date >> Bringing Roald Dahl’s Classic Story to the Screen >> Casting Willy Wonka, Charlie Bucket and the Bucket Family >> The Four Rotten Children >> The Oompa-Loompas and Dr. Wonka >> Building Wonka’s World: Inspired Production Design and State-of-the-Art Practical & Virtual Effects Combine for an Unparalleled Atmosphere of Wonder >> The Chocolate River >> The Oompa-Loompas >> The Squirrels >> Charlie and the Chocolate Factory Marks the 11th Collaboration between Tim Burton and Acclaimed Composer Danny Elfman >> Charlie and the Chocolate Factory: The IMAX Experience >> About the Cast >> About the Filmmakers



      IN DEPTH | GALLERY | BRIEF NOTES | OFFICIAL WEBSITE
      ROALD DAHL | JOHNNY DEPP | POSTER I | POSTER II






      © 2005 by the appropriate owners of the included material





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