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Keith Kellogg certainly made an impact when he joined the production team behind Star Wars: The Clone Wars as animation supervisor at the end of season three especially when he brought Chewbacca with him! Star Wars Insider talked to Kellogg about his work on the show so far, and about life as an animator. Interview by Jonathan Wilkins
Can you describe the role of Animation Supervisor and what the job entails?
We have three studios working for us currently, so basically every studio submits their shots to me on a daily basis. Weāre working on multiple episodes at any given time, and I review these shotsāaround 80 to 100 of them each dayāand I make notes on them. There are also many times where I will record myself, as sometimes this is the easiest way to get across my thoughts on the performance.
Thereās also a lot of work that is done upfront, earlier in the design process of the episode. From the start of the show, the assets are created. These are modeled, both in-house and overseas from the amazing designs on the show. Iāll give feedback on these and make sure that the characters can move properly. We also have rigging dailies to take a look at the upcoming characters in the episodes. This is to make sure that they meet the deformation and motion requirements that are necessary for the show. Sometimes a still image can look good, but we have some really crazy designs and outfitsāplus the armor of the clone troopersāso you have to make sure that it all works onscreen.
You started working on The Clone Wars at the end of Season Three. What are the biggest challenges youāve faced so far on the show?
With every episode weāre creating new characters, new locations, and new designsāso each and every show has its own special set of challenges. Obviously, we have our main characters: Anakin, Ahsoka, Obi-Wan and so on, but with different story arcs we also get to delve into other characters that people havenāt seen in the Star Wars universe yet. Itās a lot of work creating those characters on an episodic basis, and making sure the character stays consistent across our three animation studios.
Which is the bigger challenge on the show: creating a new character or animating an existing one?
To me, itās creating a new character. Occasionally, due to different production and scheduling things, we have different studios animate a new character. Thatās a big challenge, because thereās a lot of different ways to animate a character. A really great example of that was Pong Krell in the Umbara quadrilogy. He was created across two different studios, with each doing two episodes. A lot of my job is trying to make sure that we maintain a complete character with all the subtle characteristics intact.
Speaking of characteristics, is it difficult to make sure all the clones in the show are different?
The challenge is finding their different personalities. The upcoming arc on Umbara is mainly about clones. Obviously, they all look the same, so trying to make sure the audience could tell them apart by both their body language and facial expressions was a big challenge. Some clones would be more questioning, so Iād have their inner eyebrows up just a little bit, just to kind of get that subtle nuance across that this is the one thatās questioning the orders. There might have been another who is angry about whatās going on, so maybe his brows were down a bit more, his lower lids up slightly more; just subtle little things like that.
Do you have a favorite character?
I tend to like the villains, just because they can really chew up scenery; you can be a little more aggressive with them, have little jaw-rolls here and there and little nuances in the face. It might be a facial tic like we had with Osi Sobeck in āThe Citadel.ā Whenever he spoke to Count Dooku, we gave him a little bit of an eye-twitch to show how nervous he was. With villains, you can push them probably about 20 percent more than what you can do with your heroes.
You brought Chewbacca into the show āare there any other classic characters youād like to see?
We just got to do Ackbar in āWater War,ā which was really cool. To see him as his younger self, commanding an army in the field was really fun, and to be able to see him mentor Lee-Char was great.
I liked seeing Tarkin come back; it gave the audience a glimpse of what he was like when he was young. As we keep going through Season Four, Iām sure youāll start to see some more classic characters that have been brought back, but Iāll just wait for those to surprise you as they come!
THE CHEWBACCA CHALLENGE
Keith Kellogg reveals how Chewbacca was brought into The Clone Wars.
āWhen we introduced Chewbacca to the show, it was the first time the world had ever seen Chewbacca being performed by somebody else. [Original Chewbacca actor] Peter Mayhew was really heavily involved in our recreation of the character and he gave us subtle ideas of how Chewbacca should behave. Peter is the only person to have ever portrayed Chewbacca, and we tried to make sure we were true to his vision. We made sure we incorporated the fact heās not as aggressive as some of the other Wookiees, and heās a little more curious, and that he has the movie-Chewbaccaās little bow-leggedness. Hearing all that from Peterās perspective helped us to bring that character to life.
āThere was also a technological advancement because we had moving fur for the first time. Chewbacca was an incredibly heavy character to animate; the animators struggled a bit at first, because of how dense he was, but we came up with ways we could help with that.ā
How has it been working with some of the guest directors?
There have been some really big names, for sure. Duwayne Dunhamās episode was an incredibly challenging thing to do because we were going underwater for a three-episode arc. We had to create all-new environments and the characters had to be constantly treading water and moving. I chose a lot of the underwater fight scenes from Thunderball, the James Bond movie, as reference for the animation studios to look at, and Iād constantly be sending them clips of other things. Reference is always the key. Duwayne also pushed us on the amount of characters that we use, and weāll be seeing a lot more of that in Season Four. Weāve started using Massive at some of the studios, which is a crowd software package, and weāll be using more of that and fleshing out the universe. It all adds to that level of realism.
Another guest director was Walter Murch, who worked on the Umbara arc. Everybody around the studio was obviously really happy he was here and learned a great deal from him. Heās got so much experience. You can really see his camera-work and all the details in the Umbara arc; you feel like youāre down in the actual trenches, fighting alongside the clones.
When youāre working, do you study the actors at all, and how closely do you work with the voice actors?
One thing Iāve always found to be a really big help in animation is filming the actual ADR [Additional Dialogue Recording] sessions of the actors. You can see what the actors were thinking and get an idea of what their emotions were when they recorded the scenes. In studying the performance, you always find little things that you can bring out that take the performance to another level.
Some of our animators donāt actually speak English, and itās a real challenge for them to animate lip-sync. So to actually be able to show when the mouth is opening and closing, and what the different shapes are, helps them a great deal.
Would you say that the animation is stylized or is it striving to be more real?
Itās a stylized realism. Weāre definitely more realistic than a lot of animated shows are, but we do still have a specific style that weāre trying to hit. We have a very angular kind of design and I try to emphasize that angularity a little bit. Making sure that we have really strong poses is a big deal, especially when lightsabers are blocking blasters. We definitely are stylized, but there is also a high level of realism.
As the show advances, can you tell me what you think is the next step in animation?
In any animated show, sometimes there can be little things which draw you out of the storyāfor instance, if a walk looks a little stilted or you suddenly realize that something doesnāt look quite right. My biggest goal was to make sure that none of those things appeared on-screen. The second task I wanted to accomplish was really pushing both the facial performances as well as the acting in order to bring a new level of animation to The Clone Wars.
Also, we have so many different kinds of characters and a lot of them walked the same and did similar things, so, later on in the season, youāll see that different species will start to have a little bit of a different walk and different gait. Weāve tried to give them some personality through that.
What excites you about the future of the show?
Our biggest thing with The Clone Wars is just to try and keep pushing and see how far we can go. Both Joel Aron, the CG supervisor, and myself, really want to push the show to a place it hasnāt been and push television animation further. We want to show that even if you donāt have an incredibly huge budget, you can still make something really amazing and blow peopleās socks off.
On our show, thereās a whole lot of drama, which is something you donāt see in many other animated shows. We are starting to portray very real situations and trying to make sure that the acting looks as real as possible. Weāre trying to take TV animation to the next level and my goal was to try and do feature animation every week on a TV schedule. This season, youāll start to be able to see everything that weāve been pushing for.
GETTING ANIMATED
Keith Kellogg discusses what made him want to get into animation.
āAnimation was where I always wanted to go. Movies such as Star Wars, Jurassic Park, and The Abyss are what really got me into the whole medium of CG animation, but getting a job as an animator at a well known studio right out of school was rare. So I started out working in matchmove at Roland Emmerichās visual effects studio Centropolis. Then I was able to work my way into animation and have been fortunate enough to be there ever since. Iāve always had a drive for both art and technology and thought that computer animation was the best blend of the two. I loved seeing those amazing images that directors were putting up on screen, like the first time the dinosaurs appeared in Jurassic Park, and obviously all the Star Wars movies and the prequels. All that kind of stuff was running through my head constantly, so being able to get to do some of that and work with the live-action stuff was a lot of fun.ā