Things you're tired of seeing in movies

When I had COVID and was exiled to the master bedroom in our house for a week, I watched all the SW movies. Yoda simply looked so much more realistic as a puppet than he did as CGI. I do like how some directors are getting back to practical effects because they've learned what many of us already knew; if it's really there when the camera starts, it looks real on the finished film. You can't count on that for CGI
 
When I had COVID and was exiled to the master bedroom in our house for a week, I watched all the SW movies. Yoda simply looked so much more realistic as a puppet than he did as CGI. I do like how some directors are getting back to practical effects because they've learned what many of us already knew; if it's really there when the camera starts, it looks real on the finished film. You can't count on that for CGI
I disagree with this, there's nothing inherently better about practical or CG. It's all a matter of its application and the artists behind them. The Yoda puppet worked because George was smart and got some of the best puppeteers around to bring the character to life. By the time the Prequels came around, George became (overly) enamored with tech which wasn't quite fully mature yet and likely did not give the artists at ILM the time needed to do things right. He probably didn't have experienced enough animators working on those senses and that will greatly affect the quality of your work, and it applies to both practical and CG.
 
I disagree with this, there's nothing inherently better about practical or CG. It's all a matter of its application and the artists behind them. The Yoda puppet worked because George was smart and got some of the best puppeteers around to bring the character to life. By the time the Prequels came around, George became (overly) enamored with tech which wasn't quite fully mature yet and likely did not give the artists at ILM the time needed to do things right. He probably didn't have experienced enough animators working on those senses and that will greatly affect the quality of your work, and it applies to both practical and CG.
I disagree. Practical will always beinherently better because they have a specific gravity to their existence, because they're actually there. Actors will always be looking in the right place because they are interacting with a physical entity. There are certainly some things that you can't do with practical effects, at least not easily, and that took creativity from filmmakers. Today, when the sky is the limit, a lot of directors don't stop to ask themselves if they should do it, just because they can. It winds up looking terrible and unrealistic.
 
For Yoda, I would like to see an actor's face recorded with tracking dots, and then have a rubber puppet repeat that performance with motion-controlled face muscles/joints.

They could build the puppet double-sized for better skin/hair surface detail and more internal room for mechanicals. Shrink it back to normal size when it's being composited into the footage. They might also need to film the puppet at a different speed to offset the larger size of it (gravity and mass scaling issues). Like the way ILM used to spend hours slowly making a pass on a spaceship model that went by very fast in the final cut.
 
I disagree. Practical will always beinherently better because they have a specific gravity to their existence, because they're actually there. Actors will always be looking in the right place because they are interacting with a physical entity. There are certainly some things that you can't do with practical effects, at least not easily, and that took creativity from filmmakers. Today, when the sky is the limit, a lot of directors don't stop to ask themselves if they should do it, just because they can. It winds up looking terrible and unrealistic.
That's hardly true and is all just perception. In both CG and practical that weight is all achieved via artistry and is not inherent. For instance, take spaceship scenes shot with models, that weight you see/feel isn't because it's a physical model, it's all in the camera work because the model is typically fixed in place and it's the camera that moves and makes it seem like that the model is moving. In CG ,it's the exactly same, it's all in your camera movements that will lend the feeling of weight to your shot. And if you're talking puppets, it's the skill of the puppeteer that makes the puppet seem rea; and not the puppet itself which typically weighs a fraction of what it would weight if it were a living being. This is esp. true in any scene in The Mandalorian where an actor picks up Grogu, even though it's a physical puppet the way the actors pick it up make it readily apparent that it's a puppet weighing only a few pounds as opposed to a living being that should weigh at least twice as much.
 
That's hardly true and is all just perception. In both CG and practical that weight is all achieved via artistry and is not inherent. For instance, take spaceship scenes shot with models, that weight you see/feel isn't because it's a physical model, it's all in the camera work because the model is typically fixed in place and it's the camera that moves and makes it seem like that the model is moving. In CG ,it's the exactly same, it's all in your camera movements that will lend the feeling of weight to your shot. And if you're talking puppets, it's the skill of the puppeteer that makes the puppet seem rea; and not the puppet itself which typically weighs a fraction of what it would weight if it were a living being. This is esp. true in any scene in The Mandalorian where an actor picks up Grogu, even though it's a physical puppet the way the actors pick it up make it readily apparent that it's a puppet weighing only a few pounds as opposed to a living being that should weigh at least twice as much.
Sorry, but I can still tell Grogu is a puppet: it looks fake to me no matter how much "weight" they visually try to add to it. As for the weight of physical models: they retain a quality even when poorly shot that CGI has a very hard time trying to match. I can tell a CGI model (even when well done) as opposed to a physical one by sight: the CGI one always looks "off" to me.
 
That's hardly true and is all just perception. In both CG and practical that weight is all achieved via artistry and is not inherent. For instance, take spaceship scenes shot with models, that weight you see/feel isn't because it's a physical model, it's all in the camera work because the model is typically fixed in place and it's the camera that moves and makes it seem like that the model is moving. In CG ,it's the exactly same, it's all in your camera movements that will lend the feeling of weight to your shot. And if you're talking puppets, it's the skill of the puppeteer that makes the puppet seem rea; and not the puppet itself which typically weighs a fraction of what it would weight if it were a living being. This is esp. true in any scene in The Mandalorian where an actor picks up Grogu, even though it's a physical puppet the way the actors pick it up make it readily apparent that it's a puppet weighing only a few pounds as opposed to a living being that should weigh at least twice as much.
To think that most of the models shot in 2001 were photographs of the physical model affixed to a glass plate with the camera moving and the photo in a static mode (all of the Nukes around the Earth, the Orion, some shots of the Aries-1B, etc).
The "weight" is achieved by tricking your brain; lighting, shadows, camera angles, etc...one can argue that the shadows on this models didn't "move", since one light source is always the sun, real movements means shadows moving on the model. There are many practical effects that use that trick.;)
 
I disagree. Practical will always beinherently better because they have a specific gravity to their existence, because they're actually there. Actors will always be looking in the right place because they are interacting with a physical entity. There are certainly some things that you can't do with practical effects, at least not easily, and that took creativity from filmmakers. Today, when the sky is the limit, a lot of directors don't stop to ask themselves if they should do it, just because they can. It winds up looking terrible and unrealistic.

The exact same thing can be said about practical stuff as well. And it's not saying one is better than the other. It is saying that if you don't think things through and do it right, it'll look bad - and that applies evenly to both of them.
 
Sorry, but I can still tell Grogu is a puppet: it looks fake to me no matter how much "weight" they visually try to add to it. As for the weight of physical models: they retain a quality even when poorly shot that CGI has a very hard time trying to match. I can tell a CGI model (even when well done) as opposed to a physical one by sight: the CGI one always looks "off" to me.
Again, works both ways. There's plenty of time that models look like models and it knocks you out the scene, or that the miniature is a clearly a miniature and it doesn't the same thing. Neither one comes off better all of the time.
 
Again, works both ways. There's plenty of time that models look like models and it knocks you out the scene, or that the miniature is a clearly a miniature and it doesn't the same thing. Neither one comes off better all of the time.
Well actually... if you take a flashlight and aim it just right while whooshing the ship around the room...

*you need to remember to make the "whoosh" sound effect; that's important*
 
I swear, if I see one more expositional scene where someone explains a wormhole by poking a sheet of folded paper with a borrowed pen, I'll scream.
Good point. And from someone I know how actually studies the real scientific aspects of things like this, it's a horribly inaccurate analogy.
It's very hard to explain 3D space in limited narrative capacity of movies. Even now that they can create FX displays to show space, I think you can't communicate distances in a way an audience would understand. So, we're left with the paper and pencil.
 
The only less-accurate way to explain a wormhole (than the folded paper) is all the other ways of explaining it in 20 seconds.

Having said that, wormholes have been used/covered often enough in Hollywood that I think they could just skip the explanations from now on. People get it. It's a magic hole that you can unlock with (insert big technical challenge here) that teleports you to some other place/time. It takes you to Narnia, or back in time, or to JCPenny's, or wherever you need to go. There's a way to rationalize it with current science.
 
I never really did get that whole "imagine space was flat like this paper" thing. How exactly do you imagine something like that? Space isn't flat. To me that's like saying "Imagine this basketball was the size of this bb. See how easily it goes through this straw? That's how (insert scientific term here) works!". Well, basketballs aren't the size of bbs. How can you do that? My brain just doesn't get it.
 
the idea is to keep removing dimensions until you can wrap your brain around it. Since a wormhole is a 4th dimensional projection on 3D space, to simplify you subtract one dimension and thus describe adding a 3rd dimension (the fold) to 2D space (the paper).
 
I never really did get that whole "imagine space was flat like this paper" thing. How exactly do you imagine something like that? Space isn't flat. To me that's like saying "Imagine this basketball was the size of this bb. See how easily it goes through this straw? That's how (insert scientific term here) works!". Well, basketballs aren't the size of bbs. How can you do that? My brain just doesn't get it.
Here. Let me borrow your pen ...
 
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