Ever since James Cameron’s Terminator 2: Judgment Day was released in 1991, I’ve been reading about the many ways ILM, led by visual effects supervisor Dennis Muren, had to basically invent new ways to realise the CG ‘liquid metal’ T-1000 shots in that film, of which there are surprisingly few. Tools like ‘Make Sticky’ and ‘Body Sock’ are ones that I’d heard referenced several times, but I’ve always wanted to know more about how those pieces of software were made.
So, over the past few months, leading up to the re-release of Terminator 2 in 3D, I’ve been chatting to the artists behind the technology who were there at the time. This was when ILM was based in San Rafael, and when its computer graphics department was still astonishingly small. Yet despite the obvious challenges in wrangling this nascent technology, the studio had been buoyed by the promising results on a few previous efforts, including Cameron’s The Abyss, and by the possibilities that digital visual effects could bring to modern-day filmmaking.
For this special retro oral history, vfxblog goes back in time with more than a dozen ILMers (their original screen credits appear in parentheses) to discuss the development of key CGI tools and techniques for the VFX Oscar winning Terminator 2, how they worked with early animation packages like Alias, and how a selection of the most memorable shots in the film – forever etched into the history of visual effects – came to be.
Gearing up the computer graphics department
Tom Williams (computer graphics shot supervisor): I actually worked full-time for both Pixar and ILM for most of T2. Then I realised that was really dangerous. I would fall asleep, driving home once, and freaked myself out and realised you can’t really do that. So towards the end of T2 I went over to ILM full time. The way I got there originally was, I got invited by [visual effects producer] Janet Healy and [visual effects supervisor] Dennis Muren because I had worked at a company called Alias, which did modelling and animation tools.
George Joblove (computer graphics shot supervisor): Each single gig at ILM was a small step above what we’d done before. And we were fighting with the limited computing resources we had at the time. We had done The Abyss which was a big step forward in a couple ways. First of all, in demonstrating what was possible and achieving it. Second of all, working for Cameron who had that great vision for how it could be used in The Abyss. With that film, had we not been able to pull it off, there would have been ways to work around it. But I don’t think there was any such opportunity in T2.
Eric Enderton (computer graphics software developer): Terminator 2 was my first big movie. I saw The Abyss in the SIGGRAPH film show and thought: I want to work for those guys. Fortuitously the CG group had decided to hire their first tools writer. They had lots of software but it was all being written by the same people who were doing the shots. I was the first ‘software-only’ person in ILM computer graphics, which obviously was a huge learning experience and just an amazing time.
Jay Riddle (computer graphics shot supervisor): I was working at ILM for several years and had learned how to animate by sitting with John Lasseter when he was in the Graphics Group, which was part of the Computer Division of Lucasfilm at the time. They were using this vector graphics display that they used with their own in-house software that they’d written, and they had this frame buffer. They were still in our building, and then they moved out to one of the other Lucasfilm buildings while they were trying to spin off and get their own place, which they eventually did. And just as they left were doing The Abyss, and then they were kind of fully gone by the time T2 came around.
Michael Natkin (computer graphics software developer): I showed up at ILM in a suit, which was hilarious. I remember Eric Enderton and George Joblove and a few other folks took me up to the Ranch for lunch and showed me around and I was like, ‘Sure. Hell, yeah. I’ll do this. Let’s make it happen.’ I knew a lot about computer graphics, but nothing about movies whatsoever, so there was quite a learning curve.
Jonathan French (computer graphics animator): The process of even starting at [ILM] was kind of novel. I landed in SFO at 11am and after finding an airport car rental agency that would rent to someone 23 years old I drove straight to ILM in Marin. I think after I signed the NDA they immediately handed me the script to read, a small stapled booklet on ILM film terminology and tools, and then about ten people on the team kindly took me to lunch at an Afghan restaurant, which I am pretty sure was the only Afghan restaurant in Marin. The next morning in dailies I got introduced by Douglas Kay to the team in the screening theatre and everyone turned around and applauded. Three things go through your mind at that point: one, how supportive these people are, two, I better live up to my own expectations, and three, I better live up to theirs. It worked out ok.
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