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Up In The Air Productions and the Fremont Street
Space Frame
By Nick Belardes (UITA Writer)

It moves. It lights up. It's loud and to get immersed
in the show you gotta stand and crane your neck like you're trying
to see the top of a 300 foot redwood. It's four blocks long—a light
canopy attached to nearly a dozen casinos—and it's full of flying
colors and shapes coming at you from crazy arcing vantage points
in extra-large Vegas-style animation. It's even free as you watch
Swing Cat Blues and see giant animations of cartoon cats trudge
through cartoon landscapes over your head. In 7 minutes the show's
over. Don't worry. It happens every night of the week. And it's
just one of three Up In The Air Productions (UITA) animated features
always playing every hour after dusk.
That’s the latest big show, the result of months of
work from storyboarding to modeling, animating, and testing on a
display that offers quite the artistic and technical challenge.
With an incredible curvature arching over Fremont Street; including
distortion, a strange aspect ratio, and other obstacles, there’s
always a challenge in tackling the ‘vault’. Let's go back to the
show's production, a Las Vegas weekday morning six months prior
to the debut of Swing Cat Blues:
Donnavon
Webb, lead 3D artist, plods up a flight of stairs, unlocks the door
to the Up in the Air Productions office and walks in with his fat
lunchbox full of power bars and bananas. He's got earrings. He's
got blonde-dyed cyberpunk hair. He's just commuted through the crankiest
morning traffic in America; skipped the annoying morning radio shows
and listened to his favorite band, Morphine, jazz up the air. Now
he's had his coffee and is about to look at Swing Cat Blues storyboards.
Outside the Friedman Building window where Donnavon
works, stands Mr. O'Lucky, a pure Las Vegas oxymoron in form, being
a 30 foot Leprechaun standing over Fremont Street. Aren't leprechauns
supposed to be small as chickens? Doesn't matter. Donnavon can see
him every morning across Fremont Street, waving his mechanical green-painted
arm, smiling over his pot of gold: the entrance to the Fitzgerald's
Casino. Donnavon and the rest of the UITA —a subsidiary of the Golden
Nugget Hotel-Casino of the Mirage Resorts organization—are strangely
connected to Mr. O'Lucky. Donnavon and Mr. O'Lucky's symbolic stature
represent some form of responsibility for the ongoing productions
of the massive 70 million dollar project that vaults over the street
between eleven downtown Las Vegas Casinos and a multitude of businesses.
The Golden Nugget Hotel-Casino is the entity responsible for show
productions: the UITA animated features displayed on the vault.
And Donnavon's worry? He's just gotta help make shows
that can fit the most alarming format ever conceived to baffle the
minds of animation artists anywhere. Opening in 1995, downtown Las
Vegas' Fremont Street Experience is a curved surface with an aspect
ratio of 2596x184 pixels covering a 200,000 square foot area.
   
No problem. Donnavon's modeled several cat characters
already: Tickles, Kool Cat, Rudy and Thumper: all down-and-out cat
musicians set in a cartoon-style cross country traveling motif.
Character Studio has been used along with the plug-in Bones Pro,
considered the simplest method to create the Warner Bros. inspired
cartoon creations. At the desks next to him are two other artist/animators,
Ken Seward and Jason Maier. Both have also begun modeling cats and
other scenes for the show. Another animator, Brad Alexander sits
in a back room, intense on putting actions to cats crazily bopping,
walking, waving, gettin' in and out of cars, and dogs doing the
same kind of loony motions. In another office sits Cindy Chinn,
Creative Director, UITA's boss-lady who composites all of the 3D
animation renders. She divvies out various responsibilities to the
artists so that each has a portion of the show that they will specifically
create.
Tackling
the vault is the main concern for the artists and animators at UITA.
Donnavon has to create the all-important first scene for Swing Cat
Blues, that of the fictitious town of Dullsville. The scene must
be low in polys so his workstation won't get bogged down with the
enormous amount of 3D images (geometry) that will go into it. Streets,
buildings, tenements, a fish factory, smokestacks belching smoke,
trees and so on will eventually comprise the background scene. Later,
cars, a tow truck and various cats will be added…
The trick is in the rendering farm. "Like shrinky
dinks going into the oven," Donnavon says in a later interview,
talking about how images are composited. Such compression is needed
to render from 3D into a 2D format so the multitudes of 3D animation
will work in a scene without bogging down the workstations. But
what about the Fremont Street Experience vault itself? Las Vegas
downtown is a booming area partly as a result of the creation of
the Fremont Street Experience. Tightening the downtown business
community spirit with free entertainment has actually increased
development and infused city ordinances that have helped clean up
what was once a decaying area. From new government buildings to
the addition of the Neonopolis mall now under construction, downtown
Las Vegas is now thriving. But what is the Fremont Street Experience?
Some call it the space frame, or light canopy. Regardless, it’s
no TV. A thousand people can’t gather under the vault and all witness
the same show. There is no localized action like when watching a
TV screen and everyone has the same reference point of viewing.
People stand under it, often in the thousands and peer upwards from
every direction—some facing, North, East, South, or West, and they
don’t see all of the vault at any given moment. It’s too massive.
It’s curvature and non-localized nature means you can’t move your
camera when making a scene. “No 2 people are looking from the same
angle. Curvature, perspective, distortion and that crazy aspect
ratio (2596x184 pixels) means you can’t look straight overhead for
a clear view. You have to look down the street at an angle,” says
Donnavon. And that takes the average street-goer a good minute into
the show before getting their bearings. The curvature distorts images,
causing artists to have to treat it almost as if it has two sides
and a top. Images don’t typically stretch over halfway through the
curvature, and so as Donnavon peers at storyboards he makes sure
to model buildings that don’t stretch from one side of the vault
to the other. Taking it for granted that distortion issues are just
part of the process that has to be solved with each show made,

Donnavon creates geometry, repeating as many building
models as he can get away with in order to cut down on production
time and to prevent the all-intrusive slowing of the workstation.
Soon his scene will be tested on the vault, and street-goers will
look up and wonder why Donnavon and a small group of people are
pointing and pacing on Fremont Street.
Of course it’s all in a day’s work for Donnavon, and
the process for he and the rest of the UITA staff continues with
a Motown-driven show slated for the new Millennium.

UITA Team from left to right: Cindy
(Director), Nick (Creative Writer), Ken (Graphics Artist),
Jason (3D Artist), Donnavon (Lead 3D Artist) and Warren (Systems
Administrator).
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